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Allow me to chop this up into manageable, relevant chunks.

 happygolucky wrote:
A) Its is the ultimate counter for your weakness in your army, you know biggest your weakness is your Int value, and I wouldn't have had such a big problem if it "stalled" my characters as you proclaim, if it did I would be happy as it meant that would be a challenge, but stalling would be something like I would not be able to attack your units, MSS does not do that, MSS KILLS my unit or heavily damages it to the point that its just waiting for a voice over of "FINSH HIM" from that guy in Mortal Combat which leads me to the next portion...
Lets be honest, you know as well as anyone in the thread that without the MSS, I am loosing 3 units a turn. Almost guaranteed.

B) Its not the fact that just a regular lord has MSS

Its not the fact that just a regular lord has a warscythe

Its not the fact that just a regular lord has a 2+ Sv

Its the fact it has ALL of it put together that makes it ridiculous, and if it was just your Overlord I wouldn't have a problem with that either (after all HQ's are supposed to be hard as nails right?) its that fact that it gets spammed on a court of Lords that makes it ridiculous imo, and in game terms your lords are the equivalent to sergeants the way you use them, which gets tedious.
emphasised point only. Im sorry, but no. I use 3 of them, each of which leads a squad of warriors, plus an Overlord who is often with some Lychguard.... 'Spamming' MSS would result in me having 12 of them on the field, and a lot more CC than you could reasonably deal with in any decent length of time

Now against your Necrons I know if you take MSS, my FDP can never go near them they will have to go for your tanks, but what after that? just Vector strike them? seems a waste of points tbh, so how to take them out? as I have already said im just gonna have to roll a ton of shooting attacks and pray your lords drop and stay down, so no real tactical thinking just need to pray for lucky rolling... oh so fun...
or you could just try it anyway? It is not a guarantee, and you have passed that Ld check more often that it has done anything drastic. A couple of times it killed a Champion, who would have still not killed the lord, and then fallen to a Scythe blade. One time I can think of them 'removing' a 250+ point HQ was Typhus... and that wasn't against you.

Third: I never demanded that you use your Marines; you wanted to know why FDP were "so feared" (according to Dakka) the simple fact of the matter is you wont find that challenge or why they are "so feared" if you run MSS because they will do nothing to your army except kill themselves, you wont see any sort of challenge hence why I suggested you use your Marines, because then you will find why they are supposedly such a challenge to fight against, you then refused so I then said I would change up the army because most of the army will not do much against you since there just a few lascannons and Autoguns.
It bloody well came off like you did, the way you said "Use your Marines THEN you will see why they are feared." I explained in our conversation that I don't have enough to my marines yet to even stand a chance against 3 Flying Daemons.

the whole "you need MSS" that you keep on saying (as you said in that conversation) is ridiculous if that is the case then I need my Helldrakes, both pieces do extremely well for the table for what they do however I am using at least 1 Helldrake or none in my lists now as you know I've grown tired of what they do and I rather have other things now in anyway, so do you "need" them, or do you "want them?
No, I need them in times like this. Otherwise I loose whatever units they get into combat with. ("The way it should be" you just said, yeah well, that's why they exist.)

Like I say I don't have a problem with your army or codex, just that piece of Wargear because it does way too much for its points, obviously I've struck a nerve here so I was just clarifying everything up but since you already have the Dakka bandwagon calling me WAAC (Anon or not an insult is still an insult), then you may as well forget the sodding game then, after all I only wanted to play one game of 40k anyway against a Tyranid player, as you know im growing less interest in 40k anyways.
Never called you a WAAC player. nor have any of these people. If you paid attention, you would notice most of them seem to be on your side. You struck a nerve when you said you would re-write your list when I told you was including the only things that can conceivably stop a Daemon from splattering an entire unit in a single phase.

Lastly I will just leave this here as your best "advice" you gave me in the same conversation:

IHateNids: maybe you just need to roll better?
Please, enlighten me to what I could have said instead that wouldn't have resulted in you calling shenanigans and having a go the way you always do when I try and show you statistics behind units?

Unit1126PLL wrote:It's true that MSS is overpowered. It's stupid good, it's incredible, it's like the Atom Bomb of 40k if you must think so.
Yes. Undeniably. They need to be at least 20 points, if not 30.

It's also the Necrons' only hope of not simply folding in CC and basically giving up if the enemy gets there. It sucks that Ward saw fit only to give us an OP CC defense or not at all.
Alas, this is the point he doesn't seem to be able to see, all he sees is a Daemon/Chaos Lord attacking his own unit and then being cloven in 2.

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I really dont get the whole "but necrons suck at CC" argument.

Warscythes are good. very good. and your lords can pack them, with a 2+ save. they are as handy as any buffed squad leader, except they might revive themselves, and make their team revive better.

Wraiths, one of the best CC units in the game.

Destroyerlords, one of the best CC HQs in the game.

Scarab farms-horde melee tactics.



Its not like the necrons don't have other CC answers, they are just not QUITE as good. its still leagues above anything the tau has, tau got only supporting fire to rely on, and if oyu passed that,its a killing spree.
Necron HAS counter-charge units, they HAVE CC squad leaders, and they HAVE their own assault elements.

Heck, dark harvest lists can be good as a pure assault necron army, even without taking the MSS.


Point is, the MSS is a no-brainer. there is never an excuse NOT to take them on any model that can. at least the tau's over-the-top wargear pieces are limited to a single copy in the army.

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 IHateNids wrote:
 Unit1126PLL wrote:
The problem as I see it is that the Necrons will get absolutely levelled in CC without MSS.
Thank you.

And people do seem to forget that it isn't a guaranteed result that you are hitting yourself

It isn't that it's the best answer to a weakness in your army, it's that it's too cheap for what it does.

In game analogy?
4th Edition Eldar Runes of Warding. 15 points to nearly completely negate all hostile psychers on the board. People didn't bring psychers if they risked facing Eldar.
6th Edition Eldar Transports. Either don't get to transport anything at all or buy a transport that's so powerful it's the reason you buy infantry not the other way around.

MSS is so cheap and can be bought on so many models that if I risk facing Necrons, I'd seriously consider if I wanted to bring any strong melee characters at all.

You know it's going to get nerfed in the next codex. But yeah, most codexes have a Helldrake item or two. This is one of yours. Don't get upset if people don't want it in friendly games.

I really need to stay away from the 40K forums. 
   
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Oop double post, see appended.


Automatically Appended Next Post:
What? MSS is the necrons only real counter to hyper cc models. Without it, my overlord will get bifurcated by someone like abaddon. Hell most of the time he passes the test and butchers me anyway. MSS give us a CHANCE to be good in cc, otherwise the second he charges me i may as well forfeit on the spot.

This message was edited 2 times. Last update was at 2013/11/28 01:05:09


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an extremely good chance, and it autowins any challenge when it passes. thats the issue. even against LD10 models, average 3D6 dice will fail that test. A 15pt upgrade, no matter how crappy you are in melee to begin with, should not have such a high chance to completely negate a 250+ melee monstrosity. Weaken him, yes, totally nullify no.

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I think allowing the target model to attack at I1 or something after bashing their own face in without any other negative modifiers would be more than fair.

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I can't help but agree with what everyone is saying. Sure, allow the model to attack at I1, or make the damn thing cost 20-30 points, or let people get an invuln save before they have to take a LD check, or something, I don't really know what the solution is.

But without MSS the Necrons are in sad sad shape, and so they are basically mandatory for a non-flier list. I would buy them even if they were 30ppm, but they aren't, so I buy them at 15 instead. I would have to buy them regardless.


As for the reason necrons suck at CC, it's not the individual characters so much as the squads, which will lose combat to any dedicated CC unit and then be swept, taking the character with them.
   
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 Unit1126PLL wrote:
I can't help but agree with what everyone is saying. Sure, allow the model to attack at I1, or make the damn thing cost 20-30 points, or let people get an invuln save before they have to take a LD check, or something, I don't really know what the solution is.

But without MSS the Necrons are in sad sad shape, and so they are basically mandatory for a non-flier list. I would buy them even if they were 30ppm, but they aren't, so I buy them at 15 instead. I would have to buy them regardless.


As for the reason necrons suck at CC, it's not the individual characters so much as the squads, which will lose combat to any dedicated CC unit and then be swept, taking the character with them.


Forgive me for bothering you, but how is this really any different than any non dedicated CC for the most part? In general Eldar will break in cc, tau will break in cc, only the biggest blobs won't break (and even then there is still quite the chance that they will all be swept, DE warriors get swept... Really the only ones that I can't think of are nids within range of a Tyranid leader, (a CC oriented army), Orks (and only if in big enough hordes), Chaos Daemons (well Plagues are built for resilience. PH will die in droves like any other just add chaos flair. Oh and another CC dedicated segment). Really, the only guys I can think of that aren't just swept aside is SM which are often claimed in this meta to be overpriced not to mention CC armies want to be in CC for two turns so they don't have to worry about the rest of your army shooting them to death in the wide open. Sorry I'm just slightly perplexed (especially since necrons have in general ld10 as well)

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 StarTrotter wrote:
 Unit1126PLL wrote:
I can't help but agree with what everyone is saying. Sure, allow the model to attack at I1, or make the damn thing cost 20-30 points, or let people get an invuln save before they have to take a LD check, or something, I don't really know what the solution is.

But without MSS the Necrons are in sad sad shape, and so they are basically mandatory for a non-flier list. I would buy them even if they were 30ppm, but they aren't, so I buy them at 15 instead. I would have to buy them regardless.


As for the reason necrons suck at CC, it's not the individual characters so much as the squads, which will lose combat to any dedicated CC unit and then be swept, taking the character with them.


Forgive me for bothering you, but how is this really any different than any non dedicated CC for the most part? In general Eldar will break in cc, tau will break in cc, only the biggest blobs won't break (and even then there is still quite the chance that they will all be swept, DE warriors get swept... Really the only ones that I can't think of are nids within range of a Tyranid leader, (a CC oriented army), Orks (and only if in big enough hordes), Chaos Daemons (well Plagues are built for resilience. PH will die in droves like any other just add chaos flair. Oh and another CC dedicated segment). Really, the only guys I can think of that aren't just swept aside is SM which are often claimed in this meta to be overpriced not to mention CC armies want to be in CC for two turns so they don't have to worry about the rest of your army shooting them to death in the wide open. Sorry I'm just slightly perplexed (especially since necrons have in general ld10 as well)


It's different because the Necrons have less mobility than Eldar, less shooting than the Tau, fewer bodies than the Imperial Guard, less awesome CC characters than the Dark Eldar, what other examples have you got for me?
   
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 Unit1126PLL wrote:
 StarTrotter wrote:
 Unit1126PLL wrote:
I can't help but agree with what everyone is saying. Sure, allow the model to attack at I1, or make the damn thing cost 20-30 points, or let people get an invuln save before they have to take a LD check, or something, I don't really know what the solution is.

But without MSS the Necrons are in sad sad shape, and so they are basically mandatory for a non-flier list. I would buy them even if they were 30ppm, but they aren't, so I buy them at 15 instead. I would have to buy them regardless.


As for the reason necrons suck at CC, it's not the individual characters so much as the squads, which will lose combat to any dedicated CC unit and then be swept, taking the character with them.


Forgive me for bothering you, but how is this really any different than any non dedicated CC for the most part? In general Eldar will break in cc, tau will break in cc, only the biggest blobs won't break (and even then there is still quite the chance that they will all be swept, DE warriors get swept... Really the only ones that I can't think of are nids within range of a Tyranid leader, (a CC oriented army), Orks (and only if in big enough hordes), Chaos Daemons (well Plagues are built for resilience. PH will die in droves like any other just add chaos flair. Oh and another CC dedicated segment). Really, the only guys I can think of that aren't just swept aside is SM which are often claimed in this meta to be overpriced not to mention CC armies want to be in CC for two turns so they don't have to worry about the rest of your army shooting them to death in the wide open. Sorry I'm just slightly perplexed (especially since necrons have in general ld10 as well)


It's different because the Necrons have less mobility than Eldar, less shooting than the Tau, fewer bodies than the Imperial Guard, less awesome CC characters than the Dark Eldar, what other examples have you got for me?


My question comes mainly because all these races that are shooting oriented are usually easily swept in cc so what gives Necrons any inherent right to it? Also, I think the real problem comes from the fact that Reanimation protocols, their save of 4+, and above average toughness are undervalued in this meta (too much for something that currently most armies have tons of ways to counter). Anyways, yeah killing 10 IG isn't that bad but killing a platoon can be devestating, Eldar are more fragile than Necrons, yeah I'll give you that they do have less shooting than Tau. Also, for all the claims I would argue that necrons actually aren't that tremendously terrible in cc as many are claiming. Don't get me wrong, that isn't what they are best at, but they certainly have better assault units than IG for sure. Wraiths, scythes, doomlord, one or two named hqs even all are actually pretty good in cc especially for an army that obviously heavily leans towards shooting. That being said, I don't really scoff at you in disgust for taking a 15 point MSS. Is it underpriced? Yes. Is it arguably broken? Yes. Does it really play an unfair match against daemons? Yes. That being said, it's part of the book and it isn't near as bad as a 2++ invuln screamerstar list~

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Hilarious that nobody has dared to mention Flayed Ones yet, I mean they were intended for cc but in truth... Oh, God, please wai--
*BLAM* Flayed Ones are so ridiculously terrible that talking about them is HERESY!


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 KommissarKiln wrote:
Hilarious that nobody has dared to mention Flayed Ones yet, I mean they were intended for cc but in truth... Oh, God, please wai--
*BLAM* Flayed Ones are so ridiculously terrible that talking about them is HERESY!



*prays to the dark gods that the flayed ones get buffed like spawn*

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 Unit1126PLL wrote:
I can't help but agree with what everyone is saying. Sure, allow the model to attack at I1, or make the damn thing cost 20-30 points, or let people get an invuln save before they have to take a LD check, or something, I don't really know what the solution is.

But without MSS the Necrons are in sad sad shape, and so they are basically mandatory for a non-flier list. I would buy them even if they were 30ppm, but they aren't, so I buy them at 15 instead. I would have to buy them regardless.


As for the reason necrons suck at CC, it's not the individual characters so much as the squads, which will lose combat to any dedicated CC unit and then be swept, taking the character with them.


All non dedicated CC squads fall to dedicated CC squads. Thats pretty much how the rock paper scissors of 40K works. Also there is a huge table in the back of the rule book that practically begs any one faction to take some other faction to shore up their weaknesses. You know, just like any other faction that sucks at CC. MSS is no longer your "only" option. (I can't believe I just advocated the use of allies... stupidest rule ever written.)

Also having been on the bad end of Tesla spam, I can tell you Necrons sure as hell can out shoot Tau. They just have to do it from closer range which is usually perfectly fine for the D-lords, scarabs, Wraiths, etc. And While necrons do suffer from 1 attack and I2, they still have WS4, T4, and 3+ or 4+ base save, LD 9/10 and reanimation protocalls. I like their odds against other non dedicated CC units - should they happen to run into each other. Not to mention that god awful lightning shield thingy that seems to be purposely made to kill Ork Nobs.

I can understand the Necron player wanting to protect his codex. I really do. I got sick of defending JOTWW too (I've never once taken it as I find it too limited in a TAC environment). However, I respect that there are other (lots of others) who find it totally broken and there are enough of them that its probably not a fluke. MSS is the same thing, there are enough people out there that have such a strong reaction to it, its probably as broken as they say. Because if it wasn't broken or seen as unfun/unfair you would never see threads like this one.

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The thing is, even with a tooled up MSS overlord, you'll shred most necron units (wraiths and scarabs aside) with basic cc units utilizing mass attacks. They'll lose combat badly, fail the LD and get swept with their I2 and the overlord won't be able to do jack about it.

Big tooled up baddies aren't going to be real effective against an overlord, but likewise that overlord isn't going to be real effective against a crapload of basic attacks.

So yeah, MSS could probably use a 10-15 point price bump, and I think they should swap MSS for phase shifters for destroyer lords, but it's not terribly difficult to overcome MSS.

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The problem with MSS is that they should be LD tests on 4D6, affect the entire enemy unit (not just 1 model) and be readily available to any necron model characters who can purchase wargear, including crypteks.


No, just bump them up to 25-30-pts and problem solved. If you want to go extreme, make it a unique wargear with a limit of 1 per detachment.


Thud wrote:

Basically, it's like having someone slap you in the face with their dick and you can't do anything about it.

What type of cockamamie metaphor is this?




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 jy2 wrote:
The problem with MSS is that they should be LD tests on 4D6, affect the entire enemy unit (not just 1 model) and be readily available to any necron model characters who can purchase wargear, including crypteks.


No, just bump them up to 25-30-pts and problem solved. If you want to go extreme, make it a unique wargear with a limit of 1 per detachment.


Thud wrote:

Basically, it's like having someone slap you in the face with their dick and you can't do anything about it.

What type of cockamamie metaphor is this?



No no no obviously necrons need to be protected. Every model in the necron codex should have a MSS and since you usually see tons of scarabs each scarab will possess the foe one time (so a squad of 3 necrons = the 10 enemies possessed 30 times), then it should be rolled 5d6. Oh and free!

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 anonymou5 wrote:
rigeld2 wrote:
First, it's not D3 attacks, it's D3 hits.
Between that and the inevitable Warscythe, and the fact that whatever has the MSS can challenge, you're essentially guaranteed to kill whatever CC beat stick you find.

It means the 300+ point demon prince has to run like a coward from anything with an MSS.


Or he can not suck at the game, lol.

When I play against Necrons with my Circus, I charge the MSS unit with say, Dogs first and surround the character. Then I follow it up with the Prince. I choose the order of operations on my turn, thus MSS goes before challenge. A random Flesh Hound bites himself and my DP kills a DLord.

Then he gets back up and I fail at life, =)


MSS is annoying but there are ways around it. To play a power list like the Circus and have the audacity to complain about someone elses build is insane.


This^

Stop looking at every problem as a nail with your hammer.

Also, to almost every guard/tau commander (and most tyranid HQ"s - only the swarmlord has an invul) the match up with that demon prince feels just as hopeless.
Which a common response would be ..."don't get into CC with him....".

Exactly.

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Take a shooty army and every MSS is 15 points wasted. Welcome to RockPaperHammer 40k.

Asking someone to leave out MSS so his three CC monsters can destroy his army in two turns flat is like asking someone to just bend over and take it up the you-know-what.

Sure MSS could use a slight cost increase and not be available to Lords, but let's be honest, who runs Lords these days anyway?

Wraiths and a DLord can be removed by shooting surprisingly easily by almost any army today. If not, just bubblewrap your DPs with Hounds or whatever tarpit unit you can think of. Also Overlords with their imba 2+ save are useless against MCs without their MSS. Just ID them with Smash S10 AP2 and call it a day.

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Thud wrote:

Basically, it's like having someone slap you in the face with their dick and you can't do anything about it.


Weazel wrote:

is like asking someone to just bend over and take it up the you-know-what.

Is this a thread about MSS or S&M? Haha....just couldn't resist injecting some humor. This thread is penetrating down to my very core and my MSS isn't going to get me out of this one.


This message was edited 1 time. Last update was at 2013/11/28 08:11:55



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This thread is funny. It is like Tau players saying Riptide is "not that good" while fielding 2-3 of them. A necron player complaining about their lack of cc ability when they have the scythelords, wraiths and scarabs available. It doesn't matter that they also have the best airforce and extremely tough shooting.

We all know that the MSS will either change or go up in points. As it is, it is quite ridiculous.
   
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davethepak wrote:Also, to almost every guard/tau commander (and most tyranid HQ"s - only the swarmlord has an invul) the match up with that demon prince feels just as hopeless.
Which a common response would be ..."don't get into CC with him....".

Exactly.
Thank you.

Weazel wrote:Take a shooty army and every MSS is 15 points wasted. Welcome to RockPaperHammer 40k.

Asking someone to leave out MSS so his three CC monsters can destroy his army in two turns flat is like asking someone to just bend over and take it up the you-know-what

Sure MSS could use a slight cost increase and not be available to Lords, but let's be honest, who runs Lords these days anyway?.
I do I need 4+ Res for my troopers. And thanks for the emphasised part.

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i thought MSS was OP, till i found out most people "cheat" (unknowingly let say) with them and CHOOSE the target, rather then random one in BTB... and they were not letting me choose order of operations on my turn

D3 attacks? they have also been telling me my model makes its FULL attacks, with all special rules, IE i have to activate force weapons against myself...


its still undercosted by 15-20 pts.. a 15 pt item, in a list that is supposed to be the suck at close combat, that makes a cheap HQ the match of any 200-300-infinitypts character/monster is a bit much... CC is supposed the be their weekness FFS.

that being said, every codex has SOMETHING really REALLY good thats a bit too cheap at the moment (save for Orks, maybe grey knights/nids)

so id never refuse to play that person, I mean I hear the same thing pretty much about almost every army's good stuff

 
   
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Riptides arent that shooty for the cost. People take them because as long as a dedicated CC unit doesnt catch them (or a JAWS) they dont fething die, so in the end they even out with crisis teams. ive been fielding less riptides than usual (2-3 in a 2000-2500pt game) because my opponents learned if they cut my troops down then play hide n seek i cant win because i cant shoot them back lol.

And for the record, Necron shooting is tougher than Tau shooting technically. Yes, we have more high AP weapons, but unless we spam the crap out of firewarriors and bring an ethereal or bring several broadsides our ROF is lacking compared to Necrons. To top it off, NECRONS GET BACK UP! Tau dont. No idea how many times ive failed to kill that last immortal and suddenly 2/3 the unit stood back up, negating most of my shooting. Only real difference is amount of pi plates and possible ignores cover, even though all our pi plates are also Gets Hot! lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Proud Triarch Praetorian





Well, the Cron dex clearly states what MSS can and cant do, so for the majority oif the time, those people would have been cheating knowingly.

But one point you have incorrectly labelled as 'cheating'; you can make people Force WEapon themselves.

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Hallowed Canoness





Between

MSS: a random model in base contact hits the closest models in his own unit d3 times, using the weapons he is equipped with.

This means that a tactical marine will pistol whip his friends.

This means that a sergeant with a power sword will power sword his friends.

This means that a model in a challenge will stab himself in the face, since he's a unit of one.

It takes some skill to properly utilise mindshackle scarabs to their greatest effect. Not a lot, but some. That said, they probably could do with being a little more expensive - but as for banning them on court lords? Feck off. If I (or, better, my opponent) wants to spend a hundred points on a sergeant, then so be it. I have bigger fish to immolate.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

 IHateNids wrote:
Allow me to chop this up into manageable, relevant chunks.

 happygolucky wrote:
A) Its is the ultimate counter for your weakness in your army, you know biggest your weakness is your Int value, and I wouldn't have had such a big problem if it "stalled" my characters as you proclaim, if it did I would be happy as it meant that would be a challenge, but stalling would be something like I would not be able to attack your units, MSS does not do that, MSS KILLS my unit or heavily damages it to the point that its just waiting for a voice over of "FINSH HIM" from that guy in Mortal Combat which leads me to the next portion...
Lets be honest, you know as well as anyone in the thread that without the MSS, I am loosing 3 units a turn. Almost guaranteed.


That all I needed to know.

You said you wanted to know why FDP are such a big deal to everyone.

However you already know that without the MSS the FDP are going to cut through them.

So you already know why they are such a big deal (because they can really kill stuff).

So now the conversation has turned from "Why are FDP so bad?" to "how quickly can a get rid of some FDP"

If that's your attitude then your not going to get a game anytime soon from me.

Your problem is that you don't understand the power levels of 40k Sure you know what's good and what is not but you don't understand exactly how damaging certain stuff is, and again this whole "I need X Y Z" is ludicrous, again you don't understand power levels in 40k, for example that game I had against the Tyranid player last week, I could have easily said that I "need" FDP, that I "need" Helldrakes, hat I "need" Maulerfiends against Tervigon's and his MC but I chose not too, why? because A) he just wanted a game with some bug he doesn't normally use, B) I had no idea what he was going to use so I brought a list that would not be too powerful nor too weak and C) I wanted to experiment with different units for a bit of fun. This is understanding the power levels, I had really good units but chose not to use them because it would have made the game unfair for him, and this is two player game, not just me both player make it fun for eachother not just for one, so knowing you would not change your list (but to keep the game fun and/or interesting for both of us) I had the following options too choose:

A) Change my list: to which you wanted to specifically play the list I was experimenting with, proclaiming that you wanted to understand why FDP are so lethal, so I couldn't do that.

B) Ask you to take out MSS, so the game would be more fair for both, to which you replied with this thread and the lines of how you "need" MSS.

C) Ask you to play marines, since you wanted to understand why FDP are lethal so I suggested them to let you understand why they are so bad to others, but you went along the lines of "I know I will get trounced if I play them so no" so couldn't do that either..

D) Not play you.

Well I've tried three of those choices and you decided to stick your finger up at me, so meh I think I have no other option but D) now.

As I've said I don't find Necrons OP just that one piece of Wargear, tbh this thread just looks like you wanted pats on the backs from all the other Necron players saying how unfair the game would be if you did not have that piece of Wargear, then point to the big bad man with the FDP's (who never uses them, just wanted to test out something)..

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in gb
Proud Triarch Praetorian





 happygolucky wrote:
If that's your attitude then your not going to get a game anytime soon from me.
I read to that, and ignored everything after.

Dear the rest of the people reading this, do me a favour and rip this guy apart

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Really over a game of man dollies?

Pathetic...

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Boom! Leman Russ Commander






MSS don't really scare me. "OH NO! my guardsman is going to try to butt another guardsman in the head with his lasgun!" Now if I had a 150+ point guy falling to them he might actually do some damage.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
The Hive Mind





 IHateNids wrote:
Weazel wrote:Take a shooty army and every MSS is 15 points wasted. Welcome to RockPaperHammer 40k.

Asking someone to leave out MSS so his three CC monsters can destroy his army in two turns flat is like asking someone to just bend over and take it up the you-know-what

Sure MSS could use a slight cost increase and not be available to Lords, but let's be honest, who runs Lords these days anyway?.
I do I need 4+ Res for my troopers. And thanks for the emphasised part.

So... You wanted to play against FDPs because you don't see what the big deal is, but you also acknowledge that they're brutal in CC and you have to use a severely under costed piece of equipment to deal with them.
How is that not knowing what the big deal is?




Automatically Appended Next Post:
 IHateNids wrote:
 happygolucky wrote:
If that's your attitude then your not going to get a game anytime soon from me.
I read to that, and ignored everything after.

Dear the rest of the people reading this, do me a favour and rip this guy apart

Actually - no. You started this thread saying:
Me: No, I want to see firsthand why people think FDPs are so ridiculous...
dont go wussing out because I have a couple of fancy trinkets XD

You won't see why they're ridiculous when you're using MSS.
You have the poor attitude here.

This message was edited 1 time. Last update was at 2013/11/28 17:43:29


My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
 
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