It has been a bit of a troubling past few weeks for my family and I, but there have been some positives; I love the new Tau, and my recently initiated Necron army is now a decent little force that I can employ. I grabbed a Night Scythe just yesterday so that I can at least play around with a cheap and nasty allied detachment composed of an Overlord and some Warriors in a Night Scythe backed by an Annihilation Barge - not bad at all! The Night Scythe was surprisingly easy to build, with fewer components than I expected and a very easy snap fit style; even when taking my time and observing some games in progress, it only took an hour to finish the model completely. It is yet another nice looking kit that fits on the flying stand much easier than the recent Heldrake models - and trust me, trying to place Heldrakes on their flying stands is a royal pain!
Abba-baddon! |
Given that the game wasn't too much of an indicator for the army as a whole, I can instead talk about one specific unit and just how amazingly effective it is - the Annihilation Barge. As has been noted almost anywhere you can find, a skimmer with the kind of reliable firepower it possesses on a tough armoured frame for less than a hundred points is absolutely ludicrous. Many would argue that it is the most under-costed vehicle in the entire game - short of perhaps the infamous 'Psybolt Rifleman' - and I am hard pressed to disagree. Firstly, front and side armour thirteen means that most heavy and special weapons players employ in 6th Edition - autocannons and plasma guns - can only glance them, unless they are backed by an initial penetrating hit from another, stronger weapon that usually has a shorter effective range. Given the small rear arc of the vehicle and its effective range of thirty inches when moving and firing its main gun at full Ballistic Skill, the chances of exposing its vulnerable armour facing is slim unless you have access to Outflanking or Deep Striking units. Against my opponent, sporting a number of Strength seven weaponry - including a Quad Gun - he failed to destroy even one Annihilation Barge, though he did reduce one to only a single hull point, and not for a lack of trying. He did have multi-meltas and meltaguns available, but my firepower and his mediocre dice rolls saved me numerous times; Jink saves on a vehicle with an armour value of thirteen is deceptively durable given their size. Of course, actually getting through an Annihilation Barge's armour will usually lead to an explosion - even a standard shot without AP modifiers has a 33% chance to destroy one. Of course, the cost of the unit is so low and their effectiveness so crazily high that one often will care little for their loss. That three of them provide so much versatile firepower for less than three hundred points is just the icing on the cake. The main gun has a twenty-four inch range and fires four twin-linked Strength seven AP nothing shots that, per the Tesla rule, generate two additional automatic hits for every 'six' to hit rolled. Given how effective Autocannons are in the current meta against lightly or medium armoured vehicles, a weapon that averages over twice the hits of a regular Autocannon and will typically be harder to remove is priceless. The only downside is that it has the half the range of an actual Autocannon, but given that it is twin-linked and the Annihilation Barge is a skimmer, mobility and firing on the move shouldn't be too much of an issue; it has the durability to survive those early turns whilst it advances. With the Tesla rules in effect, the Tesla Destructor is also a very nice anti-air weapon owing to its high rate of fire and re-rolls to hit, with ever six adding additional hits, meaning it averages anywhere between three and six hits against flyers at Strength seven; more than enough to force one to Evade!
Vargard Awesome. |
I'm hoping you enjoyed this article. Do you have any questions or critiques? Feel free to leave them in the comments section below!
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