Death From the Skies, or Just Cake? The first thing to take note of is that Death From the Skies officially replaces the flyer rules in the BRB as well as the datasheets in all of the relevant codices , by its own text. The book is broken up into four main parts- a fluff chapter at the beginning, the new rules for flyers and dogfighting, the new section on flyer wings and attack patterns, and finally the updated datasheets and new formations for the various flyers. Fluffy Bible The first chunk of the book is, as usual, devoted not to rules but to background and images for the various races; the art is actually quite good in many cases, with lots of completely new full-color paintings and lots of dynamic page-and-a-half spreads showing off flyers in motion. One could certainly ask for more, but compared to the previous parts of this chapter it comes across as being surprisingly good.
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Death From the Skies, or Just Cake? The first thing to take note of is that Death From the Skies officially replaces the flyer rules in the BRB as well as the datasheets in all of the relevant codices , by its own text.
The book is broken up into four main parts- a fluff chapter at the beginning, the new rules for flyers and dogfighting, the new section on flyer wings and attack patterns, and finally the updated datasheets and new formations for the various flyers. Fluffy Bible The first chunk of the book is, as usual, devoted not to rules but to background and images for the various races; the art is actually quite good in many cases, with lots of completely new full-color paintings and lots of dynamic page-and-a-half spreads showing off flyers in motion.
One could certainly ask for more, but compared to the previous parts of this chapter it comes across as being surprisingly good.
All in all, DFtS continues the trend of the 7E books with regards to fluff- that is, more pics, more three-views, and less interesting text. I think this is pretty sad, as a lot of the stories in the 2E-5E codices were a huge part of what made the 40K universe feel compelling and drew players in to certain factions. Even the 6E books, while they made some missteps in places, added a ton more volume of detail and information compared to previous books and thus I think had some very real positives.
Sadly, 7E appears to be moving away from all of that, and I think the game is worse off for its loss. Only One Rule The second chapter of the book is where we get into the real meat of things; it includes the updated rules for flyers and dogfights as well as attack formations, wing leaders, and the Altar of War missions. This is also where the book begins to become problematic rather than merely vexing and where, I think, the biggest issues with its acceptance for tournament play will lie.
Attack Flyers are the most common type; they are designed to hammer ground targets and have no specific bonuses. Bombers are like Attack Flyers but worse- they almost universally have worse statlines and worse armaments as well as gaining worse formation benefits.
Fighters are the air-superiority vehicles in the game now; only Fighters can choose to gain the Skyfire rule while on the table the way all flyers used to be able to. However, being more specialized than the other two, Fighters are worse against ground targets and suffer -1BS when shooting them. Of note: the distinction between ground targets and air targets is spelled out in the book, and it looks pretty familiar- anything you can shoot effectively with a skyfire weapon is an air target, but the list also appends Jetbikes to the list.
All flyers also have two new stats, Pursuit and Agility. The really big change, though, is the Air Superiority rule. As this stacks with other modifiers and is essentially automatic, it means any kind of reserve-reliant army such as Grey Knights, Drop Pods, or even just Eldar is almost forced to have one or more flyers in order to keep the enemy from dominating them. All flyers in the book can purchase additional models to form a wing in the same manner as most units would purchase a squad, but a flyer wing does not actually use the vehicle squadron rules.
They do have to come onto the board in coherency the first time they arrive, but following that they are not required to maintain it nor are they limited in choosing targets, suffering damage results, etc, the way a true squadron would be. The much bigger part of being in a flyer wing is that they can assume attack patterns- essentially, particular placements on the battlefield in relation to each other that grant specific bonuses. All attack patterns have a position requirement such as being directly to the side of one another, or in a diagonal line, or what have you as well as a minimum number of models in the Wing to qualify between two and four, depending.
Finally, we get to the dogfight phase. This is the biggest change to the rules, since it adds a whole new phase to the game, and not one that is particularly short, either. Of course, most armies will simply skip it because they, or the enemy, or both have no flyers. However, when you have to actually play it out it takes a fair chunk of time and can be rather annoying. Damage is resolved in the normal fashion although models generally cannot Jink except in special circumstances ; flyers that are destroyed can crash somewhere on the battlefield, depending on yet another random die result.
Once the dogfight has been resolved whether or not any models are destroyed then the turn proceeds as normal- it is quite possible for a flyer to destroy an enemy in reserve during the dogfight phase and then succeed its reserve roll to come onto the field and act normally, including getting to fire again. They range from Apocalypse-style shoot-em-ups where you can bring as many models as you want without regard for points to weird bombing-run missions to attempts to simulate an aerial massed battle.
None of these are innately bad ideas of themselves, but they all suffer from one problem: 40K is not a good system to recreate air battles in, not even with the DFtS updates. Other systems that specialize in aerial combat have much more meaningful and useful rules for maneuvering, height and positional advantages, and the many other factors of combat in the wide-open sky.
Not every system is or should even try to be good at everything, and I think that the air missions show just how much of a misstep trying to introduce this sort of thing as a major focus of 40K is. All of the formations in the book are also considered flyer wings and can be included in the detachment as one or more of the three choices, though as with most detachments an Air Superiority detachment must draw all of its components from the same faction.
The formation bonuses allow you to reroll one die during part of a dogfight and increases the bonus for having Air Superiority over your opponent i.
You also can roll for all models in the detachment on a single reserve die and any transports in the detachment that can Hover have the Objective Secured rule. The updated datasheets are, for the most part, little different than their codex counterparts. There are, however, a few things to take note of in the book, either by their presence or absence.
Imperial Guard, for example, features the Valkyrie but not the Vendetta- which strongly implies that the latter will not be making an appearance in the new Guard codex if and when it is released. The Stormraven listed three times for its different factions no longer has the ability to carry a Dreadnought- which seems like a pretty bizarre nerf on a vehicle that hardly needed it.
Oh I see they hid it in the equipment section, exactly where you would think to look for a rule about transport capacity! However, beyond the old units there are also a number of new units and formations, foremost of which is the Stormhawk. It lacks the Hover Mode and Strafing Run of its smaller cousin and its 15pts more expensive, but to compensate it comes with an extra gun- a two-shot Lascannon that can be replaced by a a three-shot Interceptor autocannon if you prefer.
A pretty solid upgrade to them, although probably still not tournament-worth in the end. And freezing the enemy requires causing at least two unsaved wounds to a unit, which against the units you really want to be freezing MCs, GCs, deathstars is pretty difficult to do.
Eldar, as usual, get a much better formation- though the presence of the Crimson Death in their codex already makes it somewhat questionable of a choice, though far from bad.
Probably better overall, since it also gives bonuses against other airplanes; if the Shroud of Kuranous was two Hemlocks and one Hunter there might be a lot more reason to take it, but as it stands it seems like a solution in search of a problem.
Necrons also get a passable formation, which you may start to recognize as a theme in this book- passable, but not great. It rerolls 1s to wound and penetrate when shooting enemy HQs how many HQ vehicles are there, really?
Orks end up with yet another flyer on the same chassis as before; however, this one at least has enough guns to make its price tag look somewhat attractive. Its twin-linked main gun is actually pretty decent at putting AP2 wounds on things and can be exchanged for a shorter-range one that can randomly Instant Death things for a token number of points- this gun also gets a bonus shot off of a Waagh turn, so is probably a good choice.
So if any of you Tau players were thinking that maybe you might finally get thrown a bone with this supplement… nah, sorry. If you are a Tyranid or Chaos Daemons player, you can go straight to hell and you can die, sir, because this book is not for you. Given how niche air combat in 40K is and the fact that the previous book had rules for them , it seems odd that the new book would completely through FMCs in the garbage- but there you have it, I suppose.
Someone made an executive decision and several factions were just completely cut out of participation in this part of the game. Death, or Cake? Now we need to ask ourselves what it means.
As we mentioned at the beginning, Death From the Skies is technically not an optional supplement, as its rules replace those of the core rulebook.
But what about the new rules? The Dogfight rules are certainly better than air combat as it exists in the game now i.
No one seems to be all that excited about them, which is hardly surprising, so neither is there much of a push from the player base to use the rules. So, what does the community think? Shall we pick Death From the Skies, with its new rules and fancy toys for flyers? Or shall we just keep our cake and leave things as it were? If GW had released the updated rules as a free supplement then perhaps since it would be available and accessible to everyone , but as a mandatory hardback that players need to shell out for just to have the core rules of the game in addition to buying an already-expensive rulebook?
I say no. For those that have read and tested the book, how does it play out? Is it really adding much to the game, or is it a waste of space? He is also searching for the six-fingered man and is one of the three people who know the secret recipe for coke not the soda, the illegal drug.
Death From the Skies (Bok)
So, Death From the Skies dropped in on the 40k scene this past Saturday. The first 58 pages are fluff and art plates, showcasing "famous squadrons" from the lore. I, personally, am fairly happy with it. Dogfights are a thing which are kind of interesting. Only one Dogfight can occur per game turn and they can be done out of sequence if you are going second but win the Interception sub-phase, you become the Attacker and the other person becomes the Defender. The Dogfight phase is broken into four sub-phases: 1. Interception 3.
Death From the Skies, or Just Cake?
Winning tournaments with them in Austin, San Antonio, and Dallas. Almost 20 years It has taken me f Last time we checked in I had him at tabletop standard, check in with this link. Having been disappointed by my last wash it took some significant willpower The current lockdown in the UK has not given me much motivation for getting on with much hobby progress at the moment.
Review: Death from the Skies
Death from the Skies Rules Leaked. Also Regarding the Vendetta Death from. Looks like Games Workshop is making the new Space Marine rules for Deathwatch available to everyone as a free download! Come get them NOW!. Death from the Skies brings dogfights into 40k and phase where battles above the table can be fought at the very beginning of the turn.
Death from the Skies