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Made in us
Implacable Skitarii






michigan

i was looking through my guard codex and noticed that camo netting lets you use the stealth universal rule if you didnt move in the previous turn.

would this be worth taking? and if so, what on?

i'd love to hear your ideas my fellow dakkites

DQ:80+S+++G+++M++++B++I+++Pwhfb06#+D+++++A++++/mWD186R+++T(s)DM+
 
   
Made in us
Guard Heavy Weapon Crewman






The problem with camo netting is cost and number of uses per game. At ten points, it's pointless on Sentinels, especially considering that they are almost always going to be moving. At twenty points, it's pointless on Hellhounds, ect. since they almost always move as well. Again at twenty points on Russes, Russes already cost a bunch to begin with and they'll frequently be moving. Static Russes are viable, but you'd already be spending points on sponsons. Camo netting just makes the tank a more expensive fire magnet. Now for artillery, camo netting seems like a great idea, but it runs thirty points. It's expensive for an open-topped, 12-10-10 vehicle. Enclosed crew compartment just further jacks up the cost of a soft target. Oh- and it's just plain slowed to take it for twenty points for a Chimera (Or at any cost for that matter).
In conclusion, I really wouldn't take camo netting.

This message was edited 1 time. Last update was at 2009/05/31 17:47:03


 
   
Made in us
Awesome Autarch






Las Vegas, NV

I disagree,

give it to a normal russ, which comes out to 190, stick a chimera in front of it if you do not have any cover to hunker down in.

You know have a 17% increase in durability for a 12% increase in cost.

Normal Russes barely ever move in my experience, so that isn't a problem.



   
Made in us
Guard Heavy Weapon Crewman






I guess it's my play style then. I prefer quantity over quality, so I don't invest too heavily in upgrades.


 
   
Made in us
Ground Crew





Bothium

I don't have my guard codex on me, but in my opinion it depends on the point value. If you have a 1k+ point army and ur playing close combat(ork, Tyranid etc) then I think its totally worth it, while a smaller battle or a battle against Tau or something, it'd be a waste of points. Maybe I'm wrong but I don't feel like its worth it in overly cheap or overly expensive games (as in low points or high points)

This message was edited 2 times. Last update was at 2009/06/01 01:14:00


"I kill you til' yur dead." - Lt Xela of the 14th Black Ops Assassins

"One blade at night is more effective than a thousand blades in the day." - Commissar Church of the 14th Black Ops Assassins

+ + =

 
   
Made in ca
Graham McNeil





North of you!

I use it in conjunction with pask, as he wont be moving anyways to take advantage of all of his crack shot special rule, and since he is a big target the 3+ save is really nice coupled with AV14 it takes alot to crack that baby at any range, the only thing is melta; and we'll I've got enough guardsmen in the way that if they are gonan get that close, I'm probably going to lose anyways.

DC:90-S+++G+MB-I+Pw40k02#++D+A+++/aWD-R++T(T)DM+

I refute you're reality and substitute my own!

"He who laughs last, thinks the fastest"  
   
Made in nz
Longtime Dakkanaut





New Zealand

It does seem a bit over-priced, but for static units on a terrain-filled board, I can see it being a life-saver. I'd be very tempted to take it for artillery vehicles if I had spare points.
   
Made in us
Implacable Skitarii






michigan

well thanks for the opinions everyone, im going to try it out later this week with a tank company laist to see how it changes things for me.

DQ:80+S+++G+++M++++B++I+++Pwhfb06#+D+++++A++++/mWD186R+++T(s)DM+
 
   
 
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