Book Review: Death from the Skies
I’m a bit late with this one, but a back
injury had me house-bound during this book’s release. I’ve only just picked up
the book and given it my first read-through, and wanted to process my thoughts
as a kind of stream of consciousness here on the blog. The book is very much a
mixed bag, but I will attempt to flesh out my reasons for saying that as I go
along.
First, we have the additional stats for
Flyer profiles going forward, in the form of Pursuit, Agility, and Combat Role.
Each of these influence the way a Flyer interacts with the rest of the game.
High Pursuit values give Flyers the ability to move faster when moving Flat
Out, and also help them in the initial phase of Dogfighting. Agility determines
how easily Flyers can outmaneuver each other in the mid-phase of Dogfighting,
and also determines how likely they are to make an additional turn in the
Movement Phase.
Combat Role is worth a slightly deeper
look. Flyers no longer come stock with Skyfire; this is no longer the case.
Fighters have Skyfire still, as their purpose is to defeat other aircraft
before they complete their missions. Attack Flyers and Bombers, however, have
lost their access to Skyfire. There may be some exceptions I’m missing right now,
but this means that many factions have lost their ability to fight Flyers with
Flyers. For some, such as Tau Empire, this doesn’t change much. For others,
like the Blood Angels and Dark Eldar, this leaves them up the proverbial creek
indeed.
To bring balance to this new way of
playing, it is vital that each faction get access to a Fighter and either an
Attack Flyer or a Bomber. Space Marines, of course, immediately had this role
filled for them, but many other factions are left with little to no recourse at
this point. I think this approach could be good for the game, but a wider selection
of models needs to come into the aircraft range to make this style of battle
plausible.
I feel that the new Flyers for the Orks
and the Space Marines are both interesting additions to the game. Taken by
itself, the Ork Blastjet feels very weak on paper. It simply doesn’t have the
Ballistic Skill to make any use of the high-quality, low-quantity lead it will
be throwing. I understand the argument for the blast weapons it is capable of
using, but I also feel the Smasha Gun would have been much cooler if the model
had been able to fire it at Ballistic Skill 3. Even if the justification was
for that gun only, and that a hapless Grot had been welded into a belly blister
to fire at enemy ground forces.
For far fewer points, you can get access
to the Stormhawk Interceptor. This thing is significantly cheaper than the
Blastjet. It has better Ballistic Skill, better Pursuit and Agility values, and
far superior weapons. In short, it is better at everything for less points cost.
The only weakness it has in comparison with the Ork Flyer is one less Hull
Point. I don’t think this will enter into play very often, considering its
incredibly high Front Armor value.
With all those positives about the
Stormhawk, I would be remiss if I didn’t also point out a big marketing failure
on the part of Games Workshop. The Stormhawk would have made an excellent
addition to the arsenals of the Dark Angels, Blood Angels, Grey Knights, and
Space Wolves. Particularly I’m looking at the Blood Angels and Grey Knights, as
the other two specialist chapters at least have their own flavor in the skies.
Leaving this weapon out is a huge middle finger to Blood Angels and Grey Knights
players, as they are left even further behind in the air war now that they
cannot Skyfire with their Stormravens. Games Workshop not only alienated them
further from competition by denying access to this Flyer, but they also cost
themselves a significant number of sales for the kit. Unless there are specific
Fighters coming for these factions in the very near future (and we all know
that isn’t the case), this was a big mistake on their part.
I also wanted to touch on the Dogfight
phase that is reintroduced in this book. I think the idea is a solid one, and
could definitely be molded to make a better game for players. However, it is
going to need a significant bit of polishing before it truly shines.
First, Agility and Pursuit values play far
too high of a role in the Dogfight phase. Eldar and Dark Eldar Flyers will
almost never be attacked, barring a good bit of luck from their opponent. This
means that there is little incentive for other players to even initiate a
Dogfight, unless they lose the roll to determine if a dogfight will be waged.
Either Agility and Pursuit need to be reflected in a model’s points cost (not
my advice, as they play so little role elsewhere in the game turn), or they
need to play less of a role in determining who gets to shoot the other in the
Dogfighting phase.
Secondly, numbers of Flyers in Reserve
need to be taken into consideration. As it stands now, a single Fighter can
pick on an enemy Fighter, even if four of them are in Reserve together. In real
warfare such a decision is tantamount to suicide, and it should be somewhat
reflected in the Dogfighting rules. There should be some way for multiple
cheaper Flyers to gang up on a tougher opponent, rather than simply having to
die before they are allowed to enter the table. Again I go back to the Eldar
example; one Crimson Hunter should not be able to pick off one Dakkajet with no
recourse, if there are four of them sitting in Reserves together, waiting to
come on in a formation.
Multiple dogfights each turn would also go
a long way toward fixing this issue. It seems like nothing more than a lazy
tack-on to allow players to go through this process, but only use one of their
planes to do it. I understand the balance issue of allowing a squadron of
Stormhawks to kill every single Sunshark Bomber before they even get to enter
play, but I think the rules should be adjusted to allow for multiple Dogfights.
If it is going to be a part of the game, then the models that are eligible
should all be able to compete. It makes the Dogfighting phase feel like an
excuse to sell more Flyers, more than an opportunity to expand the game and
make it more evocative.
With a little work, I think this addition
to the rules of Flyers can make a nice change to the game. My group is already
talking about playing games where we simply add Flyer wings to the agreed-upon
points total, so that the aircraft aren’t taking away from our overall combat
efficiency. Still, the book needs a lot more thought before it can reach a
point where it fits in with the rest of the Warhammer 40,000 ruleset.
Comments
Post a Comment