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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

So while reading the Necron dex, I was eyeing the Pariahs. Now I know they are usually shunned and all that. BUT They have 2 special rules that made me wonder if they finally have a use against something, Souless and Psychic Abomination. Would these rules actually make the Pariah useful against a GK army, or am I just looking at the rules and missing the over all?
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Pariahs are still slow.

Pariahs still do not count for phase out.

Pariahs still die to shooting

Pariahs still do not have WBB


Those are the things that make Pariahs bad, and they are stil there. GK have some shooting at the 48" range, and a lot of it at the 24" range. Pariahs need to be within 12" for their special LD stuff to work. The GK player should be able to scoot and shoot them down before they get close enough to do anything.

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Made in gb
Pauper with Promise




At a Computer

It would be interesting, although pariahs don't get SR: "we'll be back" but yes they could easily be used to counter Hammerhand or other GK psychic powers. Trouble of course is that the Grey Knights are turning into quite a shooty army, (damn Matt Ward) with many psycannons str 7 ap 4, psilencers str 4 ap - and incinerators str 6 ap 4. Also the amounts of Pariahs needed to challenge GK termies and GK strike squads might make them an unwise investment points wise. Hope this helps.

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Made in gb
Bonkers Buggy Driver with Rockets






Then again, Warscythes

Yeah Pariahs are quite expensive for what they do, though I would think a unit of 5 with a Cron lord with that teleportation ability would be really neat. Ping across and beat them up.

This message was edited 1 time. Last update was at 2011/04/20 22:37:13




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Made in gb
Towering Hierophant Bio-Titan





Fareham

Very, very low attacks with said warscythes
by the time you have been hit by the knights 1st, then hit, then wounded, you dont do a great deal.
You then get wipe dout next turn.

Lord with Dbody and warscythe isnt too bad though.
Yet to throw him at a dreadknight and see what happens.



Edit: Kaine, they cant use veil, they arent necrons.

This message was edited 1 time. Last update was at 2011/04/20 22:40:03


   
Made in au
Devestating Grey Knight Dreadknight





Jackal wrote:Very, very low attacks with said warscythes
by the time you have been hit by the knights 1st, then hit, then wounded, you dont do a great deal.
You then get wipe dout next turn.

Lord with Dbody and warscythe isnt too bad though.
Yet to throw him at a dreadknight and see what happens.



Edit: Kaine, they cant use veil, they arent necrons.


Just yesterday a guy had a game with me, he attacked my DK with a warscythed necron lord, he whiffed and the DK squished him.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Just yesterday a guy had a game with me, he attacked my DK with a warscythed necron lord, he whiffed and the DK squished him.


I'd be running a Wraithlord style, so no instant death and i allways get my saves.
Cant say the same for the dreadknight though

   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Pariahs for GK? No...no no no....

GKs are all about STR7+1 autocannons on dreadnoughts and Psycannons. Take triple monoliths, put everything behind them, and spend the game unmolested templating whatever you please.

   
Made in us
Decrepit Dakkanaut






Springfield, VA


Indeed, GK anti-monolith is lacking.

What would be curious is putting pariahs behind the monoliths to protect from Str. 10 Daemonhammer hits.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Jackal wrote:



Edit: Kaine, they cant use veil, they arent necrons.




Not to mention they couldnt assault afterwards anyways, and to me, standing around for an army that is as shooty as GKs are wouldnt be a smart move



Yea the monoliths are kind of a no brainer really, do the GKs have any reliable way of dealing with them?
   
Made in us
Dominar






GK have got Str 10 in the form of DKs and Daemonhammers in, potentially, every squad.

The FAQ could go with the most powerful interpretation for the Turbo Penetrator, which is 4d6+3 against anything (like how they did with the old DH codex). If you're against an opponent that can reliably roll '4', you're losing a lot of monoliths.

And then there's also the option of jump infantry MCs and power weapon-wielding Marines, who can run down even the faster elements in the Necron codex and 'sword' them to death with S5 PWs or S10 daemonhammers.
   
Made in iq
Nihilistic Necron Lord




The best State-Texas

Pariahs are still slow.

Pariahs still do not count for phase out.

Pariahs still die to shooting

Pariahs still do not have WBB


Those are the things that make Pariahs bad, and they are stil there. GK have some shooting at the 48" range, and a lot of it at the 24" range. Pariahs need to be within 12" for their special LD stuff to work. The GK player should be able to scoot and shoot them down before they get close enough to do anything.


Pariahs for GK? No...no no no....

GKs are all about STR7+1 autocannons on dreadnoughts and Psycannons. Take triple monoliths, put everything behind them, and spend the game unmolested templating whatever you please.



Svendrex and Dash summed it up quite well.

I'd still steer clear from them. Even if they were useful against GK, it'd be hard to justify them in any all comers list.

Just a few more months hopefully, and We'll be back!




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Made in us
Daemonic Dreadnought






Unit1126PLL wrote:
Indeed, GK anti-monolith is lacking.

What would be curious is putting pariahs behind the monoliths to protect from Str. 10 Daemonhammer hits.


Not even a speed bump when going up against GK.

A leadership 10 character hammerhand and rad grenades will likely be nearby.

I3 Pariahs get nailed by force weapons and die in droves. GK will tear I3 pariahs to pieces in CC.

Then they multi assault both warriors and monoliths. Power weapons on the warriors, Deamonhammers on the monolith, and necrons loose.

Pariahs are a terrible idea against GK.

Wraiths on the other hand are a nightmare tarpit for GK to deal with. If a squad with deamonhammers or another S10 weapon gets too close to the monolith wraiths will do an excellent job of tarpiting them.

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Made in us
Fixture of Dakka





KingCracker wrote:
Jackal wrote:
Edit: Kaine, they cant use veil, they arent necrons.

Not to mention they couldnt assault afterwards anyways, and to me, standing around for an army that is as shooty as GKs are wouldnt be a smart move

Also not to mention: Warp Quake.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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The Conquerer






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if Pariahs were I4 and had 2 base attacks, possably, but they would really be best at taking out Terminators.


ignoring Invulns means nothing to any PA squads. they will just kill your, expensive, pariahs before they swing. assuming they don't mow them down with bolter fire first.


Pariahs had the awsome potential to be awsome, but they are epic fail in reality. too expensive for too little.


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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Grey Templar wrote:if Pariahs were I4 and had 2 base attacks, possably, but they would really be best at taking out Terminators.


ignoring Invulns means nothing to any PA squads. they will just kill your, expensive, pariahs before they swing. assuming they don't mow them down with bolter fire first.


Pariahs had the awsome potential to be awsome, but they are epic fail in reality. too expensive for too little.





Truly the FlashGits of the Necron codex.

And yea, warp quake, totally forgot about that one
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Cracker, i would run gitz for the conversion potential
Pariah's just such every way possible.

Crons really shouldnt be in CC with GK for any reason.
Doing so is suicide.

Just need to do what they do best and keep hidden and weather the storm.

   
Made in us
Dakka Veteran




You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Its only because the Phase out rule. Im tellin ya, play a few games where you leave the Phase Out rule out, and youd change your mind on them running away. They are a real bitch when one doesnt have to worry about auto losing.
   
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Cackling Chaos Conscript




The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life.


Sigged!

The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life.
 
   
Made in us
Tail-spinning Tomb Blade Pilot




I think Pariah are the most underated unit in that book. I run 4 in my "all-comers" list and they usually work very well. 4 behind a monlith is a real pain for the enemy to deal with. I use the Deciever to pin units (even fearless ones). They are only 144 points and making everything around Ld 7 is a nice last line defence. Against the Grey Knights the Pariah worked well. They were the key to getting the win.
   
 
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