Aegwymourn wrote:It is the same problem I have with Storm Ravens for either BT or GK. Really cool flier with some awesome rules. But minimum turn three for stuff to happen. And that doesn't include the "oh fuck" if you get shot down with either interceptor or on your opponents turn 3. With how scary the stuff inside is, probably going to catch all the AA fire and a lot of snap shots as well.Rhaevyn wrote:I have yet to field the storm eagle just getting paint on it now, hopefully done soon.
I have trouble fielding it in 1500 point game as its so many points off the table on turn 1 and even with it being an assault vehicle, the soonest you can get a charge in is turn three. I'm just having trouble with the logistics of playing it in my head.
turn one.. nuthin
turn two. hopefully make reserve roll. fly on, get really close to something that i want to charge with my payload.... kill some xenos with big guns... maybe
turn three. go into hover mode, move 6 in, discharge payload... payload hopefully rolls good on charge range.
its that time between turn 2 and 3 that worries me. since your move onto the table is going to be exceedingly obvious as to where your assault troops are going, it gives your opponent a turn to respond.
so. fielded the storm eagle for the first time, and she acquitted herself pretty well. the main guns are pretty good vs xenos. and dropping a bunch of marines mid-table in charge range of something is actually fairly useful.
There is no 'overkill.' There is only 'open fire' and 'time to reload.'
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