by Novus
I’ve been super confused about how flyer movement works. What counts as '”combat speed?” What effect does the speed have on the weapons that can be fired? When is Skyfire not allowed? Why isn't all this info easier to find out?
So, I sat down and searched out all the flyer rules I could (both in the MRB and the FAQs) and generated the following chart that shows how I think Flyer movement breaks down.
Is it just me, or does the MRB really say that Combat Speed is exactly and only 18.000” for flyers? Meaning going faster is Cruising Speed and going slower is Crashing Speed. Do I have that wrong?
Why is Flat Out Zooming an additional 12” to 24”? Shouldn’t it be up to an additional 24”?
I think it’s interesting to note that Jinking (or Evading for Zooming Flyers) causes those units to Snap Shot in the following Shooting Phase. Models that Snap Shot cannot fire template weapons but I’ve seen many a Heldrake Evade and still fry a squad of Space Marines in the following turn, which would be illegal if I have it right. So if you can keep a Heldrake on the defensive, i.e. Evading, they aren’t so scary anymore!
I’m sure there are errors in the chart as it was a remarkable amount of hunting (and it was very late when I started on this path) to find the rules and FAQs I needed to try and understand it all. If it seems like I have something wrong, please comment below with the rule and page number so I can correct the chart. Thanks!
0 Response to "Flying Blind (My Stab at Finally Understanding Flyer Movement in 6th)"
Post a Comment