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Made in pl
Regular Dakkanaut




CCB also havent got infrantry key word so cant be buff by other hq aura - like anrakyr +1A.
Also harder to get cover bonus.
   
Made in us
Tunneling Trygon





NJ

Kuguar6 wrote:
CCB also havent got infrantry key word so cant be buff by other hq aura - like anrakyr +1A.
Also harder to get cover bonus.


Running one around with a footslogging buff guy would be a waste of the mobility of the CCB though, so that's not really a big deal
   
Made in jp
Proud Triarch Praetorian





If he needs to, he can give his MWBD (really Command Wave, but it's the same thing) to the Destroyer Lord accompanying him if there are no other legal targets nearby. Kind of a waste compared to what it would normally want to give it to, but at least it's not a complete waste.


Want to try this build out-
Spoiler:
+++ 8 nec - D Wing (Warhammer 40,000 8th Edition) [102 PL, 1999pts] +++

++ [102 PL, 1999pts] ++

+ Battalion +

Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe
Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine
Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine
Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine

Deathmarks [5 PL, 100pts]: 5x Deathmark
Deathmarks [5 PL, 100pts]: 5x Deathmark


+ Outrider +

Destroyer Lord [8 PL, 170pts]: Resurrection Orb, Warscythe

Destroyers [18 PL, 390pts]
. . 5x Destroyer: 5x Gauss Cannon
. . Heavy Destroyer: Heavy Gauss Cannon
Destroyers [18 PL, 390pts]
. . 5x Destroyer: 5x Gauss Cannon
. . Heavy Destroyer: Heavy Gauss Cannon

Canoptek Scarabs [4 PL, 52pts]: 4x Canoptek Scarab Swarm
It's basically just anti-MEQ but it looks fun (melt two units a turn).

This message was edited 1 time. Last update was at 2017/07/03 05:02:41


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Klowny wrote:
First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

Now we just need a point adjustment for FO.....

Also the idea that a CCB can't be targeted because it's behind tiny scarab bases is a bit silly. It's RAW and I intend to play it that way but it won't look right :p


Scarabs float though, so you can imagine a solid wall of scarabs flying in front of the CCB, instead of just crawling on the ground.
They may not have the fly keyword, but Scarabs were always capable of going several feet off the ground since 3rd ed.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Pile of Necron Spare Parts



SoCal

I feel like we were just starting to get into the topic of DDAs vs Tesseract Arks before the FAQ dropped. In what situations should we be bringing one or the other? Do they fill different roles? Should we consider bringing one or two of each? Why do we have the TA rated as A+ and the DDA rated as A?

I feel like the added toughness and invul save is pretty beneficial for the TA, but the extra wounds on the DDA are crucial as well. The gun flexibility of the TA is really what your paying the premium for, being able to move and shoot your heavy weapon, even at -1bs, is really what I take TAs over DDAs for. I really think the DDA should be rated the same or higher than the TA, the points saved makes a huge difference when making lists.

On a more personal note, I can't stand the model for DDA and ghost arks... I almost always end up taking the TA because of this.

This message was edited 1 time. Last update was at 2017/07/03 06:59:31


 
   
Made in jp
Proud Triarch Praetorian





Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
Like no troops, no nothing but vehicles.
The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.

 
   
Made in us
Pile of Necron Spare Parts



SoCal

 skoffs wrote:
Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
Like no troops, no nothing but vehicles.
The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.


Yeah, Idk if the CCB is for the full QS list. Maybe something like this?

Spoiler:
Toholk - 165

5 x Immortals (Tesla) - 85
5 x Immortals (Tesla) - 85

5 x Scarabs - 65
5 x Scarabs - 65

Triarch Stalker (Heat Ray) - 171
Triarch Stalker (Twin Gauss Cannon) - 181

Annihilation Barge - 141
Annihilation Barge - 141
DDA - 203
DDA - 203
Tesseract Ark - 246
Tesseract Ark - 246

Total 1997


Can replace a stalker or immortals for the CCB if you really want one. Or all the scarabs, immortals, and toholk for a CCB and something else if you really want the theme. Maybe warriors and a ghost ark?
   
Made in th
Battle-tested Knight Castellan Pilot





Perth

neenj wrote:
I feel like we were just starting to get into the topic of DDAs vs Tesseract Arks before the FAQ dropped. In what situations should we be bringing one or the other? Do they fill different roles? Should we consider bringing one or two of each? Why do we have the TA rated as A+ and the DDA rated as A?

I feel like the added toughness and invul save is pretty beneficial for the TA, but the extra wounds on the DDA are crucial as well. The gun flexibility of the TA is really what your paying the premium for, being able to move and shoot your heavy weapon, even at -1bs, is really what I take TAs over DDAs for. I really think the DDA should be rated the same or higher than the TA, the points saved makes a huge difference when making lists.

On a more personal note, I can't stand the model for DDA and ghost arks... I almost always end up taking the TA because of this.


We had a bit of a talk yesterday about it, TA are better at killing the big stuff, putting out d6 shots means on average more than a DDA, and it's tesla/gauss also is more effective on big stuff, but the DDA are good at both big targets, and the chaff, with the flayer arrays capable of putting out lots of hurt onto them.

Personally I favour the TA, it's more versatile, it's flamer is brutal, and it feels better, due to not being gimped if it's forced to move, allowing for more use of the fly keyword.


Automatically Appended Next Post:
 skoffs wrote:
Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
Like no troops, no nothing but vehicles.
The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.


Eeeeh I feel toholk (and a spyder) are better worth the points investment over a CCB, he doesn't offer much compared to toholk in a QS spam list

This message was edited 2 times. Last update was at 2017/07/03 08:56:47


12,000
 
   
Made in jp
Proud Triarch Praetorian





Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


Different subject,
Destroyers.
If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
Or 3 & 3 & 3 & 3? (to get more HDs in your army)
Or 4 & 4 & 4? (mix of both)

This message was edited 1 time. Last update was at 2017/07/03 09:27:20


 
   
Made in pl
Regular Dakkanaut




 skoffs wrote:
Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


Different subject,
Destroyers.
If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
Or 3 & 3 & 3 & 3? (to get more HDs in your army)
Or 4 & 4 & 4? (mix of both)

Mayby 1 unit of 5D with 1HD and 2 unit of 3HD?
Or 6D and 2 x 3HD?
   
Made in th
Battle-tested Knight Castellan Pilot





Perth

 skoffs wrote:
Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


Different subject,
Destroyers.
If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
Or 3 & 3 & 3 & 3? (to get more HDs in your army)
Or 4 & 4 & 4? (mix of both)


Yeah it's hard, not many HQ's work well with a QS list, but there won't be anything protecting the CCB, and while it is a good CC threat it's easily giving up slay the warlord, whereas toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason


Automatically Appended Next Post:
I'm going to try a destroyer list in the future, but they look pretty underwhelming for how expensive they are. I really hope I'm wrong and they're good, but I just can't see it atm compared to other, better units

This message was edited 1 time. Last update was at 2017/07/03 11:38:59


12,000
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Bit of fun, guys - how would you go about building a list around Trazyn?


 skoffs wrote:
Y
Different subject,
Destroyers.
If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
Or 3 & 3 & 3 & 3? (to get more HDs in your army)
Or 4 & 4 & 4? (mix of both)


That's really hard. My instinct would be to go 6 & 6, as it's the most durable of the options and with the split fire rule there's far less danger of overkilling enemies.

However, the other methods give you more Heavy Destroyers - which seem quite valuable in this edition.

The honest answer is that I really don't know.

This message was edited 1 time. Last update was at 2017/07/03 11:43:56


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in pl
Regular Dakkanaut




 Klowny wrote:
I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

Stalker have QS.
   
Made in jp
Proud Triarch Praetorian





 Klowny wrote:
toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

???
Spoiler:

 
   
Made in us
Loyal Necron Lychguard






South Dakota

A CCB would be able to support Flayed Ones or Deathmarks on a flank.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
One Canoptek Scarab in a Swarm





So now that we've got the new FAQ and updated rules, has anyone noticed any new strategies? I haven't stopped by the thread since those came out. I suppose since they added CHARACTER to the CCB, that's made it much more viable.

Why Necrons? Well, we're just trying to sleep, and the galaxy is being too loud. So we're gonna go annihilate them real quick. I can self-identify with that. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

The main one so far, I think, is potentially using a CCB in place of an Overlord. In addition to doing all the stuff an Overlord does, he also has a 24" gun and has the mobility and range to buff a backfield unit of FOs, Deathmarks or such, should the need arise.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.

I think people see QS and say yay but I'd rather have the standard 4+ invul. What are other players thoughts?

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

4+ Invuln versus QS as compared to some typical weapons:

Power Fist, -3 AP, d3 Damage
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d3 damage.
3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 1.38 (times d3) damage.

Lascannon, -3 AP, d6 damage
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d6 damage.
3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is .97 (times d6) damage.

Thunder Hammer
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 3 damage.
3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 3.36 damage.

Krak Missile
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d6 damage.
3 hits are 2 wounds against a CCB, is 1.33 unsaved wounds, is .89 (times d6) damage.

This message was edited 1 time. Last update was at 2017/07/03 13:43:41


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in jp
Proud Triarch Praetorian





 buddha wrote:
The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians

Still can't buff Praets (only <DYNASTY> INFANTRY. Praets lack Dynasty. Only Anrakyr and Imotekh can give them MWBD).

I see CCB's main buff buddies being Destroyers. Similar speeds, so they can keep up. Destroyers can always use a +1 to hit, giving them borderline auto-hit status. Anything gets close to threaten the Ds and the CCB can run them down (and then FLY back to shoot, which is premium).


This is what I'm currently toying with -
Spoiler:
+++ 8 nec - Destroyer Cult v.1 (Warhammer 40,000 8th Edition) [105 PL, 1999pts] +++

++ Battalion ++

Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe
Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

Immortals [8 PL, 170pts]: 10x Immortal, Tesla
Immortals [8 PL, 170pts]: 10x Immortal, Tesla
Immortals [8 PL, 119pts]: 7x Immortal, Tesla


++ Outrider ++

Destroyer Lord [8 PL, 170pts]: Resurrection Orb, Warscythe

3x Canoptek Scarabs [2 PL, 39pts]

3x Canoptek Wraiths [6 PL, 114pts]
3x Canoptek Wraiths [6 PL, 114pts]

5x Destroyers [15 PL, 315pts]

3x Heavy Destroyers [12 PL, 225pts]
3x Heavy Destroyers [12 PL, 225pts]

+++

Wraiths screen for CCBs.
Destroyer packs close enough behind, clustered 6" around D.Lord.
Scarabs cover the rear.
Small Immmortal unit holds home objective. Other two advance along flanks.

This message was edited 2 times. Last update was at 2017/07/03 14:02:32


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 buddha wrote:
I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".

 CthuluIsSpy wrote:
What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.


Surely that's the advantage of it being a character though - they can't just fire whatever weapons they like at it. Instead, unless you've practically been tabled, you get to position it and pick your fights if and when you choose. I mean, if you leave it exposed, sure, but it's not like an Overlord would fare any better in that situation.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Actually, since its a character the only type of weapon that would be able to hurt it normally is a sniper type weapon, which have a damage value of 1 and can inflict mortal wounds. But the CCB and the overlord would get their armor save though (against basic rifles, anyway.)

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Loyal Necron Lychguard




 vipoid wrote:
 buddha wrote:
I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".


Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range. If your squads are 24" or less apart, then yes, sure.

I think it's good if you're going mechanized Warriors. 3 Ghost Arks with Warriors inside backed by a CCB can put and buff Warriors anywhere on the table (since Disembarking is at the start of the move phase and so is WoC, you can buff them as soon as they disembark). A fast, mechanized force is worth considering, though GArks are still pretty overcosted. Still, that's 42 Wounds + Warriors up the field with a CCB or two buffing them while they block for the Characters. Pretty decent midfield power.
   
Made in pl
Regular Dakkanaut




Requizen wrote:
 vipoid wrote:
 buddha wrote:
I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".


Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range. If your squads are 24" or less apart, then yes, sure.

I think it's good if you're going mechanized Warriors. 3 Ghost Arks with Warriors inside backed by a CCB can put and buff Warriors anywhere on the table (since Disembarking is at the start of the move phase and so is WoC, you can buff them as soon as they disembark). A fast, mechanized force is worth considering, though GArks are still pretty overcosted. Still, that's 42 Wounds + Warriors up the field with a CCB or two buffing them while they block for the Characters. Pretty decent midfield power.

WoC and MVBD are at the beggin of your turn. Its before start of the movement phase...

This message was edited 1 time. Last update was at 2017/07/03 14:15:01


 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Kuguar6 wrote:
 Klowny wrote:
I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

Stalker have QS.


skoffs wrote:
 Klowny wrote:
toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

???
Spoiler:


My bad! Haha I don't know what's gotten into my head, must be all the street food over here, been having too much fun!

Still should give the stalker the D3, arks are either backfield, or have an invuln. And the +1 means the TA is has no penalty to moving and shooting.

CthuluIsSpy wrote:Actually, since its a character the only type of weapon that would be able to hurt it normally is a sniper type weapon, which have a damage value of 1 and can inflict mortal wounds. But the CCB and the overlord would get their armor save though (against basic rifles, anyway.)


The difference between an o/lord and CCB is that there is a much higher chance of a CCB being the closest thing to the enemies guns than an o/lord sat in some immortals for example. The only thing that can keep up with a CCB is wraiths, and they are kinda expensive bodyguards, which will die to focused firepower, leaving your warlord high and dry.

Thinking about it now, the CCB doesn't really add much for what you pay for him. An anni barge is better spent on points. He adds a good CC threat but his command wave is wasted on anything mobile enough to stay with him as none of them can benefit from it.

Maybe t3 he can buff midfield warriors/immortals getting out of transports, but it feels a waste imo. Two whole turns of not doing much, and if he gets engaged in combat it's not hard for him to get overwhelmed. A single warscythe isn't going to stand up to masses attacks.

This message was edited 1 time. Last update was at 2017/07/03 14:16:12


12,000
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Requizen wrote:

Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range.


I didn't think I'd mentioned zipping before buffing.

This message was edited 1 time. Last update was at 2017/07/03 14:11:38


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 CthuluIsSpy wrote:
What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.


Plasma, -3 AP, 1 Damage
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 1 damage.
3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 1.67 damage.

Overcharged Plasma, -3 AP, 2 Damage
3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 2 damage.
3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 2.78 damage.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.

12,000
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Klowny wrote:
I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.


If you don't mind me asking, why not use a Destroyer Lord for this instead?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
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