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Made in nl
Daring Dark Eldar Raider Rider





The Netherlands

katfude wrote:In the codex it lists that you treat the base of the scythe to embark and disembark and that you may do so if your models are all within 2" of it at the end of the movement phase.

Since this is codex, doesn't this override codex ruling on embarkation? It specfically permisses us to embark. (longshot, I know)
It does not give you permission to embark, it explains how you would embark. However, as the Night Scythe does not have a hover mode, you are prohibited from embarking at all. If it wasn't for the Invasion Beams rule, you would never be able to disembark from it either. It does make the whole section about jump infantry and jetbikes kinda useless.

katfude wrote:In the rulebook, does it say you must place the models that were embarked in the flyer and THEN take the hit, or to take the hit, THEN place?

If you place then hit, we take no damage, as they don't end up on the table. Otherwise, we're boned.
You take the hit first, then place the models. So in combination with the Night Scythe rules, you'd first take the STR10AP1 hits, then be placed in reserve. I suppose this will be FAQed (eventually).
   
Made in fr
Trazyn's Museum Curator





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headrattle wrote:
CthuluIsSpy wrote:No, it is not the worst transport in the game.
You are forgetting about what it can do.

It is the only flying transport where the squad does not die if the flyer is destroyed.



Actually no. Before this might have been true, however, now the embarked unit has to take a S10 AP- hit for every model. The survivors are then placed in reserves. Night Scythes are very important to my list, however, I am unable to find any rule that states that they don't take a hit when the Night Scythe is destroyed.

If you can find a rule that says that they don't, please tell me.

See this discussion:
http://www.dakkadakka.com/dakkaforum/posts/list/459610.page


Wrong, actually. Pg 81 under crash and burn "and models within suffer a strength 10 hit with no armor saves allowed.
I don't know about you, but S10 with no armor saves sounds like death to me.

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Insect-Infested Nurgle Chaos Lord





Oregon, USA

They can fail to wound still, and invulnerables still work (for them that has them).

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Made in gb
Daemonic Dreadnought





Derby, UK.

Hmmm, tempted to put Deathmarks and DespairTek in the Scythe now. After the kill the first target unit they are then free to Veil around.

Wanted to get some Deathmarks anyway.

You've got to think about what size tabel you're playing on as well. My friends and i tend to play on 4x4 or 4x6 tables. If the Nightscythe can deploy after 36" the you are deploiying a unit in Turn 2, in your opponents deployment zone. The chances of it gettign shot down before it drops off troops are pretty slim (in fact only guns with the Interceptor rule woudl have chance, as they fire when the unit comes in).

lets say your opponet deploys right at the back of their own edge. The target is 48" from your own tabel edge. rapid Fire range is 12", disembark move is 6". Scythe moves 24", deploys, move 6". Your target is now 18" away. So you can fire once at full BS, or move closer in the scythe and fire twice as many shots but hit on 6's.

Either way you're looking a Turn 2 "Beta" Strike with gauss - kill that Land Raider (assuming you're dropping 15 warriors)!!

This message was edited 1 time. Last update was at 2012/07/06 15:12:18


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Mandor.. Where does it say you cant embark? please give a page number.

BTW there is a FAQ that cuts down the range of the Nightsyths Access point to only 1" from base. from 2"

   
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Daemonic Dreadnought





Derby, UK.

I think the arguement is taht you can only embark on a transport that has moved 6" or less.

invasion Beams in the FAQ address the issue of disembarking from the Scythe, but dont mention embarking - and since the nightscythe can't move less that 18"........

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It specifically states you cannot embark or disembark on a zooming flyer.

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Made in gb
Daemonic Dreadnought





Derby, UK.

Exactly, so unless the FAQ is FAQ'd, you can't embark on a Nighscythe after deployent.

To be fair - thsi reduces the risk of losing a unit. Jump out in on the other side f the board on Turn 2, then fly it around blasting the crud out fo stuff with S7 tesla. All for less than a Ghost Ark.

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South Dakota

Just to be clear...
In the Necron FAQ, units inside the Nightscythe gets the ability to disembark before or after the Nightscythe moves as long has it hasn't moved more than 36". If the Nightscythe moves more than 24", than the unit can only make snapshots.

It says nothing about embarking... only disembarking.

Nothing in the FAQ about what happens to the occupants... just a few words would make it all clear!!!

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EDIT. never mind.. after rereading the damn page on flyers 10 times i finaly spoted it

This message was edited 1 time. Last update was at 2012/07/06 16:50:19


 
   
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The Faye

Could you argue that you cant wound models in reserve. Which is what happens when the flyer is destroyed.

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obsidianaura wrote:Could you argue that you cant wound models in reserve. Which is what happens when the flyer is destroyed.


My understanding (based on this thread) is

1. they're embarked.
2. it blows up
3. they take wounds
4. they go into reserve
   
Made in ca
Lethal Lhamean





somewhere in the webway

i dont think they are actually embarked....they are using a portal to come in from reserve, or something else. the whole special rule for night scythes looks to kind of avoid them gertting hit. their portal blows up, so they cant use it and end up in reserves instead.

our local house rules said that no hits are given to the models "inside" a night scythe.

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DarthSpader wrote:i dont think they are actually embarked...

Invasion Beams only applies to units that begin the Movement phase embarked.

So if they're not actually embarked, they can't ever use Invasion beams.
Have fun with that interpretation.

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Sir_Prometheus wrote:
Listen to me, and listen very carefully.

Necron Airforce is currently the best army list in the game.

You can put troops (which are quite good, at least at shooting) and ICs, and attached court units (up to two) in the nightscythe, in fairly unit sizes.

3 Doomscythes can fly up 36" inches on turn 2 (unlikely to get all 3, turn 2 but certainly not rare) kill basically all your tanks with their 3d6" doom beam. (keep in mind, depending on density, each beam will likely catch several vehicles and units) There's very little the enemy can do to stop this from happening, at most they will have one interceptor AA gun on a building. They also get that big tesla thing, which is just gravy.

The nightscythes, however many came in, can fly up 36" if they have to, but more likely 24", the troops get out, reliably, without risk of mishap (unlike a stormraven), and go a long way towards blasting away any troops that are on the ground or that got dumped from transports. They get to place where they want, and can be pretty safe from assault, cuz everything shoots at 24", now. Again, those big tesla guns get to fire on the night scythes.

All flyers probably get another turn of shooting, maybe two, before they have to leave the board.

There's some tricks you can do to mitigate this tactic, but no real way to fight it. Main thing that's holding you back is that you need a certain number of units on the board to start (flyers don't count, but the units inside do).


Fast armies like dark eldar, eldar,can just boost straight up to your side of the board and fight the army that is on the table. They most definatly wont wipe it out, but they will slowly kill it. and because they are at your side of the board you cant shoot them with flyers for about 3 turns(unless they have something like bombs in which case they get 1 turn to do damage.)





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Automatically Appended Next Post:
In the FAQ they made it so that the unit does not take the str 10 hit and goes back into reserve instead.

This message was edited 1 time. Last update was at 2013/02/18 14:09:52


 
   
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Necro!!!!
   
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Bloodynecronight wrote:
Someone complaining about what necrons cannot do makes me sad inside


Automatically Appended Next Post:
In the FAQ they made it so that the unit does not take the str 10 hit and goes back into reserve instead.


Where do you see that? I can't find that entry.

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Liverpool

Main Rulebook FAQ:

Page 83 – Skimmers, Special Rules.
Change this sentence to “Skimmers that are not also Heavy Vehicles have the Jink special rule”.
   
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 grendel083 wrote:
Main Rulebook FAQ:

Page 83 – Skimmers, Special Rules.
Change this sentence to “Skimmers that are not also Heavy Vehicles have the Jink special rule”.

Wrong thread?

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Thread is being locked due to thread necromancy.

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