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Made in us
Resolute Ultramarine Honor Guard





Arkion wrote:

Once the new Codex comes out, I'm thinking of this as a revised list:


HQ
Tigurus with 5-man Command Squad - Rhino
Chaplain with Thunder Hammer + Terminator Honors + Jump Pack (try this guy, you'll LOVE 'im)



Might be difficult to do. I may have missed something glancing through but not checking and double checking everything, but it appears Command squads can now only be bought by Captains (not even Masters) and Honor Guard are only for Masters.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Tough-as-Nails Ork Boy





Chicago

Never underestimate the value of a cheap-o autocannon/HB Predator in a 1000 point game.

Good luck beating Hoard or Kult of Speed Orks on a 4x4 table. I've only lost one game out of dozens when using my Orks on a small table, and that time it was due to a weird and not-well-thought-out objective on the part of the tournament organizer.
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Chaplains only have 2 attacks now, right? Doesn't seem very good, when using a Thunder Hammer that can't give him extra attacks.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Regular Dakkanaut




i see the real problem here, his army is space marine
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Jacksonhighlander wrote:i see the real problem here, his army is space marine


I want you to say that in a couple months once people start getting the new codex down pat. For being complete crap, the new chaos codex is turning out to be fairly competitive [well, Lash is, and the rest kinda just takes advantage of it], so I'm sure once people get the kinks out, new marines will be a force to be reckoned with.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Regular Dakkanaut




as a necron player who has been facing SM/DA lists almost exclusively, i think the most important thing to remember is that you have 1 goal every game, regardless of the scenario:

PHASE OUT


tie up his warriors with assaulty elements. in 5e CC is very decisive, and with their crap initiative it is actually a lot easier to wipe warrior squads than their 3+ and WBB would seem to imply.

under 5e defending models consolidate into their attackers when they get charged... use this to your advantage to pull models away from rez orbs or out of range of being rescued by monolith portals.

power weapons are your friends. vs necrons i think attacking at initiative is far better than the extra str from a fist. getting a bunch of power weapons into CC with warrior squads gives you a great shot at wiping some units out. You are almost guaranteed to win combats, force morale checks and catch them with your sweeping advance, adding a bunch of freebie casualties.

I think the assault squad with a jump pack chaplain attached is really attractive. That lets you get 2 power weapons in the group, plus litanies of hate, so those two models should definately allow you to rack up some decent kills the turn they assault. the jump packs also help get into assault without getting stranded in rapid fire range, where even 10man warrior squads can cause a lot of pain.

as far as shooting goes, try to focus on stuff that counts towards the phase out, and focus on getting the kill count up high. if he leaves units out of rez orb range, make him pay with your heavier guns that prevent WBB. the monolith can be punishing, but it is also a very tough nut to crack and you may be better served just taking its punishment and using your assets to keep running up the kill total on his easier to kill necron models.

This message was edited 1 time. Last update was at 2008/09/26 06:25:02


 
   
 
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