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What ever reason you come up with narrative-wise, in game it’s gone from the fight. Or maybe it stalled out or was recalled from the airfield. These restrictions also account for the flyer’s need to leave the combat airspace due to positioning – perhaps it was low on fuel. Now, I still think it’s a little silly to have these aircraft in a battlezone that is relatively tiny to their range – but I can suspend my disbelief because of the extra movement restrictions. It translates from the lore to the tabletop fairly well. If a Supersonic Flyer can’t meet those restrictions then it leaves combat airspace. We talked about that before, but I wanted to bring this up because I really like this rule for a few reasons. Keep in mind most of these Supersonic Flyers DO have a minimum move distance. I feel like this one is pretty self explanatory. When this model Advances, increase the Move by characteristic 20″ – note: check your datasheet for the exact distance.Supersonic dictates the way a model with this rule moves. After-all, Flyers shouldn’t be charging into close combat to begin with – there attack stats are generally terrible (there are always exceptions however). But by my interpretation, it really just means that unless a unit has FLY it can’t really interact with this unit in the Fight phase. I know there are folks that are going to want to argue about comma placement, British English vs American English, or perhaps even the Oxford comma. I wrote the rule out that way in particular. and can only attack or be attacked in the Fight phase by units that can FLY.can only be charged by units that can FLY,.Now, not all Flyers have these rules – check your Datasheets! But the addition of these 3 rules helps to make Supersonic Flyers viable AND they helped to curb the issues with FMCs at the same time (again, something I’m not going to explore in this article).Īirborne has a few big rules to go through: When I’m talking about “Supersonic” Flyers, I’m referring specificallyto flyers with these 3 rules. But I wanted to revisit one particular “cut out” of those rules: We touched on the rules of flyers in a previous article.
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Let’s talk about the “Supersonic” flyers and how Games Workshop may have finally found a solid middle ground for them in Warhammer 40k 8th. No, I want to focus strictly on those old school flyers – the ones that got fancy kits and then suddenly disappeared from most tabletops. But then a new Flyer issue popped-up involving FMCs…that’s something we won’t get into with this article however. On the flip side, because they were still a vehicle, one lucky shot could ruin your plans for air superiority.Īfter a few rules changes and an increase in access to AA weapons flyers seemed to take a back seat almost entirely. If you played during the “Reign of the Heldrake (pre-nerfs)” or the “Necron Croissant of Doom” Era then you know what I’m talking about. On one hand, you had an incredibly difficult to hit and sometimes game-winning unit that could table an opponent by itself. In the previous two editions of Warhammer 40k, Flyers were a mixed bag. Has Games Workshop finally fixed Supersonic Flyers in Warhammer 40,000?