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Made in us
Auspicious Aspiring Champion of Chaos






If your opponent is running 2 Wraith Knights, my first suggestion is "find a new opponent" :p. The best way I can think of to deal with that would be to field two Canoptek Harvests with 3 Wraiths each and as many Scarabs as you can field. Tie up one WK with as many Scarabs and Wraiths as you can fit in combat and use both Spyders to Scarab Farm the hell out of him!. Send every other unit you have to shoot the holy bejeezus out of the other WK.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Longtime Dakkanaut




Ute nation

Depending on how they are kitted, you might be able to drop a wraith knight with a cult, 18 shots that hit on 3s and reroll ones (2/3 + (1/6 * 2/3)) = 7/9 shots hit, wound on 6s reroll failed to wounds (1/6 + (5/6 * 1/6)) = 11/36 or just shy of one in three, with 14 hits that's 4 wounds a round, or 3 after the 5+ FnP. It's mildly awful from a points vs. points perspective, and would take two rounds, but with so many space marine armies out there you'll probably take the cult anyway.

This is my usual list these days: http://www.dakkadakka.com/dakkaforum/posts/list/690185.page

That said, I've been avoiding the ghost ark for a while since I always played it that jink makes the units inside snap fire as well. The main reason I liked it was picking warriors back up, but as it was my only vehicle it drew copious amounts of anti-vehicle fire, so I've dropped it in my competitive lists and made my warrior squads bigger. As for the "Immortal lych deathstar", I have one because I have to have an answer to other death stars, but you guys have some weird ideas on how tough it is. It's got two resurrection orbs, but that could last one turn (my opponents phase and then my phase), so we are a tough deathstar for one turn out of five or six, otherwise, our deathstar has a low number of attacks, middling AP (evenly split between ap 2 and ap 3), and decent str (split between 5 and 7). Compared to most deathstars these days it's pretty lacking, and is dependent on support from the harvest to stand a chance against other death stars. The D-Lord is decent in challenges because of fear on 3d6 and void reaper, but only against units that aren't fearless.

As for passive awesomeness, if you gave us two wounds, it would be equivalent. However since it's rng based people always way over estimate the effectiveness. A basic necron warrior is only slightly tougher than a marine, it takes 3 ap - wounds to get a tac marine, and 4 ap - wounds to get a warrior, that's pretty far from the invincibility you guys seem to imagine us having. Warriors are also 4+, so there are lots more weapons that can bypass their armor save. Arguments about how OP the harvest is completely ignore the reality that if you pop the spider they are not really that tough, requiring 36 wounds to down, or the equivalent of killing 9 warriors with ap- weapons. However don't let math stop the onslaught of salt. I'm not saying necrons are weak, we are in a good place depending on the tournament rules, but we are hardly the invincible army you guys are claiming. Really the math isn't hard, and if you care enough to have an opinion, you should probably also care enough to have a correct opinion.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Auspicious Aspiring Champion of Chaos






 Grimgold wrote:
Depending on how they are kitted, you might be able to drop a wraith knight with a cult, 18 shots that hit on 3s and reroll ones (2/3 + (1/6 * 2/3)) = 7/9 shots hit, wound on 6s reroll failed to wounds (1/6 + (5/6 * 1/6)) = 11/36 or just shy of one in three, with 14 hits that's 4 wounds a round, or 3 after the 5+ FnP. It's mildly awful from a points vs. points perspective, and would take two rounds, but with so many space marine armies out there you'll probably take the cult anyway.

This is my usual list these days: http://www.dakkadakka.com/dakkaforum/posts/list/690185.page

That said, I've been avoiding the ghost ark for a while since I always played it that jink makes the units inside snap fire as well. The main reason I liked it was picking warriors back up, but as it was my only vehicle it drew copious amounts of anti-vehicle fire, so I've dropped it in my competitive lists and made my warrior squads bigger. As for the "Immortal lych deathstar", I have one because I have to have an answer to other death stars, but you guys have some weird ideas on how tough it is. It's got two resurrection orbs, but that could last one turn (my opponents phase and then my phase), so we are a tough deathstar for one turn out of five or six, otherwise, our deathstar has a low number of attacks, middling AP (evenly split between ap 2 and ap 3), and decent str (split between 5 and 7). Compared to most deathstars these days it's pretty lacking, and is dependent on support from the harvest to stand a chance against other death stars. The D-Lord is decent in challenges because of fear on 3d6 and void reaper, but only against units that aren't fearless.

As for passive awesomeness, if you gave us two wounds, it would be equivalent. However since it's rng based people always way over estimate the effectiveness. A basic necron warrior is only slightly tougher than a marine, it takes 3 ap - wounds to get a tac marine, and 4 ap - wounds to get a warrior, that's pretty far from the invincibility you guys seem to imagine us having. Warriors are also 4+, so there are lots more weapons that can bypass their armor save. Arguments about how OP the harvest is completely ignore the reality that if you pop the spider they are not really that tough, requiring 36 wounds to down, or the equivalent of killing 9 warriors with ap- weapons. However don't let math stop the onslaught of salt. I'm not saying necrons are weak, we are in a good place depending on the tournament rules, but we are hardly the invincible army you guys are claiming. Really the math isn't hard, and if you care enough to have an opinion, you should probably also care enough to have a correct opinion.


I wish I could buy you a drink, sir, but I fear you'll have to accept this +1 instead.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Pulsating Possessed Chaos Marine




Wow thanks for the awesome info . I was thinking about messing around with a Doom bringer Flight to take down a knight but I should probably do the math on that before sinking so much into it.
   
Made in us
Longtime Dakkanaut




Ute nation

Deathbringer flights were kind of awful before death from the skies, and are now arguably in a worse place since they gave necron flyers awful stats. Another issue being str 10 ap 1, lance, small blast is a solution in search of a problem. Wounding MCs can be handled by less specialized weapons with higher rates of fire, as can blowing vehicles up. It might be useful against ID vulnerable deathstars, but it can't be fired at invisible units, and it doesn't ignore LoS or invul saves. The most egregious sin though is making the model dependent on both Jink and a template/Tesla weapons, because jinking makes doom scythes worthless, and they are completely dependent on jink to survive being shot at.

This message was edited 1 time. Last update was at 2016/05/11 22:31:23


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Pulsating Possessed Chaos Marine




Well, I dont think my small group will be using the new supplement so thats a non factor. And I doubt many tournaments in the area will use it either due to extending the game turn. That just leaves PuGs at a local GW which I guess id just sub out the flyers. While not a fan of Doom Sctyhs myself I do like the model so I may take a Night Croissant to drop my overlord/Lychguard unit where they are needed. But good advice, regardless of the supplement ill not be investing into that formation.
   
 
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