So why restrict Skullcannons you might ask…
To put this article into perspective, my good friend Sam and
I have been having a running “discussion/debate” over the last few months about
why Skullcannon's should be restricted to 0-1 and last week Overlord Ratty Pete
Dunn posted an interesting blog about the Warmachine Caps in our current
tournament environment... so with these 2 things in mind I thought I’d put my
rational on paper.
Quickly I’d like to say to Pete, I personally think you've
hit the sweet spot for all artillery restrictions in the current competitive environment
with the exception of the S.Cannon while preserving the overall player enjoyment
level!
So let’s start this with a comparison of the Skullcannon to
his restricted cousin the Ironblaster… But before we do you might ask yourself why
did the Ironblaster actually get restricted and I'll tell you why
1) Its
ridiculous mobility means you an virtually always find LoS to any target you
want… having 2 means there is literally almost never a place to hide or way to
move that would allow a player to hide monsters or lone characters given our
current “true line of sight rules”…
2) Its
killing power both in combat and shooting is ridiculous from a points
perspective when compare to other army options that the likes of Empire, Dwarfs
and others have access too.
3) (an
extension of 1) It allows an Orge general to pick points where ever he wants,
back up with impunity and ultimately steal games in unfavourable match-ups.
Double Ironblaster basically restricts an opposing general’s movement and to a
degree physiologically causes some players to dble think themselves and their
tactics... as they say if you control your opponents movement phase you've won 1/2
the battle.
4) These
issues coupled with Orges other strengths; long charge ability etc greatly
reduced the overall player enjoyment level as a result.
There are I’m sure many many other
reasons for its restriction but these are the one I personal see as being the
major issue.
So onto our comparison and I'll try to be objective as
possible (try!!!)
Iron.Bl
|
IB
crew
|
S.Cannon
|
SC
crew
|
||||
Cost
|
170
|
-
|
135
|
-
|
W
|
||
Movement
|
6
|
-
|
7
|
-
|
W
|
||
Weapons Skill
|
-
|
3
|
5
|
5
|
W
|
||
Ballistics Skill
|
-
|
3
|
-
|
5
|
W
|
||
Strength
|
5
|
4
|
5
|
4
|
W
|
+1 Str on charge
|
|
Toughness
|
6
|
-
|
W
|
5
|
-
|
||
Wounds
|
5
|
-
|
W
|
4
|
-
|
||
Initative
|
2
|
2
|
2
|
4
|
W
|
||
Attacks
|
3
|
4
|
W
|
3
|
2
|
||
Leadership
|
-
|
7
|
draw
|
-
|
7
|
draw
|
|
Armour
|
4+
|
-
|
3+
|
-
|
W
|
||
Ward Save
|
N/A
|
-
|
5+
|
-
|
W
|
||
Range
|
36
|
-
|
48
|
-
|
W
|
||
Str of Shoot
|
10
|
-
|
draw
|
10
|
-
|
draw
|
|
Shoot Wounds
|
D6
|
-
|
draw
|
D6
|
-
|
draw
|
|
Grapeshot Str
|
10
|
-
|
W
|
5
|
-
|
As you can see from a purely cost and stat basis the Skull
Cannon wins hands down taking out 9 categories of the 16 on offer while only
losing 4 and drawing the remaining 3... that alone should be enough to restrict
it but lets keep going...
So what about the special rules I hear you say, well lets
start with the Ironblaster first since it must do something insane to warrant
its restriction when the Skullcannon isn't.
Ironblaster rules:
Chariot, Large Target, Fear, Move and Fire, Massive Grapeshot and Volley of
Cannonballs.
Chariot - D6
impact hits @ str 5 but again the Skullcannon wins out doing D6 Str6 impact
hits.
Large Target – Pretty
irrelevant since we use true line of sight and the Skullcannon is similar in
actual size (model wise) to the Ironblaster. 1 or 2 minor rules impact here but
they have very very minimal impact...
Fear - Irrelevant
and Skullcannon has it too.
Move and Fire - This
is what makes this unit insane since it allows you to alter your firing arc's minimising
the chance of any target your opponent has hiding...but the Skullcannon has it
to and again it does it better moving 7" vs the Ironblasters 6"...
Massive grapeshot
- Str 10 grapeshot still at 12" or
less hitting on 5+ due to the poor Orge
BS (as 60%+ of the time your at long range)... This is only marginally better
than the Skullcannons Str5 with Ar piercing but the SC hits on 3+ so is going
to hit 66% of the time vs 33% time, the Ironblaster wounds most of the time on
2's while the S.Cannon normally wounds on 2’s, 3's or 4's against everything
but toughness 6+.
So I’ll give the Iron Blaster a little win here.
Volley of Cannonballs
- When determining the bounce, roll the artillery dice twice and pick the
longest bounce. This is a reasonable ability but 2 obvious issue stand out
firstly you now have twice the chance of misfire and the added bounce range still
doesn't make up for the range differential the Skullcannon has over it... 36” +
up to 20 vs 48” + up to 20”
Now for our friend the Skullcannon...
It's rules: Chariot, Fear, Immune to Psychology, Flaming
Attacks, Demonic Instability, Demonic Attacks, Daemon Engine, Daemons of
Khorne, Gorefeast, Hellblades
Chariot - as above
Fear - as above
Immune to Psychology - never hurts... better to have it than
not in general... and in all the games I’ve had vs orges at tournaments I’ve
only ever seen an Ironblaster flee intentionally once… and I still cut it down!
Gorefeast - umm you have a chance at recovering wounds when
you inflict wounds from impact hits... downside…none! All I have to say is sign
me up!
Flaming Attacks - I see this as one of the most debated issues but
in my opinion its actually one of the best abilities the cannon offers... Firstly you get to
negate regeneration, this is pretty huge since some of the most devastating units
have this ability and you simple negate it entirely. You’ll basically never
fear Abombs, Chimera's, Hydras, opposing Nurgle Beasts, Trolls etc... The only
really back draw to this is vs Characters with either the Dragonsbane Gem and
Dragon's Helm (or similar ability) since they have a 2+ ward vs flaming attacks...
To those ppl I say who cares 90% of generals in our competitive environment
hide their characters in bunker units since there to costly or critical to risk
having them shoot off or magic'ed away. Of the models that can actually operate
successfully outside of a unit alone there is only a handful that you actually need
to fear and the rest are pretty crap because their generally terrible. These are units like the Empire Peg Captain etc… As for mounted lords you can simple shot
out the mount from under the rider (yes you don’t get the points but you've now
significantly limited that models impact on the game and allowed for it to be
easily picked off by other means ie magic/combat etc. Of those that can survive
in the current competitive environment only 3 come to my mind that actually
concern me and 2 of those are in the WoC army. The Daemon Prince or the 3 +
reroll 1's disc Lord or Exalted (who’s nigh unkillable anyway without combat
res), the third is the DE Peg D.lord
with pendant which like our Disk lord is nigh unkillable with a cannon either way... of those 3 the “flaming”
special rule only hurts you against one of them and that's vs the Daemon Prince...who still has a Charmed shield (virtually always)and a 5+ natural ward. Eeither way it's not a total
lose since vs WoC you need to pick off their Skullcrushers, Chimera,
Hellcannon and Chariots anyway… hardly a major concern either way since you can
tie up the Deamon Prince with beasts or a block of Plague bearers with
steadfast.
Demonic Attacks - magical attacks, these are great, no
ethereal can tie you up or stop your attacks, you can now kill a Slann and
magical attacks punches though special saves that units like Dryad's have or
alternatively it allows you to attack through so special items in other army books.
The only back draw I can think of to this is vs a unit with the Banner of the
World Dragon and like all Bus unit your going to simply divert it out of the
game and take all their other points anyway... so no lose here.
Demonic Instability – the rule that makes daemons ridiculous,
you don’t run when crushed in combat, you can’t take more than 10 wounds off a
unit even if you beat it by 50 combat res… win/win I say. In a traditional army
like Empire, Orges or Orc’s if you break you have about a 55-60% chance of
being court and destroyed outright when you’re both rolling 2D6 or 3D6 for flee
and pursuit.
Daemon Engine – totally irrelevant.
Hellblades - KB, backdraw- none, not quiet as good as poison but it can mean sometimes you get a random kill against a multiple wound character.
So after all's said and done its pretty clear the
Skullcannon is better than the Ironblaster so I'm not sure how anyone can
justify it not being restricting to 0-1. Maybe so of the reasons outlined above
is why every major event pack I've seen outside of Swedish comp restricts both
Ironblasters and Skullcannons to 0-1...
The only possible reasons I can see right now for not
restricting Skullcannons is that only a handful of ppl can actually field the
current competitive version of DoC. So with only 1 or 2 ppl fielding
Skullcannons per tourney it's "yet" to have any significant impact on
the NZ tournament scene. One other possible factor is the prohibitive cost of
GW models in NZ thus very few ppl are in the market for buying a new army
outright or alternatively the fact that WoC and HE have also had new books
recently and both these armies have always been more popular than the DoC so
they’ve been more readily overlooked...
However after CtA's next weekend I think ppl will learn to
appreciate the ridiculous power of fielding an army that can have 2
Skullcannons backed up by 12 beasts, Epidemius, Plague Drones, Furies and
Plague Bearers… If Sam can’t top 3 with his filthy (Hamish approved) list he
should quit or as I told him the other night put the daemons under the front
wheel of his car… J