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I’d like to know what the players’ opinions are on the night shields and flickerfields. Some transports can purchase both, so would it be reasonable to?
Thanks in advance.
Last edited by SheBeast76; December 18th, 2010 at 16:27. Reason: Rewritten.
Here's the thing. Flickerfields are a must for me. I can't tell you how many times i have saved myself with those. Nothing will put a smile on your face more than when your opponent successfully rolls to explode your transport and you get a 5 invul ignoring it. So for me Flickerfields and Splinter Cannon Upgrades are my default upgrades. Now night shields I'm still on the fence about. If your opponents want your vehicles to die they are probably shooting missile launchers, heavy bolters, or something else with a 36+ inch range. So if you see yourself getting close with your transport to drop guys in then I wouldn't recommend it. However if your transport likes to sit back and snipe attack then I would say go ahead. I always end up using this a extra points to fill in when I need it. I will say it can be helpful to take transports out of rapid fire range on occasion.
Night shields have helped me several times however they are one of the upgrades you do not realize they are helping you. What I see happen when using nightshields:
1. The opponent fires at a different target for fear of falling short but you wouldn't notice it
2. The opponents foot soldiers do not bother to rapid-fire your closer raiders - again, not noticable
3. Long distance units tend to move closer to get into range or they end up shooting a smaller priority target - not always noticable.
You almost have to watch your opponent closely and when he makes a weird or unusual decision that you are not expecting you should ask your opponent why, I have and they usually tell me because of the nightshields. Of course, this only works when all your skimmers have it, if you don't then you make the priority of skimmers getting shot a lot easier for your opponent.
As for the long range weapons, had a game against 3 longfang squads spread across the deployment line. When two of the longfang squads failed to down a single raider the 3 longfang squad was out of range and failed the shot. Their were other failed shots as well and as far as I am concerned if the shields save just one raider then the cost of that raider just paid off all the other nightshields in list. And yes, if it means I save one raider a turn and if that means I get 1 extra raider at the end of the game to play with then count me in - I'm happy.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]