Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

Thursday, December 29, 2011

Review: Imperial Armour 11, the Doom of Mymeara

Imperial Armour Volume 11: The Doom of Mymeara is the latest addition to the IA series of books. It is the story of the invasion of the frozen Imperial world of Betalis III by a combined force of Craftworld Eldar and their Corsair brethren.



Story and Background

Like all Forge World books it is lavishly illustrated, opening with a six page full colour spread. The internal pictures are all beautifully done, and I’d say it is the best looking IA yet. The story telling is the standard after action report style of the series, and begins with the initial Corsair raids and the cat-and-mouse game between the Eldar and Imperial Guard forces as the raiders prodded and probed the seemingly random outposts before disappearing.
It soon comes to heated battle, and an Inquisitor arrives and sends a distress call to the nearby group of Space Wolves – Bran Redmaw’s great company. They arrive as the Eldar forces are on the verge of overwhelming the Imperials, and turn the tide, driving off the Xenos. But did they stop the aliens achieving their true goal..?

The story is well plotted and has plenty of twists and turns, with the Imperials giving a good showing even as they’re getting overwhelmed by the superior Eldar forces. There has been some mention of the Phantom Titans seeming underpowered against the Imperials, but to my reading is fine. The Phantom and its two Revenants are wailing on a Reaver and two Warhounds. They are driven off after the rest of the War Griffons show up – that would be five more titans of indeterminate classes, but either way I think it’s reasonable for the Phantom to retreat in the face of that.


This links in with the book’s worst aspect – it is edited terribly. I don’t mean Forge World’s usual brain-fart typos and messing up the rules, but it’s like in the rush to get it out for Christmas they didn’t have time to proof-read. For example:

“As the Nightwings, Phoenix and Vampires soared down, they were met with a tremendous firestorm of las shot and artillery shell. What heavy armour his command staff could muster, but he had not sent the young colonel into battle empty handed.”

What?

It’s like they just cut out the beginning of the sentence, or part of the paragraph. There are a couple of other instances of this sort of thing, as well as glaring typos. Some include:

- Units being Jet Pack Infantry as their base type, but you have to pay to buy them jet packs

- Duplicating a piece of wargear in a units listing

- A superfluous mention of 0-1 and 0-2 restictions

- Webway portal wargear rules included… but nobody in the Corsair list can take it…

Etc, etc…



Now, Talima Fox’s prose is fine, but very uneven – the second paragraph of the book contains a 42 word run on sentence, and the focus on the macro and micro changes often. By this I mean that we’ll be essentially hearing a character’s life story, and then the exact details of how a battle was fought, then back to century spanning events in the next line.
The aforementioned editing issues don’t help at all either (I’m pretty sure I saw an ‘utterly decimated’ in there, but I can’t find it again). One particular example that stuck out was hearing how the Eldar were mowing through the IG forces defending a mining facility, “but it was at the entrance to the mines that the worst atrocities were committed by the Eldar.” We then read about how the mining vehicles (and militia behind them) blocking the entrance were destroyed by Fire Dragons… and that’s it. No massacre of cowering civilians, no revelling in the destruction, nothing particularly worse than what had just been described really.

Ms Fox seems to have a thing for Fire Dragons, and I can't blame her.

Compared to other IA stories, Mymeara feels short. The shortness isn’t a bad thing, the story gets to the point and never drags on or re-hashes the same type of battle over and over. Each piece of combat is different to the last, or a continuation that adds to the story rather than repeats it. In tone, aside from a few story callout boxes, it is very much a historical account. There are no real ‘character moments’ in the story. Generals command and soldiers fight, but aside from a few moments with particular notable officers or commanders (such as Bran Redmaw himself) most characters go unnamed. Whether or not this is a bad thing would be up to personal taste.

My gut instinct is that for whatever reason they cut sections out of the prose at the last minute, and didn’t have time to do a final edit before rushing off to print. I mean Forge World is renowned for its lax editing standards, but this is bad. Now you’re probably thinking it’s a terrible book – but the truth is far from it if you’re able to look past the superficial errors and enjoy the story. The ending section, written as the aforementioned Inquisitors account of a battle, is especially well done and I found neither the Eldar nor Imperials to be portrayed as weaker or too out of character.

One thing that is done very well is scale. It is an unfortunate thing that Sci-Fi writers have no sense of scale, but Talima Fox avoids this pitfall. The crapsack mining world of Betallis III still has a population of over six million, and the combats include large volumes of superheavies and huge numbers of regular vehicles. One example is that over a hundred War Walkers and five Cobras were recovered by the Imperials after the fighting – that’s just the salvage, not units engaged.

Coming back to that macro/micro thing, the Eldar section isn’t as fleshed out as I’d like – for the first real information on Corsairs in a 40k book there wasn’t much to go on about how they do things. We probably could have done without 14 pages of pictures of Space Wolf troopers and vehicles and had a couple more pages on Corsair society in my opinion. Fortunately the various Rogue Trader books have good source material on the various Corsair groups found in the Expanse, but it is a lost opportunity.

A dozen pages of this is certainly better than information about the Corsairs!


The same can be said of the Eldar special characters – namely that in a society with no gender divisions (and canon 50/50 chance of a warrior being female) it is a bit of a disappointment that neither the new Phoenix Lord, nor any of their new troopers, are female – especially from a boutique company like Forge World (and it’s not an easy prospect to convert the Shadow Spectres either). Another oddity is that none of the photos showcase the Corsair kits – they appear in the background of one or two photos, but as the new shiny toys they don’t get much play.



Army Lists and Units

First up are the Cadian regiments and a description of their notable actions. They are led by General Myndoras Odon, supreme commander of the Guard defenders. He has his own description and comes with a command squad and rules wise is Creed lite, including a special ability “Careful Planner”.
Next up is a brief discussion of the Cadian forces. It’s a generic description of Cadian forces, which seems superfluous given most people buying an Imperial Armour book would be familiar with the regiments already.
After this comes rules for the Malcador Infernus, Praetor Assault Launcher and Crassus Transport. Rules are the same as in IA: Apocalypse 2.

The Elysians get a brief write up, explaining they were hitching a ride with the Legio Gryphonicus detachment so were diverted by circumstances rather than choice. Legio Gryphonicus have a short bit of blurb, noting that one of the Reaver’s machine spirits was especially skilled at fighting the Eldar, having fought them before.

The Imperials continue with Bran Redmaw’s Great Company coming next. One point of contention I’ve noticed is that the Space Wolves are noted as a 2nd founding Chapter. It reads to me that this is meant to mean that as a Chapter they came from the 2nd founding, the Space Wolves Legion being noted as their predecessor. Regardless, it’s still a weird way of writing it.

He even gets a model before the Farseer.

The Great Company gets a lengthy write up, and the aforementioned 14 pages of pictorials.
Game play wise they aren’t any different from the regular Space Wolves, but their master certainly is. Skarvald the Troll-faced did a great write up on his rules for those interested. Story wise he’s constantly struggling against the Curse of the Wolfen, but no insight into the curse is given – it just is.


The Eldar section begins with Craftworld Mymeara, telling of their struggle to survive and the intercession of Phoenix Lord Irillyth that saved them. One interesting tidbit is that each craftword came from a single Eldar planet, so they already had separate identities from one another before the fall, explaining the different ‘personalities’ of the factions. There’s more to the Mymeara Craftworld, but that would be spoiling the story.

Alaitoc is also present, an ally of Mymeara, and has their own background section. It is odd, as half of it is dedicated to an account of defeating a Hivefleet Behemoth splinter (that macro/micro thing again), which felt too much like copying Iyandens shtick.


The Shadow Spectres and their Phoenix Lord come first unit-wise, and have undergone a few revisions since the beta rules. They’ve got an invulnerable save that varies dependant on enemy range and the Prism Rifle rules have been tweaked a little. That said the Exarch lost his ability to fire separately from the Ghostlight, so taking a Haywire Launcher does… something to the shot (rules for the Prism Blaster are included).

The combined range, rather than being 12”+12” per extra model firing is now 18”+6” per two firing models (rounding odd numbers down) in the squad. That seems overly complicated to me, as you need two to shoot 24” (as in the beta), but four to shoot 30” where four would fire 48” in the beta.
One big improvement is moving them from the clogged Heavy Support section to the Fast Attack slot. Phoenix Lord Irillyth is what you’d expect – standard statline and beefed up version of his aspect’s gear.

The second special character is Farseer Bel-Annath, supreme seer of Mymeara. He’s a combat focussed Farseer, having previously served as an Autarch after a life on the path of the warrior after a stint as an outcast. He confers Stubborn to nearby units and can optionally modify his army’s FOC, dropping two Troops in exchange for a fourth Heavy Support.

Background wise he and Irillyth have a really weird timeline. Bel-Annath was born “long after the fall”, and was a young seer when Irillyth was last seen on Mymeara. He didn’t become a seer until the second half of his life. Yet the Shadow Spectre aspect is said to have fallen into memory for all save Mymeara due to Irillyth’s disappearance. But if Irillyth was last seen by a living Eldar not noted to be especially long lived, how did everyone forget the Aspect?

Alaitoc only contacted Mymeara after Irillyth departed, and the Phoenix Lord came to the Craftworld in what seems not especially long after the fall. So either Irillyth spent nearly 10,000 years chilling on Mymeara (no wonder his shrines were abandoned…), or the timeline is seriously messed up here. Editing, people, editing…


The Corsair background is, as mentioned previously, sadly brief. The entire section for a previously unseen but oft-mentioned faction is shorter than the Space Wolve’s pictorial section (can you tell I think it was too long?). The text is only a little over a page long once you take out the pictures. Nothing about how the bands are organised, where they are supplied from, what they do with their fallen or how they prevent falling to evil. Only a brief mention of Craftworlders occasionally taking on Corsair groups they feel are too close to their dark kin.


Corsair Army List

The army list itself is very good, once you get past all the bone-headed errors plaguing it (see earlier list). You can even take a Gyrinx! The basic Corsair weapon is either the Lasblaster or Shuriken Pistol and CC weapon.


HQ

Corsair Prince (or Princess) - a cross between an Autarch and a Archon, they can be well kitted out for combat (ranged or close) and allow non-deep-striking units to do so anyway. They also get a free orbital bombardment type weapon, with three variants to choose from.
The Prince (or Princess) can take a retinue of Bladesworn Corsairs. They come equipped for close combat, but can be given more ranged/special weapons.

Void Dreamer – the Warlock equivalent. They come with three psychic powers by default, a reasonable shooting attack, a defensive power against psykers or daemons, and a morale re-roll ability. They’re nice and cheap.


Elites

Voidstorm Squad – Elite Corsairs, they come with jet packs as default, and can take more special weapons.

Harlequins – as per Codex: Coneheads, may take a Corsair Venom transport.

Craftworld Outcasts – One Codex Eldar fast attack or Elites choice. I think this is meant to be 0-1 but, despite the preamble on the subject, such a clear note is missing.

Dark Eldar Kabalite Warriors – from Codex Dark Eldar.


Troops

Corsair Squad – BS 4 Guardians, they can take Shuriken Catapults if you don’t like shooting things, or Shuriken Pistols is you like dying in close combat. They can also take Jet Packs, and min-max horribly: Five guys with Jet Packs, an Eldar Missile Launcher and Fusion Gun runs you 100 points. The Jet Packs come at a flat rate, so it is more pricey to do it this way.
They also have grenades and can take a squad leader upgrade, who can be given a fusion pistol and power weapon.
Jet Packless squads can take a Corsair Venom if they number five or less, or a Falcon if they number six or less… despite a Corsiar Falcon carrying ten. Dammit Forge World!

Wasp War Walkers – Changing slightly from their beta rules, they’ve gone up 10 points but can move as Jet Pack infantry normally now. Additionally after using their special Jump Jet move (now 12”, done in lieu of shooting after normal movement) they may no longer assault or make their Jet Pack move. You can’t have more Wasp Squadrons than Corsair Squads.
Overall I think they are great units, and the Jet Pack movement more than makes up for the lack of 24” jump.

Corsair Jetbikes – BS 4 Craftworld Jetbikes, whose unit leader can be given a fusion pistol and power weapon.


Dedicated Transports

Corsair Falcon – BS 4 Falcon, transport capacity ten.


Corsair Venom – Much like the Dark Eldar version, but with Craftworld guns.


Fast Attack

Hornet Squadron – as per IA:A2

Nightwing – a fast skimmer/flyer, it is not much changed from previous version, but gains “zAerial Assault” [sic]. Dammit Forge World!

Night Spinner – same as in White dwarf



Heavy Support

Phoenix Bomber – yes, you read that right. It’s hella expensive (just under a base Land Raider), but can rain unholy destruction upon your foes. It’s only AV10 though, so you’ve got to hope those holo-fields hold up.

Warp Hunter – as per IA:A2

Fire Storm – A pretty good ranged platform with the Fire Storm Scatter Laser’s 60” range (And twin-linking).


Overall I think it’s a great, characterful list hampered by stupid errors (such as the falcon issue and lack of webway buying ability.


The Eldar Engines of Destruction section details all the Eldar vehicles, Codex and Forge World, though does not contain rules for a couple of them (Wave Serpent, regular War Walker and Wraithlord). Everything else is detailed here, including the Wraithseer and Lynx. The Phantom gains the close combat weapon option, and Warlock Titans are mentioned.


Lastly comes the obligatory missions and Apocalypse Formations. These are all standard fare, with the missions as characterful as usual, and the formations taking advantage of the latest Forge World releases save the Space Wolves, which requires 2-4 Land Raiders.



Overall the book is a rough, or perhaps cracked diamond – it had great potential, but several missteps (poor editing, uneven flow of narrative, overdosing on Space Marines against the Eldar) keep it from achieving its full potential.

It may seem I’m harping on against the Space Wolves here, but given they only play a very small part in the story and we’ve just had two volumes of All MarinesAll The Time (and this is the first appearance of the Eldar) it was a great disappointment that it was so Imperial-centric. Yes, it’s called Imperial Armour, but there are players who don’t play Imperial forces, or who would like to know more about the various Xenos races.

This is a very similar complaint to my thoughts on IA:8, Armour of Gork (or possibly Mork). The Space Marines could have been easily excised from the story and replaced with Karskin, Valhallans, or anyone really and it wouldn’t have altered the story too much.

Story and Background8/10 for concept, 6/10 for execution. Now, I’m not slamming Talima Fox here as much as it might seem. Most of the issues should have been picked up before going to print as they’re silly, avoidable errors for the most part. Her writing and concepts were good, with the only eyebrow raising moment being a bit involving a group of Wraithguard and Space Wolves which, given GW’s propensity to have one side dominate, was a welcome change.

I’d happily read another book by her, but I’d be crossing my fingers that she’d be getting more (or better) editorial guidance. For the record I’m of the opinion that writers usually make terrible self-editors, especially if they don’t have a good long break between draft and review. I know if I don’t leave something a while I’ll miss glaring mistakes in my own writing.


Layout / Graphics9/10. A very pretty book, it only lost a point for lack of art of the Corsairs. The only Eldar character page is for a Dire Avenger. It would have been good to see more of these forces as they play a large role in the story and haven’t been featured before.


Army Lists and Units - 7/10, would have been higher if not for stupid mistakes. The Corsairs list would be great, save the errors riddling it. As it stands it’s still a good list, and would work well in low points games nicely.


Extras 7/10, good, but nothing exciting.


Overall – 7.5 / 10

I’m only giving it slightly higher than IA8 as I enjoyed the story more, even if the better plot was let down by worse editing. And, honestly, if I wasn’t a huge IA/FW fangirl and this was my first IA book, I’d be at least calling them up asking WTF (which I might do anyway)?

This all makes me feel that the book was rushed to make Christmas – there are too many obvious mistakes and Forge World’s constant “it’ll be out soon” message just makes me think they hit a deadline and either were forced to put the book out or decided ‘sod it’, and went to print regardless. Neither option is particularly good.

Still, the book, like IA8 for Orks, is a great resource for Eldar players and definitely worth a look if possible.

Sunday, May 15, 2011

A Farseer, naming the TRONdar and some Haiku.

I've just about finished my TRONdar's HQ, a Farseer:


You'll note I took the top of her staff off and replaced it, as well as the base which is made from black acrylic (via Litko) so it's super gloss. I'll be basing all the infantry this way, and the walkers on clear.

This leads in to the naming, both of the Phantom and her Craftworld.


Using Tolkien's Quenya dictionary I came up with Turonndor, roughly meaning "Kings/rulers of the Stone Land". Some of the word compounding is probably not quite right, but it's a good base for 40k anyway.

Now, rendering it in different (using TengScribe) ways nets some slightly different results:


These are, from top to bottom: Turonndor, Turondor, Tur on ndor and Tur Onndor. Personally, I like the shorter Turondor, even though it drops an 'n'.


The Phantom herself is Cehtelë-ráma, Hecilë var Tamin – Fountain-wing, Forsaken of the Forge:




Bit more complicated, but I'm not going to need to use it more than once.

Also, since I haven't done much painting (it's rather cold here - I'm wearing an ushanka as I type this), here are some Phantom / Apocalypse inspired Haiku:


Field of tears and pain,
No end to this life of grief,
Big can o' whoop-ass.




So many points spent,
To field the mighty Phantom,
Shame about the save.




Pulsar and cannon,
Reach out far to destroy foes,
Missiles only 48".




Weeks building, painting,
Ready for mega battle,
F-ing melta vets.




Necrons advance slowly,
C'tan no problem today,
10" blast = phase-out.




Enemy rent asunder,
Objective still lost this day,
Should have brought some troops.

Got a 40k Haiku of your own? Leave it in the comments!

Sunday, May 08, 2011

TRONsair, using the FW Corsair kit


Made using the Forge World Corsair kit, Dark Eldar Warrior sprue, Guardian sprue and the cover of a document folder, styled after these guys:



Close enough.

It was a simple matter of cutting out the vanes from the wings, attaching the struts to the model, painting the model, then gluing in the plastic.


The struts needed to be heated and bent down as the glue was put on so they stuck, as they are naturally curved. I didn't fancy my chances of cutting the plastic to match the curve.

The plastic also has a nice rough (but fine) texture to it, so it matches the pattern from the movie - kinda. I tried experimenting with inks and such to bring the pattern out, but to no avail. Still, it's a very good effect for $2.

Thursday, April 21, 2011

Phantom Titan build pt1: Preparation (i) - cleaning

Here begins the chronicalling of my Phantom Titan build. I'll be detailing it step by step as the weeks go by, from the very early stages to the finished piece. Hopefully this will not only prove useful to anyone else considering a Phantom, but to other builders of Titans or Forge World kits.

The first step is to sort and clean all the parts. The instructions come with a numbered diagram of the parts - actually the body comes with an inventory, the weapon arms do not, so I must assume all the parts are present.
That said, the first step is to sorty the pieces and check them off against the list, also checking for any serious defects such as missing plugs or major warpage. I found none, much ot my relief.


I also trim any large bits of flash, though some are so large to require the use of a dremel (such as the D-Cannon's barrel above), so I leave them for now. Similarly and small pieces, such as tassels, view screens and the like are left on their tree so they don't go missing in the next stage.


The actual cleaning is done by running hot water into the sink with plenty of detergent. The bits are then dumped in and left to soak. I left them for around ten minutes before coming back. Pulling them out I went over them with an electric toothbrush, scrubbing out the recesses particularly, befre rinsing them under running water to wash off the soap residue.



This is a vitally important step. Resin must be cleaned thoroughly to remove any traces of the mould release agent, or paint will not adhere properly to it and that would be very bad to discover right at the end of the project.
I had a few parts come out a little greasy still, so I washed the whole lot a second time (yes, all of it - taking no chances). Seems to have done the trick.


There will be some leftover resin trimmings:


Next up, cleaning the parts and dry-fitting.


---


Also been working on the rest of my Trondar, with the aim of getting them ready for Armies on Parade in September, and with any luck on to Games Day Sydney (which I will be attending, woot!).

Converted up a female Farseer to lead the mob:

Dark Eldar head, and removed from her scenic base. It was easier to chop off her feet and attach new ones from the guardian sprues than to try to salvage her originals.

I kept the wraithbone breastplate simple for two reasons:

1) I'm going to have it glowing so I decided to make it bold to stand out.
2) It's easier to sculpt that way.


One side effect of her new feet is she's now really tall - as in a head taller than everyone else:


Works well for the HQ, I think.

And here's a finished Banshee, with neon paint applied:



Unfortunately it doesn't show as well here as in person, but I'm very happy with the results.

Sunday, April 10, 2011

Arena of Death – Phantom vs Warlord

Gleefully ripping off from Claws and Fist’s series of the same name I present a deathmatch between the pride of the Craftwords, the sleek and shiny Phantom Titan, and the mainstay of the Adeptus Mechanicus Collegia Titanica’s Divisio Militaris, the mighty Warlord Titan.
Both are equal points, the dice rolls are real, the results are written down as they happen.



Rules

The Warlord will have a standardised layout for each match:

1 x Quake Cannon
1 x Lasblaster
1 x Twin Turbolaser
1 x Apoc Missile Launcher

This is by no means the strongest, but is a good, balanced layout. The Phantom will be used with different weapon combos for effect.


Round 1 – Warlord Goes First

The Warlord fires all its guns, the AML hitting with all shots automatically due to the Phantom’s footprint, and the other weapons all scoring hits.
Armour penetration is rolled, with the AML scoring a glance, and the Quake Cannon two pens. The five turbolaser shots auto penetrate.

Saves are rolled:

Stationary Phantom (5++): Saves one QKC hit and one turbolaser. This gives it one glance and five penetrating hits (four with a +1 on the damage chart).

Moving Phantom (4++): I only managed to improve the roll by a second save against the turbolasers, not too much of an improvement.


Damage

Stationary – Gun Crew Stunned (saved), Driver Stunned, Drive Damaged, Weapon Destroyed x 2 (one saved), Structural Damage

Moving - Driver Stunned x 2, Structural Damage, Chain Reaction! X2 = Driver Stunned x2

The Warlord packed a hefty punch, doing a large amount of damage in a single salvo. Next turn the Phantom will be severely weakenedHardly surprising though.




Round 2 – Phantom goes first < 48” range

The Phantom fires its missile battery and pulse laser, hoping to take down some shields first. With some good rolling five void shields are taken out, allowing for the big guns to follow up:

Two D-Cannons: Both hit, inflicting 4 rolls on the damage chart (with a +1 on each), bypassing the remaining void shield entirely.
Results are Driver Stunned, Weapon Destroyed (save failed), Drive Damaged, Chain Reaction! = Chain Reaction! = Drive Damaged.

Not bad, immobilising the sucker and knocking off one of his guns, as well as two SPs, somewhat reducing the Warlord’s ability to get his shields back.


Two Pulsars: All eight shots hit, causing seven hits (one needed to knock out his last shield). For this example I’m adding both the AP1 and StrD bonus to the damage chart.

Results are: Weapon Destroyed (saved), Structural Damage x 3, Drive Damaged x 3 (third converts to weapon destroyed, which is saved).

A somewhat lacklustre round of shooting there, failing to do much in the way of reducing the Warlord’s immediate fighting ability, so come next turn it will be able to hit back with its full salvo of weapons (see Round 1 for how that’s going to feel).

So I rolled again, bringing up: Weapon Destroyed, Drive Damaged, Structural Damage, Chain Reaction! x 4 = Weapon Destroyed, Structural Damage, Chain Reaction! = Chain Reaction! = Chain Reaction! = Chain Reaction! = Structural Damage... but it doesn’t matter as it was dead already (it exploded).

So it is possible to ‘one shot’ a Warlord, but you need to be very lucky in both getting those Chain Reactions and taking down the shields.



One Pulsar, one D-Cannon: All shots hit, though one Pulsar blast is used up on a shield. The D-Cannon does 2 hits, for a total of five rolls on the damage chart with two at +1, and three at +2.

Results are: Structural Damage x 2, Chain Reaction! x 3 = Drive Damaged, Chain Reaction x 2 = Chain Reaction! x 2 = 23” blast Apocalyptic Explosion!

Impressive, but keep in mind that if the Phantom had been over 48” away, the Pulsar hits would have been absorbed by the shields. Twin Pulsars would have been needed to get two hits.
Also keep in mind that I’m using both the AP1 and StrD bonuses, so if that gets FAQ’d as not working the results would be less impressive.




Round 3 – Phantom (mixed weapons) at 90” range.

Phantom goes first, moving forward and firing its Pulsar, stripping off four shields. The Warlord remains stationary, firing all its weapons, totalling up two glances and seven pens (five with +1). The Phantom saves one glance, one Quake Cannon hit and two turbolaser hits.

As a note if the Phantom had moved all out and gotten a 3++ save it would have saved against four of the StrD hits.

Damage is: Weapon Destroyed (Pulsar, saved), Gun Crew Shaken (Pulsar, stunned), Driver Stunned x 3.
The Moderatii need to spend more time on the target range it seems.

The Phantom, robbed of the only weapon it can use at this range, shunts all the driver stunned results into Gun Crew Shaken ones (aside: does the attacker still chose the weapons? I’d say so). The D-Cannon, Pulse Laser and Missile Battery are now also stunned, so the Phantom cannot shoot at all next turn.


The Phantom (turn 2) moves all out and gains a whole extra 9”, closing the distance to 57”. Cannot shoot, but its save is improved to 3++.

The Warlord regains its four lost void shields, and fires again – scoring the same amount of damage as last turn. One Quake Cannon shot is saved, as are four turbolaser hits (it’s like déjà vu all over again).

Damage is: Gun Crew Stunned x 2, Drive Damaged, Structural Damage.
The Pulsar stays stunned, but the D-Cannon makes its save.


The Phantom (turn 3) diverts power from the stunned Pulsar and moves an extra 7”, closing the range to under the magic 48” mark (44” to be precise).
Firing all available weapon systems it knocks out three void shields and hits three times with the D-Cannon.

Damage done: Weapon Destroyed (Lasblaster), Chain Reaction! x 2 = Driver Stunned, Chain Reaction! = Drive Damaged.


The tally is now Warlord at half speed, minus a gun and on 6 SP, while the Phantom is at half speed, and 6 SP.


The Princeps, angry at the pointy-heads’ impertinence, pulls up his shields (regaining all the lost ones) and fires his remaining weapons at the enemy. His anger seemed to do him no favours as he only scores four penetrating hits (‘only’, ha!) – the loss of the Lasblaster was a serious one.
The Phantom saves the Quake Cannon hits, but still takes the StrD turbolasers.

Damage done: Driver Stunned, Drive Damaged (the Phantom is now Immobilised).


The Phantom (turn 4) hits back with all its weapons, knocking off four shields with the light systems, before the Pulsar takes out the last two and scores two hits. The D-Cannon does a further one.

Damage done: Chain Reaction! x 3 (all natural 6’s too) = Drive Damaged (Immobilised), Weapon Destroyed (Turbolasers, saved), Chain Reaction! (another 6!) = Weapon Destroyed (Quake Cannon).

The Warlord is now on 2 SP, Immobile, and fails to get its shields back online. It fires back as best it can, the turbolasers hitting twice, which the Phantom fails to save.

Damage done: Weapon Destroyed (Pulsar), Chain Reaction! = Chain Reaction! = Chain Reaction! = Chain Reaction! = Structural Damage.


The Phantom (turn 5) , on ONE SP, immobile, and without an arm, gives its best shot back. The Missile Battery causes a glance, while the D-Cannon scores two penetrating hits.
Damage done: Gun Crew Shaken, Driver Stunned, Weapon Destroyed (Turbolasers, saved [curse you Imperial dogs!]).

The tech priests pull up a solitary void shield and the crippled Warlord attempts to finish off its nemesis. The damage seems to have busted the targeters, as one of the Turbolaser shots goes wild, missing completely. The other hits though, and is not saved.
Damage done: Weapon Destroyed (D-Cannon, saved!).


Naturally the Phantom (turn 6) shoots back, causing a glance on the shield and two penetrating hits.
Damage done: Weapon Destroyed, Chain Reaction! = Chain Reaction! = Apocalyptic Explosion which, fortunately for the Phantom, is only 18” in radius.



Victory to the Eldar! Though I think it was a very narrow one and had the Warlord had more average damage rolls in the first round of shooting it would have been over more quickly and decisively.

The Holofield save was nice, being able to stop a StrD attack without question, but too unreliable. Having to sacrifice shooting to keep moving (and keep alive) is a big offset. The Phantom can do tremendous amounts of damage, but a single Driver Stunned result can cripple it – either you stay still and weaken your defences drastically, or you risk losing half your heavy firepower.


The above battle was also fought in a vacuum, so the Phantom would have to be dealing with getting blasted by all sorts of light support weapons trying to stun it and lock it down. That would really be the best tactic – hit it with infantry heavy weapons to try and get some stunned and shaken results before concentrating StrD on it next turn. That way you’ve either immobilised it so its save is only 5++, or it won’t be firing so is out of the game for a turn really anyway.


Relating to my earlier thoughts on the beta rules, I think if it was able to totally ignore Driver Stunned results and the Agile movement was 6+d6” / 6+2d6”, and the secondary weapon ranges were increased a little it would be worth it.
If AP1 and StrD end up not stacking on the Superheavy chart though, the Phantom will be quite significantly weakened. Being able to cause SP damage/wrecks on a 3+ is a massive positive in its favour.

(click for larger version with legible text)

I ran a Phantom vs Reaver match too –it went something like “Phantom fires, Reaver explodes” (especially with twin Pulsars), so I won’t bother writing it up.


* the images are from Codex Titanicus, an expansion to Adeptus Titanicus and Space Marine.

Saturday, April 09, 2011

Divisio Militaris: Is the Phantom worth 2500pts?

So the Phantom is up for pre-order now, and the experimental rules are online to go with it (if you are not familiar with them already give them a read, as I will obviously be referring to them a lot).



Personally, I think it's overcosted for what it does. The current rules should be somewhere between 2250 and 2000, relative to other Titans.
A Warlord is 2500 and, while it would take damage (possibly a large amount at close range), could kill a Phantom more easily than the other way around. The extra movement and holofields the Phantom recieves is in no way comprable to six void shields and AV14. This isn't even comparing damage output, though the difference there is not as accute.


Armour, Defences and Movement

13/13/11 is good, and what I'd expect from an Eldar titan. The Enhanced Holofields are good, but giving up all shooting for only 3++ (sure, it's the new black, but still).
3++ is good, but for a titan to give up shooting its main guns it's not that good.

Holofields are also much more unreliable than Void Shields. For example a Warlord can take six hits from whatever before being damaged, but one krak missile could (theoretically) destroy the Phantom.

My version would be:

Stationary: 5++
1"-6": 4++
7-12": 3++
13" or more: 2++

This may sound a lot, but the difficulty of moving a titan with a 12" diamater footprint on a crowded Apocalypse table is a large one - this one can't jump like Revenants so has to have a large clear space to move.
The two brackets on the regular move is to stymie the cheesy "I moved my revenant 1/4 of an inch so I get a holofield save" stuff - if you want a better save you really have to work for it.


Being able to pass a Driver Stunned result on to the gun crew is possibly the worst idea ever in my opinion. I want my titans shooting the bejeezus out of everything in sight, not moving (I sometimes think they could do without legs at all personally).

If it was simply an ability to swap one for the other or vice versa it would be great - that way you are free to choose to lump all your Gun Crew Stunned onto your driver, or keep moving no matter the cost to your firepower.
Alternatively just have it ignore Driver Stunned entirely.

It seems the desigers (across all the IA and Apoc books) overvalue boosts to movement compared to how much they get used. The Agile / Fleet ability is terrible - sacrificing firing a four shot StrD weapon to move 2d6" extra? Well, it's not the Warhound's D6" at least.
If it was 6+d6" and 12+d6" it'd be better.
I'd hate to forgoe obliterating something to move an extra 2"... it's actually rather embarrasing to move a titan that little a distance.


So, if the total points are going to be taking the agility and speed of the Phantom into consideration (which it certainly seems) I'd give that extra movement more certainty.
As a late random thought maybe even a Jet Pack style move in the Assault phase. It'd allow for some limited moving back into a more defensive stature after firing and be something very unique.
Even more crazy would be if the Phantom didn't move in the movement phase it could take its normal move in the Assault phase, allowing for some seriously cunning maneuvering.



Killing Stuff

The Phantom Pulsar is dead killy - two of those would very likely wreck a Reaver in one turn, or at least cripple it horribly (but being +50% the cost you'd hope so!). I would not change this at all. If the AP1 stacks with the StrD bonus on the Superheavy damage chart, then this gun is even better. I've not seen anything to the contrary, but it is a grey area.

The D-Cannon is brutal, and I think the range works well. The weapon is comparative to the melta cannon, so having an equal range works for me. The D3 damage vs Superheavies is especially dangerous, though it should probably have something against Gargantuans (D3 wounds).

The ranges on the secondary weapons feel too short though. The AA is ok as a point defence and aside from a Lightning or Vulture strafing with Hunter-Killers most aircraft will have to close into range to fire.
Increasing it wouldn't hurt, especially if the "Summer of Fliers" comes to fruition and every man and his dog has a Thunderbolt.

The ground attack missile pod feels too short though, and doesn't mesh with the main guns. It's primary purpose would be either killing light to medium armour or stripping sheilds. The problem is with a 48" range you'll have pummled anything with your longer range main guns or a close in target worth your titan's attention will be needing more firepower than four S8, AP3 shots.

I'd give it the following profiles:

Krak
12"-96"
S8
AP3
Heavy 4

Plasma
12"-96"
S4
AP4
Apoc4, Pinning

It has dual purpose now, giving the Phantom some anti-horde infantry and more synergy with its other weapon systems.

I'm sure it will be changed but at the moment the Phantom's Towering Monstrosity rule as written doesn't preclude any close combat weapon arm, when / if such a weapon is made, from striking a 'normal' vehicle. The ability to make StrD attacks at I3 against normal infantry would be a very strong one but, given assault is the last place any non-Ork titan wants to be (and it would mean sacrificing a gun) I wouldn't put it as a big pro.



Conclusion

If the Phantom's going to cost 2500pts one of three things needs to be done:

1) Improve the holofields, or at least make sacrificing shooting worth it. Make any 'bonus' movement more reliable or more easily used.

2) More than two long range guns - getting closer is a bad idea and those shiny missile launchers should be more of a threat.

3) Make Imperial titans cost more. Not a likely outcome, but the mark has been set by which others are measured and the Phantom comes up short when compared to these guys (but so do the Nid GCs).

The Phantom hits hard - very hard, but not hard enough to justify the price tag points wise. It's very good at killing superheavies, but not much else. Toe to toe with a Warlord, it'd be a close (favouring the Imperial due to survivability), but against a mixed force the Phantom doesn't have the same massive 'oopf' as comparative superheavies.

For the same amount you can get five Scorpions that have almost double the Structure Points between them and more StrD shots - they'll also be getting a 4++ save. So either beef the Phantom up, or bring the price tag down.


I vote for more destruction.