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![[Post New]](/s/i/i.gif) 2011/11/22 22:22:09
Subject: Are Ghost Arks good at what they are meant to do?
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Arch Magos w/ 4 Meg of RAM
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The Grundel wrote:But I don't want to shell out 115 points for a unit that doesn't make its points back offensively and relies on model generation to justify its points.
Tervigons.
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![[Post New]](/s/i/i.gif) 2011/11/23 12:09:44
Subject: Are Ghost Arks good at what they are meant to do?
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Kovnik
Bristol
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DarkHound wrote:The Grundel wrote:But I don't want to shell out 115 points for a unit that doesn't make its points back offensively and relies on model generation to justify its points.
Tervigons.
I love you Dakka. Sometimes I really do.
Honestly with my 'Crons I see myself grabbing acouple of arcs eventully. Then only to get bored with them and dooms day cannon it
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Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.
ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.
Black Templars- Nothing makes you manly like unalterable AV 14! |
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![[Post New]](/s/i/i.gif) 2011/11/23 13:08:01
Subject: Are Ghost Arks good at what they are meant to do?
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Longtime Dakkanaut
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Tervigons also buff said units they generate as well as the existing units on the field. Plus, creating new units is a big boon in objective missions, compared to healing existing units. Thus its not fair to claim tervigon model generation is at all similar to ghost ark generation.
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![[Post New]](/s/i/i.gif) 2011/11/23 19:17:49
Subject: Are Ghost Arks good at what they are meant to do?
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Tail-spinning Tomb Blade Pilot
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Yuber wrote:-Implying that opponent will allow you to assault their transports at T1
-Implying that non-transport vehicles want to get near
-Implying opponent does not/cannot countercharge and/or bubble wrap
-Implying Opponent does not take flamers, blast weapons, ID tools.
-Implying not going to fight any horde type army in tourney with scarab spam.
... Everything there can be EASILY countered, especially if the Necron player goes first. Just shoot the bubblewrap and then take the 12" charge into the hole. Regular flamers are going to do jack-diddly to a squad of scarabs since they don't double- id them. Oh now you did 10 hits to my squad of 5 scarabs (hitting every model with a flamer)? Lets see here, I'll save 1/3 of those... so that makes it 6 attacks? Each base has 3 wounds... You killed 2 bases. That's STILL 15 attacks on a charge. Even best case scenario and I fail every single save vs a flamer, you kill 3 bases, and I still get 10 attacks on your tank.
If you pump your entire army shots into a squad of 5 scarabs in order to kill it (implying I'm stupid enough to just let you shoot them if I don't have a valid shot at killing the tank), then they STILL did their job and ate 1-2 units of fire for a round that could have gone to something more important like the immortal squads carrying a pair of eldrich lances... or the doomsday arks... or one of my CCB OLs.
It's also worth pointing out that scarabs have enough wounds that they can usually get AP- on most MCs that don't have like 5 attacks.
Are they a singular purpose unit? Of course, but they do their job extremely well, and make an excellent tarpit for things when that purpose is filled.
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This message was edited 2 times. Last update was at 2011/11/23 19:26:04
W/L/D: 9/4/8 Under Construction |
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![[Post New]](/s/i/i.gif) 2011/11/23 19:51:57
Subject: Re:Are Ghost Arks good at what they are meant to do?
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Regular Dakkanaut
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You still seem to be missing the point wandering fox.
Are scarabs cool? Yeah.
Are they worth their points? Yeah.
Are they viable as your only real AT in a list? No. Not even with max units and spyders.
There are just too many things that kill them cheaply and efficiently.
Mathhammer just one squad of Melta-Vets and their chimera firing at the unit. Ouch.
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I am a grammar Nazi only because grammar democracy is ineffective. |
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![[Post New]](/s/i/i.gif) 2011/11/23 20:01:51
Subject: Are Ghost Arks good at what they are meant to do?
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Longtime Dakkanaut
Beaver Dam, WI
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Picture this - not the points as that is kind of a shuddering thought...
3 groups of 15 necron warriors. 2 led by phaeron overlords. 3 Ghost arks in range of all 3. All have a res orb.
Your opponent should quake in fear as if he doesn't kill each and every warrior they are going to regen. Think of this... 14 warriors die to enemy fire. 7 stand up on the res orb. Then an average of 6 stand up due to the arks. Not a pretty sight to see all the firepower it takes to down 14 warriors turn into 1 dead... 14 warriors require 56 bolter hits to generate. Which means it requires 84 bolters to drop them. Admittedly there are some things that will do it faster but the point is your opponent needs to take a lot of fire to drop all of them and if he doesn't, they WILL be back.
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![[Post New]](/s/i/i.gif) 2011/11/25 02:05:34
Subject: Are Ghost Arks good at what they are meant to do?
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Stealthy Space Wolves Scout
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WanderingFox wrote:Something Bla bla bla
-Flamers are AP5, you cant save them. Nope. no wound allocations for you either. A good swoosh will kill 2 bases of scarabs.
-Flamers arent the only guns shooting.
-Guess whats shooting with flamers? Bolters. They are Ap 5 too. Both Wound on a 3.
-Scarabs are well good in paper. But add terrain into the equation, there goes your threat range.
-Opponent wont pump 12" rapid firing weapons on a scarab if he can ASSAULT THEM INSTEAD.
-Tanks can and WILL move more than 6" making your "STILL 15 attacks on the charge" a broken argument. (Enjoy your 2-3 hits that needs to roll a 6 to reduce armor.)
-Is it a tarpit unit? You are kidding yourself son. Do the math. 2 MC attacks or DCCW that land will cause 6 wounds.... thats 6 fearless rolls on a 5+. The assault would probably end 2-3 turns. Not really tarpitting. MFW people say scarabs are tarpits.
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There are 2 kinds of Dakka members: People who just think the game and people who actually play the game. Which one are you? |
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![[Post New]](/s/i/i.gif) 2011/11/25 02:44:59
Subject: Are Ghost Arks good at what they are meant to do?
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Warp-Screaming Noise Marine
Canada!
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Ghost arks cannot be bought for a court, but every unit in the court has the ability to ride them.
One of my first thoughts for the command barge was to take 2 overlords and load up smaller warrior squads with 2 special weapons each. The open top making for a great gunboat when paired with the flayers, especially given how often necron heavy weapons were "assault".
Then I started thinking about the anti-tank courts I'd been seeing. Why couldn't they just hop in that transport at some point in the game (the start)? It would be really easy for you to put them in position and they'd be a hell of a lot safer. You could even buy a veiltek fro the squad you bought the ark for.
Lastly I remember lords, and the silly deathstar units people keep bringing up. they don't seem so silly to me hopping out of a ghost ark. Seems like a great way for a cc model that is often relegated to the role of nanny to bring out it's potential.
In a more usual sense. I still really like the idea of ghost arks supported by big squads with the veil. I also really like having two characters in squads for nannying and to give them a little more purpose. Necrons require a lot of hand holding it seems.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2011/11/26 18:55:58
Subject: Are Ghost Arks good at what they are meant to do?
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Ladies Love the Vibro-Cannon Operator
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Horst wrote:Kaime wrote:Depends on the codex, some codexes has "If the squad numbers 10 or less it may buy a rhino" for example.
none of the new codex say that though.
No, a full tactical squad can buy a Razorback. Nuff said.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/26 19:55:34
Subject: Are Ghost Arks good at what they are meant to do?
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Lord of the Fleet
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Hmm Interesting bit about having a court in a ghost arc. 3 or so eldritch lances or volatic staves could be nice in an elevated position
Yuber wrote:MFW people say scarabs are tarpits.
Wheres your face?
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