Showing posts with label Analysis. Show all posts
Showing posts with label Analysis. Show all posts

Wednesday, February 20, 2013

Death From The Skies: Is the Storm Talon viable now?

Death From The Skies is here and we are starting to learn the new rules. Even stuff released recently has some sort of change, and that includes the nifty Storm Talon. Is it enough to bring new life to the smallest of the Space Marine Flyers? well for starters it is the same AV11 with 2 hull points paper plane, not exactly a flying fortress. But hey, now it's cheaper, still brings good dakka and we know Flyers are pain to deal with by many armies. Let's have a look.
The first thing to notice is that now the Storm Talon costs 110 points, which seems more reasonable than the previous 130. It carries a  a twin-linked assault cannon, a fine gun which is both reliable and versatile. Interestingly it is underslung so it can shoot targets behind the 'Talon, just mind 24" is not a lot. The secondary weapon is a twin-linked heavy bolter, and while it adds more weight of fire, is really meh against most things in the game. Luckily GW has also lowered the cost of what is probably the most versatile weapon in the hangar deck, the skyhammer missile launcher. 15 points for 3 S7 shots is a good deal, and leaves our chibbyhawk at 125 points. That sounds like a deal. It is not auto-include by any means, but it's not a bad addition. It will provide some AA (at least, if it gets to play after the opponent's) and if not, it can pound ground infantry and light mech targets alike. Just make sure you deal with its nemesis (Quad-guns) before the Talon gets to play, or it will not get far.

The other two options (TL lascannon and TML) are too expensive for what they do. The lascannon could still find its place in a meta full of AV12 flyers but the TML is awfully expensive for what it does.

Consider the alternatives. Space Marines do not get access to flakk missiles or AA weaponry of any kind in their ground forces, thus relying in twin-linked which is still an ineffective way to deal with Flyers. So allies and fortifications aside, it boils down to the Storm Raven or Talon. The Storm Raven is obvioulsy better, if a tad more expensive, and can still transport the cheap SM hammenators or an ironclad. 

What else there is to it? the escort option isn't very enticing to say the least, and strafing run is cute but you already have BS4 and a twin-linked gun. Now that the Storm Raven is available to most Space Marine chapters (sorry 'bout that, Wolves), it has the size to potentially block LOS to the Talon but that is already an expensive proposition. It has been clarified now that it can hover, but keep in mind this will likely end with the Talon hitting the ground or exploding in the air.

Conclusion

The changes to the Storm Talon costs make it an interesting option now to help fill the AA needs of Space Marines, especially now the Helldrakes, Vendettas and Scythes are wreaking havoc. And are versatile enough to deal with other targets should you come across armies without Flyers. It is still a glass cannon and will not survive many dogfights, but it can win your troops a couple of turns of safely sitting on objectives.



Thursday, January 17, 2013

Analysis: Which is best: Dark Talon or Nephilim?

Dark Angels got not just one but two new shiny Flyers. This begs the question - are the Dark Talon and Nephilim any good? what is the best way to use them? and ultimately, should we use them at all? let's take a look at the flying monastery and the winged StormTalon and see what they have to offer.

Before we look at the rules and use, let me just say the hobbyist in me really likes the model and I have ordered one nevertheless. A few magnets here and should suffice to switch all weapon types.




Dark Talon

This is the odd-looking flyer with the gothic imagery and funky cannon. The Dark Talon is mainly an anti-infantry platform, designed to wipe out the opponent's scoring troops. If it's any good at that, we'll see in a moment. Its main gun is a Dark Rift cannon (see a pattern in the names?) that dishes a Whilwind style pie with Blind. The Hurricane bolters are a natural complement and add up to the dakka. On top of that it carries a one use per game Stasis Bomb that reduces WS and I by -3.

With all these weaponts being AP4 or worst it has a limited damage output, nowhere near a true AI specialist like the Helldrake that can decimate a squad per turn. And this is where the key of the issue lies - where a Helldrake is designed to operate solo, speeding forward towards a Troop unit in cover (probably sitting by an objective), the Dark Talon moves with the rest of the Ravenwing, adds its dakka to the rest of the spearhead to force saves rolls, and uses the stasis bomb to give the RW chargers a significant combat advantage - attack before it's MEQ opponents and hit them on 3's. Its Hurricane Bolters can also benefit from the Retribution Standard and dish out 24 twin-linked shots, but this is too unreliable to count on it. It can hover though, and benefit from an improved jink save of 4+ if near a Dark Shroud and especially from the saturation of objectives. It isn't especially killy so your opponent might just prefer to shoot the bikers, especially if they are scoring - and very often they will be through Azrael or Sammael.

Is it worth the 160 points? I would say no. A similar damage output can be achieved by adding more bikers, terminators or simply a couple of Predators. And the Ravenwing Grenade Launcher can create similar advantages. That said, it is not as bad as some have put it and can have it's place in many lists.

Nephilim Jetfighter

This is a more stylized flyer without the blings and stone of its flying cousin. Its weaponry is likewise more akin to imperial standards, featuring a twin-linked lascannon, a twin-linked heavy bolter and 6 one-use Blacksword missiles. To come to think about it, it's weapons and armour are similar to a Razorback, with the added durability. If the Dark Talon is an AI platform, then the  Nephilim goes after its AV10-11 transports. And this is one of the issues - there are several units in the  Dark Angels codex that can do this role more efficiently, and from T1. Multimelta toting land speeders and attack bikes will be a common sight in the DA lists, and naturally so since are cheap, spammable and can benefit from increased cover saves, saturation of targets, FNP auras (bikes only)... Other units such as missile laucher Devs, Riflemans or even Whirlwinds can also take this role.

If equipped with the Avenger Mega Bolter it gains some AI duality, supressing the enemy with 10 S5-6 shots (5 Avenger, 3 HB, 2 missiles per turn during 3 turns); for some reason GW has kept the main gun and missles only AP4 so again has a limited damage output. When considered in the context of the army, well again these are wounds that stack up with the TL botlers of the bikes or the storm bolters/heavy weapons of the terminators. The army can also have plenty of AP2 weapons to deal with MEQs/TEQs.

As an antiair platform, it is somehow disappointing. First of all, the TL lascannon will hit 9/10 times (roughly) and cause an internal hit 50% of times vs. AV11. The other 4 S5/6 shots can help getting additional glancing hits. As for the internal hits, its FP2 and can substitute a weapon destroyed resul by an inmobilized. So yes, it can take down a flyer but it can also just take a hull point or two and leave it still functional. Now again, there should be some more AA in the form of quad gun and flak missiles to help take it down.

Wait what about the points cost?

There's wide consensus in the Vendetta being severely undercosted, but even the comparison with the Storm Raven, a 200-250 points beast, is not good. For 30 more points the Storm Raven has better armour, better weaponry, PoTMS and the capacity to transport 12 units plus a Dreadnought. More often than not this is not a good idea but at least the 'Raven can do it. And it has an assault ramp. If we were to use the Storm Raven as refernce and reduce its point cost as we strip these upgrades, we would very likely end in Vendetta-levels of cost. As it stands now, there's nothing in the DA flyers that justify their currents points cost. Let's see what happens with the rumoured Dark Eldar and Tau Flyers coming soon.

Conclusion

The expectations were certainly higher - hopefully not to be as broken as Night Scythes are  but to be more deadly like Helldrakes are. The DA Flyers are not killy by themselves and what is worst, don't really add anything that the army has elsewhere. Top it with a high points cost for what they do and the result is, it is difficult to justify their inclusion. The firepower the DA flyers dish is merely acceptable, and they pale in comparison with their imperial counterparts.

In tournament games it is not a lesser factor that the flyers have to start and reserve to enter the board alter. Many times the more you will play is 5 turns, further diminishing the return of your investment.

To close, I wouldn't go as far to say they are unplayable; they are useful after their own fashion and fit well with what the rest of the army do, so please go and field them if you like their look, fluff or just because you own the model. But efficiency-wise I would be tempted to invest the points somewhere else.

Wednesday, January 16, 2013

Dark Angels: It's all about synergy

So Dark Angels are finally here and the codex has been out enough days to start making some early analysis. The codex looks solid, with several interesting builds, dirty cheap HQs (65 point for a divination Libby? count me in thanks), good terminators and bikes and an assortment of special rules/equipment that open up a lot of possibilities. So while I await the ton of stuff I ordered at Wayland to arrive, let's get onto the aspect that dictates the way this codex is meant to be played: sinergy.



That is, sinergy. While most units are rock-solid on their own, the codex is at its best when several units are used together with an specific aim. 1+1>2 when it comes to the performance of the DA. Now this is true of most armies, where individual units usually fulfill specific roles and it is the conjunction of each unit work taht brings to success. So for example, Devs remove transports and tactical squads move up to rapid range fire, etc. In the case of Dark Angels, the synergies seem to be stronger as the different units not only complement each other, but enhance their performance. Here are some examples:

Ravenwing + Deathwing.



 Both units have a set of rules that are very good on their own but excel when used together. The Ravenwing can start in the board at the edge of your DZ, then scout 12" to get to the middle of the board. T1 they can move (and turbo-boost if needed) to be in your opponent's gunline. T2 the Deathwing arrives within 6" from the teleport homer, so no scatter and use their now TL guns to beat some face.

At this point we have a solid anvil in the form of the Terminators, with storm bolters/heavy weapons and power fists, and a mobile anvil with the hit and run bikers, especially in the case of the Knights with their relentless TL plasma talons and S5 rending CCW.

This allows us to 1) move the Ravenwing up the board with a 2+ cover save, 2) bring the Deathwing exactly where we need them, and when we need them (use DW assault to select what comes in T1 and T2), 3) alpha strike when the DW comes (remember TL guns and split fire), 4) put a lot of pressure in your opponent and 5) overall dictacte the direction of the game.

Ravenwing bikers + Dark Shroud


This is an obvious one, the combination of the bikers' jink saves, skilled rider and the dark shroud aura give them a 2+ cover save, perfect to cover the space and get deep in your opponent's DZ. Unless they have weapons that ignore cover, the Ravenwing will get there intact. If there are, put Sammael in front of the unit spearheading the attack and let him take the hits. 4++ and Eternal Warrior will help.

Tactical Squad + Ravenwing + Devastation Standard


The thin green line
The Devastation Standard turns all nearby boltguns onto Salvo 2/4 weapons, meaning a static Tactical Squad will make 40 bolter shots at 24"... bring in a 65 point Divination Libby and said Tactical Squad does no longer have an anemic damage output. The problem is they need to stay static to do so, so deploy an Aegis Defence Line as fast forward as you can, then put the gunline behind. A couple of tactical squads, a command squad to carry the Standard and a Libby. More than enough to secure a couple of home objectives. The rest of the army will have to de-mech your opponent, and that is where these attack bikes and double-melta speeders from the Ravenwing come to help. Once the troops are in the ground, few will resist 80 bolter shots.

It is also worth mentioning the Rad Grenades from the RW Grenade Launcher that reduce -1T to the unit they hit, so these S4 shots wound MEQs on 3s, and insta-kill eldars and GEQs!! say hi Yriel :)


Ravenwing bikers + Devastation Standard



The problem with the previous approach was that the Tactical squads needed to remain static, which can be a tactical disadvantage sometimes. Another way to use the Standard is with the Ravenwing squads - a standard squad with 6 bikers and an Attack Bike will make 28 twin-linked S4 shots at 24", even with moving (Relentless, remember?). The overwatch fire would be quite spectacular if someone dares charge onto that, and if not, well they should have a 3+ cover save with a Dark shroud nearby. The problem here is that the Standard needs to be carried by the RW Command Squad, which can't have more than 3 members. That said, I wouldn't be too concerned about their survibability as this unit can turbo-boost and get the 2+ cover save, plus Sammael can always join and help tank any wounds coming through.

Belial + Deathwing


Belial has been designed to spearhead the Deathwing Assault, and does this very well thanks to his teleport homer and his special rule to never scatter when deep striking. Send him T1 along with a tough squad, and T2 the rest of the DW will arrive with no scatter. He also carries a nifty AP3 fleshbane sword (wounds everything on 2s) that strikes at I5, and makes precision shots on 5+.

Azrael + DA


As the DA Chapter Master it is only fitting that Azrael has great synergies with most of his army. Let's see. First of all unlocks the Doublewing, although this has its own problems (this goes for another post, but basically you can't have both wings with a significant strenght due to the points limit, unless you're playing above 2000 points). Strangely enough Azrael can't join neither Death or Ravenwing, but he does conferr his 4++ to the unit he is with. Enter veterans or tacticals and a drop pod to take him wherever he needs to be. Alternatively he can also stay home behind the ADL, manning the gun and helping supress any infiltrators/outflankers behind your lines.

On top of that, Azrael provides Ld10 army wide, which with Stubborn means leadership is not going to be a problem, gets to select the Warlord trait that he wants from the DA table and is a beatstick himself with his 2+/4++, 4W (wtf) and S6 AP3 precision power sword.

Librarians


With access to 4 psychic branches, including the coveted Divination, 65 points base and the ability to get special gear, well Librarians are a very interesting choice. With Terminator armour they can join the DW party and since they have access to special equipment, well they can purchase an auspex and reduce the cover of an enemy unit by -1, right before the RW Knights unleash a storm of plasta.

Conclusion

The Dark Angels are looking like a very solid codex that will have its peak performance when the different units work in perfect synergy. Hybrid builds will probably outperform themed armies like the very popular pure Deathwing as the codex seems built with the idea of combining a few DW/RW units with other support units and scoring troops. The special characters work in a similar way and even the new units excel at supporting others.
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