Night Fighting

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Night Fighting

Post by first strike on Tue Aug 14, 2012 1:13 am

With 6th ed and night fighting happening at the beginning of 1/2 of all game I am starting to see armies that are takeing adventage of this rule, that being a +1 cover save to shooting at between 12 and 24" and +2 to shooting between 24 and 36". Has anybody else noticed this or is it just my local area.
One example of this is in a tyrinad army where Venomthorp's are now more effective as they add to the cover save and overall surivablilty of the army.
Is it makeing the psy rifle dred less effective due to long range and not being able to see anything at over 36" ?

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Re: Night Fighting

Post by MJSwasey on Tue Aug 14, 2012 8:31 am

anything over 36" can't shoot you either, so theres no need to shoot it. For that far away thing just pretend turn 2 is turn 1. Mass cover save improvements are good due to cover being worse now, regardless of night fight or not (night fight just adds a little bit). Night fight is unreliable, so an army that bases it's strat around nightfight that isn't necrons will not be fantastic overall and will suffer or do well based on luck.

Nightfight is actually (for the most part) better for psy dreads now. With the new changes nightfight is 1/2 of all games instead of 1/3. Night fight got a tiny bit better for things that wanted to see >24 inches, as before there was a good chance you couldn't even shoot, now they just get a cover save. Psy dreads want to hit far things, so now they are a little more reliable than previous nightfight.

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Re: Night Fighting

Post by Akoni on Tue Aug 14, 2012 1:11 pm

If there's a particular model(s) worth hitting whilist NightFighting rules are in effect. Place searchlights on a Razorback(s) and forfeit shooting in order to illuminate that model(s). Then your dreadnoughts wont be contrained by 36 or Night Fighting rules.

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Re: Night Fighting

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