| Understanding the use of flickefields | |
|
+4monushka The_Burning_Eye Hellstrom BlackCadian 8 posters |
Author | Message |
---|
BlackCadian Kabalite Warrior
Posts : 191 Join date : 2014-10-12
| Subject: Understanding the use of flickefields Wed Jan 07 2015, 10:57 | |
| Alrigh, this will probably be quick: I understand that Venoms get a 5++ for free in their flickerfields.
So when shot at I can eiter jink, or use the 5++, right? So the trick lies in judging the potential amount of incoming damage and choosing wheter to jink or not, correct?
I ask because that feels somewhat clunky to me. If I don't want my Venom to go down I'll jink anyway, so...
Thanks! | |
|
| |
Hellstrom Wych
Posts : 515 Join date : 2014-11-24 Location : South Central England
| Subject: Re: Understanding the use of flickefields Wed Jan 07 2015, 11:08 | |
| This is correct. The most obvious use for them is in close combat, where you can't take a jink save, but your invulnerable still works. I tend to rely on the FF rather than jink if I'm getting hit by a minimal number of weapons that can only glance me. Fast maths is needed | |
|
| |
The_Burning_Eye Trueborn
Posts : 2501 Join date : 2012-01-16 Location : Rutland - UK
| Subject: Re: Understanding the use of flickefields Wed Jan 07 2015, 11:10 | |
| that's exactly it yes, in the previous edition jink was only 5+ anyway so wasn't really an issue, but now it comes down to some quick mental maths in terms of incoming fire.
Things to bear in mind as factors though: 1. Jinking means the splinter cannons are only snapfiring next turn 2. If you do decide to jink, is that actually what your opponent is trying to achieve, or do they want the vehicle dead? 3. Jinking does not prevent the passengers from firing at full effect (blasterborn, medusae etc this is very important) whereas not jinking and possibly losing the transport could leave them pinned or out of range. 4. If you decide not to jink, and pass your flickerfield saves, is your opponent simply going to shoot something else at it afterwards, forcing you to go back on your decision not to jink whilst already having lost the benefit from the first lot of shooting. 5. How many of each type of save can you realistically make? 5++ is going to save 1 in 3 (can only work on averages), which for 3 results still kills the vehicle, whereas 4+ gives you a better chance of keeping it alive.
TL:DR I'd be disinclined to jink unless a) the venom is only there as a platform for the unit in it (highly unlikely unless you're facing a full mech list) or b) your opponent has nothing left to shoot but is quite likely to cause 2-3 hull points of damage (no more, no less!) with the unit that is firing | |
|
| |
monushka Slave
Posts : 11 Join date : 2014-11-18
| Subject: Re: Understanding the use of flickefields Wed Jan 07 2015, 11:25 | |
| I would only jink if I'm carrying blasterborn otherwise I might risk the FF save. Also, like burning said, depends on what is being shot at it. But with open-top and so much AP, it's too easy to blow our boats up and venoms only have 2 HP if i'm not mistaken. | |
|
| |
1++ Hekatrix
Posts : 1036 Join date : 2011-06-27 Location : Sydney
| Subject: Re: Understanding the use of flickefields Wed Jan 07 2015, 21:57 | |
| FWIW Jinking Venoms are more or less dead and severely blunt our next shooting phase. I did some dirty math the other day and the numbers showed that 1 Venom still out-shoots 4 Jinking Venoms. Having 4 Venoms and loosing 3 is still more effective than have 4 Jinking Venoms in the next shooting phase.
So as mentioned above this tactic can infact work in your opponents favour | |
|
| |
Rokuro Wych
Posts : 619 Join date : 2014-11-25
| Subject: Re: Understanding the use of flickefields Wed Jan 07 2015, 23:15 | |
| Also, don't even think about jinking when it's Dark Reapers shooting at you. You'd get no cover save and still be snapfiring in case you survive.
I feel that's something everyone should know. | |
|
| |
Vasara Incognito assault marine
Posts : 1160 Join date : 2012-08-22 Location : Vantaa
| Subject: Re: Understanding the use of flickefields Thu Jan 08 2015, 07:55 | |
| - 1++ wrote:
- FWIW Jinking Venoms are more or less dead and severely blunt our next shooting phase. I did some dirty math the other day and the numbers showed that 1 Venom still out-shoots 4 Jinking Venoms. Having 4 Venoms and loosing 3 is still more effective than have 4 Jinking Venoms in the next shooting phase.
So as mentioned above this tactic can infact work in your opponents favour This is true if you only aim for next shooting phase. But if three of those venoms survived they are still able to grab some objectives or shoot in the air. | |
|
| |
BlackCadian Kabalite Warrior
Posts : 191 Join date : 2014-10-12
| Subject: Re: Understanding the use of flickefields Thu Jan 08 2015, 20:11 | |
| Thanks guys, that's really some very useful information to have! | |
|
| |
Skulnbonz Hekatrix
Posts : 1041 Join date : 2012-07-13 Location : Tampa
| Subject: Re: Understanding the use of flickefields Thu Jan 08 2015, 21:38 | |
| I always chose depending on what my opponent has, what I am facing off against and what I want (or need) to achieve next round. If you are hit with a melta and facing off against a tank heavy list- Jink away. Hit with a melta and you want to shoot a AM heavy weapon squad next turn- I would risk the FF save. There is no cut and dry answer- it is all 100% situational.
| |
|
| |
Sponsored content
| Subject: Re: Understanding the use of flickefields | |
| |
|
| |
| Understanding the use of flickefields | |
|