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![[Post New]](/s/i/i.gif) 2011/11/07 00:13:46
Subject: Necrons: "Long Ranged" Anti Tank
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Towering Hierophant Bio-Titan
UK
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So how will the New Necron Army handle this key tactical niche? I "noted" long range because it doesn't technically need to be raw inch supremacy; Whether it be deep-striking options, mobile short-ranged shots, etc?
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2011/11/07 00:18:00
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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Mobility helps "long ranged" AT. Hive guard for example can move and shoot, and ignore LOS, so they can shoot 30", not 24" for example, and you in pitched battle your deployment zones are only 24" away. (Do not play 'crons/have the 'dex, am curious to what people will mention though  )
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![[Post New]](/s/i/i.gif) 2011/11/07 00:21:24
Subject: Necrons: "Long Ranged" Anti Tank
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Boom! Leman Russ Commander
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Scarabs (very speedy), Doomsday Ark, Annihilation Barge for Light Vehicles, Tachyon Arrow, Triarch Staker, Heavy Destroyers.
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Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2011/11/07 00:38:26
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Freaky Flayed One
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The Doom Scythe, though I'm doubtful it will get more than a single shot off, is a ferociously fast and powerful anti tank unit. Str 10, AP1 and no need to roll to hit (IIRC, Codex isn't on hand) and capable of hitting multiple tanks in one go. And it can deep strike. Pretty damn powerful.
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Necrons (W/D/L): 4/1/0
Reset with the new Codex. |
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![[Post New]](/s/i/i.gif) 2011/11/07 02:54:59
Subject: Necrons: "Long Ranged" Anti Tank
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Longtime Dakkanaut
Indiana
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Also 24 inch two shot melta, strength 10 unlimited range one use only shot(think its possible to get the re-rolls somehow) Threat range 19-24+ inch scarabs (see adding scarabs to a unit at the front assaulting. Ability to glance any vehicle in the game and at least stop them shooting.
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![[Post New]](/s/i/i.gif) 2011/11/07 03:18:46
Subject: Necrons: "Long Ranged" Anti Tank
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Numberless Necron Warrior
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I'm surprised people haven't really mentioned wraiths or praetorians at all. Since we are counting scarabs.
Wraiths are base strength 6 and have rending, while praetorians can choose to take void blades and particle casters. While void blades cause entropic touch and rending which sounds like a great vehicle killer in my eyes. plus both can deep strike now so they can go right where you want them.
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GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
"I want to tailor this list so much that I can wear it to tournaments and win both 'best looking army' and 'best dressed'. "
2500? soon will change
W:15 L:11 D:8 |
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![[Post New]](/s/i/i.gif) 2011/11/07 03:21:27
Subject: Necrons: "Long Ranged" Anti Tank
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Tail-spinning Tomb Blade Pilot
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overlord w/ scythe on barge.
cruising speed first turn covers distance. Next turn fly over a tank take your swings at it. Since the barge is open topped you may now disembark and then charge either the same tank if the fly by failed, or another tank for even more s7+2d6 hits on rear armor.
Also, harbingers of the storm. Stick them in a ghost ark, and run them right up the table. Assault 4 haywire will melt just about everything.
Pretty sure those, along with the other stuff mentioned is plenty.
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This message was edited 1 time. Last update was at 2011/11/07 03:22:36
W/L/D: 9/4/8 Under Construction |
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![[Post New]](/s/i/i.gif) 2011/11/07 03:34:36
Subject: Necrons: "Long Ranged" Anti Tank
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Towering Hierophant Bio-Titan
UK
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WanderingFox wrote:overlord w/ scythe on barge.
cruising speed first turn covers distance. Next turn fly over a tank take your swings at it. Since the barge is open topped you may now disembark and then charge either the same tank if the fly by failed, or another tank for even more s7+2d6 hits on rear armor.
Also, harbingers of the storm. Stick them in a ghost ark, and run them right up the table. Assault 4 haywire will melt just about everything.
Pretty sure those, along with the other stuff mentioned is plenty.
Assault 4 haywire equates to roughly 20 gauss shots. Combined, not a bad idea. Short ranged but potent enough.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2011/11/07 09:01:40
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Dakka Veteran
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um....take 10 cryteks harbingers of destruction....thats 1036" str 8 ap 2 assault 1 shots.
tachyon arrows...(put them in a unit with a chronometer for a crucial reroll)
heavy destroyers
the ctan str 9 shot (he has bs of 5)
doomsday arks
doomscythes...
walkers with the assault 2 multi meltas
imotek with his lightning....
I think thats all the good long range heavy hitting tank destroying power!
oh! take 2 harps of disodence (sp?) they have infinite range str 6 and they have entropic strike. Thats cool!
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This message was edited 1 time. Last update was at 2011/11/07 09:02:17
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![[Post New]](/s/i/i.gif) 2011/11/07 09:31:12
Subject: Re:Necrons: "Long Ranged" Anti Tank
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On a Canoptek Spyder's Waiting List
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If anything, Necron will do fine taking care of vehicles at any range. I'd be more worried about getting tied up in CC.
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Technically, you did forget one - Anrakyr taking over another vehicle's weapon. Suddenly their anti-tank tank weapon is our anti-tank tank weapon.
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This message was edited 1 time. Last update was at 2011/11/07 09:33:13
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![[Post New]](/s/i/i.gif) 2011/11/07 14:06:02
Subject: Necrons: "Long Ranged" Anti Tank
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Huge Hierodule
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The voltaic staff (Harbinger of Storm's weapon) is AP -, so even though it glances 2-5 and pens on a 6, the result is -1 on the damage table, so it's not useful for much other than stun-locking while you get your other anti-tank maneuvered into place.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2011/11/07 14:24:03
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Lord of the Fleet
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Ruan wrote:If anything, Necron will do fine taking care of vehicles at any range. I'd be more worried about getting tied up in CC.
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Technically, you did forget one - Anrakyr taking over another vehicle's weapon. Suddenly their anti-tank tank weapon is our anti-tank tank weapon.
Yea but at 18" I think, you'll need to make sure hes safe
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![[Post New]](/s/i/i.gif) 2011/11/07 22:16:12
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Towering Hierophant Bio-Titan
UK
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kenshin620 wrote:Ruan wrote:If anything, Necron will do fine taking care of vehicles at any range. I'd be more worried about getting tied up in CC.
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Technically, you did forget one - Anrakyr taking over another vehicle's weapon. Suddenly their anti-tank tank weapon is our anti-tank tank weapon.
Yea but at 18" I think, you'll need to make sure hes safe
A friend & I were just designing my friends new necron army & we stumbled upon the potential ofr that Anrakyr dude in a command barge. Its quite horrible.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2011/11/08 00:06:57
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Maddening Mutant Boss of Chaos
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Dytalus wrote:The Doom Scythe, though I'm doubtful it will get more than a single shot off, is a ferociously fast and powerful anti tank unit. Str 10, AP1 and no need to roll to hit (IIRC, Codex isn't on hand) and capable of hitting multiple tanks in one go. And it can deep strike. Pretty damn powerful.
I dont think the Doom Scyth can deep strike... unless im missing something. But still a reserve roll, come on 12"'s and take your shot. No need to roll to hit, with a possible 18 stretch of destruction.
Theorius wrote:um....take 10 cryteks harbingers of destruction....thats 1036" str 8 ap 2 assault 1 shots.
You can have as many crypteks with Harbinger of destruction as you want. But only 1 can have the str 8 ap2 weapon. Cryptek weapons/upgrades are unique.
Other then that, there is still a wide variety of Anti Tank. Plus Nemesor can give any 1 UNIT (this is any model or unit of models) . Tank hunters. str 9, heavy 2 melta from a stalker is no joke. Or Twin linked assault 4, str 8 Tesla is no joke either.
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This message was edited 2 times. Last update was at 2011/11/08 00:08:33
2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2011/11/08 00:14:03
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Nihilistic Necron Lord
The best State-Texas
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You can have as many crypteks with Harbinger of destruction as you want. But only 1 can have the str 8 ap2 weapon. Cryptek weapons/upgrades are unique.
This is totally incorrect. the Staff of Light MUST be exchanged when you upgrade to any Harbinger, therefore you can have 10 Eldritch Lances.
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![[Post New]](/s/i/i.gif) 2011/11/08 00:18:48
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Maddening Mutant Boss of Chaos
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Sasori wrote:You can have as many crypteks with Harbinger of destruction as you want. But only 1 can have the str 8 ap2 weapon. Cryptek weapons/upgrades are unique.
This is totally incorrect. the Staff of Light MUST be exchanged when you upgrade to any Harbinger, therefore you can have 10 Eldritch Lances.
I stand corrected, just re-read that section and i did not see that it was a must* when you upgrade to a harbinger. I guess the other optional upgrades are the "unique" items that codex refers to.
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2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2011/11/08 00:21:25
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Lord of the Fleet
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Tsilber wrote: I guess the other optional upgrades are the "unique" items that codex refers to.
Yup, which means you cant spam Harps of Dissonance, Lighting Fields, etc
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![[Post New]](/s/i/i.gif) 2011/11/08 00:52:16
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Dakka Veteran
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kenshin620 wrote:Tsilber wrote: I guess the other optional upgrades are the "unique" items that codex refers to.
Yup, which means you cant spam Harps of Dissonance, Lighting Fields, etc
which would have been awesome!!!!
BUT! broken i suppose
but yes 10 eldritch lances is acceptable and highly encouraged!
HOW TO MAKE 10 CRYPTEKS - This is a public service ammouncement for any necron players who want 10 cryteks and 10 immortals  and dont want to pay a billion dollars per finecast model that are all the same. Buy the immortal/deathmarch box. Then buy the praetorian/lychguard box. Make 10 immortals. Then using the lychguard/praetorial bodies with staves of light add deathmarch heads to make 10 cryteks!!! they can be more unique with better poses and be far cheaper.
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![[Post New]](/s/i/i.gif) 2011/11/08 01:04:48
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Steadfast Grey Hunter
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Tsilber wrote:Dytalus wrote:The Doom Scythe, though I'm doubtful it will get more than a single shot off, is a ferociously fast and powerful anti tank unit. Str 10, AP1 and no need to roll to hit (IIRC, Codex isn't on hand) and capable of hitting multiple tanks in one go. And it can deep strike. Pretty damn powerful.
I dont think the Doom Scyth can deep strike... unless im missing something. But still a reserve roll, come on 12"'s and take your shot. No need to roll to hit, with a possible 18 stretch of destruction.
Second Special Rule it possesses under its unit entry in the army list, listed first in its unit entry under the giant bold heading "SPECIAL RULES": Deep Strike. It can deep strike. If it does, it will likely ruin your day.
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![[Post New]](/s/i/i.gif) 2011/11/08 01:06:43
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Decrepit Dakkanaut
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Tsilber wrote:Dytalus wrote:The Doom Scythe, though I'm doubtful it will get more than a single shot off, is a ferociously fast and powerful anti tank unit. Str 10, AP1 and no need to roll to hit (IIRC, Codex isn't on hand) and capable of hitting multiple tanks in one go. And it can deep strike. Pretty damn powerful.
I dont think the Doom Scyth can deep strike... unless im missing something. But still a reserve roll, come on 12"'s and take your shot. No need to roll to hit, with a possible 18 stretch of destruction.
Theorius wrote:um....take 10 cryteks harbingers of destruction....thats 1036" str 8 ap 2 assault 1 shots.
You can have as many crypteks with Harbinger of destruction as you want. But only 1 can have the str 8 ap2 weapon. Cryptek weapons/upgrades are unique.
Other then that, there is still a wide variety of Anti Tank. Plus Nemesor can give any 1 UNIT (this is any model or unit of models) . Tank hunters. str 9, heavy 2 melta from a stalker is no joke. Or Twin linked assault 4, str 8 Tesla is no joke either.
Doom Scythe can deep strike.
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![[Post New]](/s/i/i.gif) 2011/11/08 02:14:17
Subject: Necrons: "Long Ranged" Anti Tank
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Maddening Mutant Boss of Chaos
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I was reading death ray on page 50 when i posted, i thought they would of listed the "deep strike" there as well. Never the less im happy to stand corrected again, lol. As This keeps getting better and better... Allowing this thing to exist for more then one turn once it hits the table is a bad idea for your opponent.
Not likely you would want to, but perhaps after seeing the table set up. You could even choose to drop this in on your opponents turn (if they deep strike something) to guarantee a timely table appearance if you run Nemesor? Obviously out of line of sight or far from danger.
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This message was edited 3 times. Last update was at 2011/11/08 02:22:12
2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2011/11/08 02:20:35
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Boom! Leman Russ Commander
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Theorius wrote:
HOW TO MAKE 10 CRYPTEKS - This is a public service ammouncement for any necron players who want 10 cryteks and 10 immortals  and dont want to pay a billion dollars per finecast model that are all the same. Buy the immortal/deathmarch box. Then buy the praetorian/lychguard box. Make 10 immortals. Then using the lychguard/praetorial bodies with staves of light add deathmarch heads to make 10 cryteks!!! they can be more unique with better poses and be far cheaper.
Outstanding Idea... Also works for Royal Court Lords if you want 10 Deathmarks and 10 Royal Court Lords.
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Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2011/11/08 03:06:57
Subject: Necrons: "Long Ranged" Anti Tank
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Steadfast Grey Hunter
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Tsilber wrote:Not likely you would want to, but perhaps after seeing the table set up. You could even choose to drop this in on your opponents turn (if they deep strike something) to guarantee a timely table appearance if you run Nemesor? Obviously out of line of sight or far from danger.
Why would you bother? Doing so either puts the vehicle too far away to matter or directly in front of the enemy in time for them to maneuver and fire into it. Better to deep strike it in your own turn since it can do so and still fire the death ray.
In fact, I'm struggling to see why you'd bother deep striking anything during your opponent's turn. Maybe a CC unit as then it would be free to move and assault (presumably the deep struck enemy unit) during your turn, but it strikes me that deep striking during your opponent's turn is just letting them react to an otherwise difficult to react to move.
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![[Post New]](/s/i/i.gif) 2011/11/08 03:15:15
Subject: Necrons: "Long Ranged" Anti Tank
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Maddening Mutant Boss of Chaos
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ryzouken wrote:Tsilber wrote:Not likely you would want to, but perhaps after seeing the table set up. You could even choose to drop this in on your opponents turn (if they deep strike something) to guarantee a timely table appearance if you run Nemesor? Obviously out of line of sight or far from danger.
Why would you bother? Doing so either puts the vehicle too far away to matter or directly in front of the enemy in time for them to maneuver and fire into it. Better to deep strike it in your own turn since it can do so and still fire the death ray.
In fact, I'm struggling to see why you'd bother deep striking anything during your opponent's turn. Maybe a CC unit as then it would be free to move and assault (presumably the deep struck enemy unit) during your turn, but it strikes me that deep striking during your opponent's turn is just letting them react to an otherwise difficult to react to move.
Maybe your opponents set up is not threatening, maybe there is a piece of terrain you can unitize. I said it was unlikely, but still an option. Sometimes maybe you rather use it as bait to avoid another unit getting shot at? Maybe you want to make it on the table as fast as possible to avoid it not showing up until potentially turn 5... There are some valid reasons that could present themselfs after turn 1
Example: maybe you have a monolith on the table. first turn, some space wolf player drops a pod with 8 wolf guard holding combi meltas right behind your Monolith... So you bring in your doom scyth to make the wolf guard consider a new target, either way they can only shoot at one....
Again, i know its unlikely, but i was just pointing it out as an available option. Not to get to far off what the topic was started for, but Sasori or Byte care to chime in here? Opinion on how/when to use the doom scyth?
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This message was edited 2 times. Last update was at 2011/11/08 03:20:23
2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2011/11/08 10:50:49
Subject: Necrons: "Long Ranged" Anti Tank
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Freaky Flayed One
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ryzouken wrote:Tsilber wrote:Not likely you would want to, but perhaps after seeing the table set up. You could even choose to drop this in on your opponents turn (if they deep strike something) to guarantee a timely table appearance if you run Nemesor? Obviously out of line of sight or far from danger.
Why would you bother? Doing so either puts the vehicle too far away to matter or directly in front of the enemy in time for them to maneuver and fire into it. Better to deep strike it in your own turn since it can do so and still fire the death ray.
In fact, I'm struggling to see why you'd bother deep striking anything during your opponent's turn. Maybe a CC unit as then it would be free to move and assault (presumably the deep struck enemy unit) during your turn, but it strikes me that deep striking during your opponent's turn is just letting them react to an otherwise difficult to react to move.
I don't think there's anything that states you need to deep strike near the enemy, but I don't have the Codex to hand. It's really just a rule which provides reliable reserves, since you don't have to worry about the enemy getting their reserves two turns before you do.
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Necrons (W/D/L): 4/1/0
Reset with the new Codex. |
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![[Post New]](/s/i/i.gif) 2011/11/08 12:02:01
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Regular Dakkanaut
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It's a fast vehicle. Can't it move 18 and still shoot giving it essentially 30 + 3d6? Even out of reserves that could be nasty.
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![[Post New]](/s/i/i.gif) 2011/11/08 13:31:57
Subject: Necrons: "Long Ranged" Anti Tank
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Devestating Grey Knight Dreadknight
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No it can't, you can never go Flat Out and shoot (unless you are a Storm Raven).
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![[Post New]](/s/i/i.gif) 2011/11/09 07:45:49
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Freaky Flayed One
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Theorius wrote:HOW TO MAKE 10 CRYPTEKS - This is a public service ammouncement for any necron players who want 10 cryteks and 10 immortals  and dont want to pay a billion dollars per finecast model that are all the same. Buy the immortal/deathmarch box. Then buy the praetorian/lychguard box. Make 10 immortals. Then using the lychguard/praetorial bodies with staves of light add deathmarch heads to make 10 cryteks!!! they can be more unique with better poses and be far cheaper.
The idea was brought to my attention, and while I haven't actually started putting arms on torso's yet, I was thinking you could grab 2 boxes of immortals, 2 boxes of lychgard, and a box of warriors. Put the deathmark heads on the warriors (who are not as beefy looking as the lychgard torsos, and more in line with the cryptic stat block) And then use the lychgard/praetorian 2 hand weapons. I was thinking the Eldritch Lance strikes me as looking more like the warscythe than the Rod. Gonna use the rod for Tremorstaves/Aeonstaves.
As an added bonus, it looks like you can hack apart a voidblade, which are left handed, and get a left hand with a gauntlet looking thing and an embedded orb looking thing. There is also 1 single-handed Warscythe/Rod handle in every lychguard box, which is right handed. So, you can then have a solar pulse looking piece of tech with your destro cryptic. (A gauntlet with an orb in it is pretty much as useful for modeling wargear as an orb with a tentacle in it, like the real cryptic model has)
Either way, with these 5 boxes of models, you net 10 immortals, Between 2 and 10 sword/board Lychgard, between 0 and 8 Voidblade/Pistol Praetorians, 2 warriors, 3 (maybe 4) scarab swarms, and 10 cryptics, 2 with a piece of extra tech.
Just to get back to the AT topic, if you expect to go up against DE, Orks, or nowadays, Necrons, the Destructor on the scythes and the Annihilation Barge is phenomenal at popping open topped transports. 5.333 expected hits, str 7, and a net 0 modifier on the Damage Chart for pens.
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1000
2500ish |
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![[Post New]](/s/i/i.gif) 2011/11/09 08:53:01
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Regular Dakkanaut
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Ok I can't find my BRB but from memory doesn't the entry for a fast vehicle moving flat out say something along the lines of "for all purposes a vehicle moving flat out counts as moving at cruising speed".
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![[Post New]](/s/i/i.gif) 2011/11/09 09:11:42
Subject: Re:Necrons: "Long Ranged" Anti Tank
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Numberless Necron Warrior
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GiantSlingshot wrote:Theorius wrote:HOW TO MAKE 10 CRYPTEKS - This is a public service ammouncement for any necron players who want 10 cryteks and 10 immortals  and dont want to pay a billion dollars per finecast model that are all the same. Buy the immortal/deathmarch box. Then buy the praetorian/lychguard box. Make 10 immortals. Then using the lychguard/praetorial bodies with staves of light add deathmarch heads to make 10 cryteks!!! they can be more unique with better poses and be far cheaper.
The idea was brought to my attention, and while I haven't actually started putting arms on torso's yet, I was thinking you could grab 2 boxes of immortals, 2 boxes of lychgard, and a box of warriors. Put the deathmark heads on the warriors (who are not as beefy looking as the lychgard torsos, and more in line with the cryptic stat block) And then use the lychgard/praetorian 2 hand weapons. I was thinking the Eldritch Lance strikes me as looking more like the warscythe than the Rod. Gonna use the rod for Tremorstaves/Aeonstaves.
As an added bonus, it looks like you can hack apart a voidblade, which are left handed, and get a left hand with a gauntlet looking thing and an embedded orb looking thing. There is also 1 single-handed Warscythe/Rod handle in every lychguard box, which is right handed. So, you can then have a solar pulse looking piece of tech with your destro cryptic. (A gauntlet with an orb in it is pretty much as useful for modeling wargear as an orb with a tentacle in it, like the real cryptic model has)
Either way, with these 5 boxes of models, you net 10 immortals, Between 2 and 10 sword/board Lychgard, between 0 and 8 Voidblade/Pistol Praetorians, 2 warriors, 3 (maybe 4) scarab swarms, and 10 cryptics, 2 with a piece of extra tech.
Just to get back to the AT topic, if you expect to go up against DE, Orks, or nowadays, Necrons, the Destructor on the scythes and the Annihilation Barge is phenomenal at popping open topped transports. 5.333 expected hits, str 7, and a net 0 modifier on the Damage Chart for pens.
That's a fantastic idea.
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GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
"I want to tailor this list so much that I can wear it to tournaments and win both 'best looking army' and 'best dressed'. "
2500? soon will change
W:15 L:11 D:8 |
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