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Made in us
Haemonculi Flesh Apprentice






So it is my opinion that the Solar pulse is arguably game breaking. It is easy to see the Necrons out shooting Tau currently. With the ability to make the first two turns of the game night fight for only your opponent it seems almost brainless and an auto include of two of these. These will protect those DD arks and terrifying scarabs quite well allowing you to take out your opponents armor or tarpit their heavies...

   
Made in za
Mutilatin' Mad Dok





Except you CAN'T include two of them. Each Cryptek upgrade can only be present once per army. It's once use, and only lasts a single player turn.

This message was edited 2 times. Last update was at 2011/11/05 18:21:23


 
   
Made in us
Regular Dakkanaut




Kharrak wrote:Except you CAN'T include two of them. Each Cryptek upgrade can only be present once per army. It's once use, and, as I understand it, only lasts a single player turn.


Not true, you can have 1 per court. So you can have 2.
   
Made in za
Mutilatin' Mad Dok





haroon wrote:Not true, you can have 1 per court. So you can have 2.

Aha, good point, forgot that little niglet. You would still need two overlords and/or Overlord special characters to get that though so you're going to be paying a bare minimum of 290 for the two solar pulse abilities, but yes, you can indeed have two if you so wish.

This message was edited 2 times. Last update was at 2011/11/05 18:25:47


 
   
Made in gb
Fixture of Dakka





Southampton

It's all rock paper scissors, there are plenty of armies who won't give two hoots about not being able to engage in a long range fire fight (Orks, Tyranids, Blood Angels etc etc)

This message was edited 1 time. Last update was at 2011/11/05 18:28:14


   
Made in gb
Regular Dakkanaut





Red Corsair wrote:With the ability to make the first two turns of the game night fight for only your opponent


Where does it indicate it only applies to the enemy?

   
Made in za
Mutilatin' Mad Dok





You can opt to use Solar Flair at the start of any turn, and it only lasts for the duration of that turn - suggestively meaning you can opt to use it at the start of your opponents turn, and only have it affect him/her.

This message was edited 1 time. Last update was at 2011/11/05 18:44:11


 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Tyron wrote:
Red Corsair wrote:With the ability to make the first two turns of the game night fight for only your opponent


Where does it indicate it only applies to the enemy?


You can use the Solar Pulses to either Apply Nightfighting to your Enemies turn, or cease it on yours.

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Made in us
Regular Dakkanaut




Sasori wrote:
Tyron wrote:
Red Corsair wrote:With the ability to make the first two turns of the game night fight for only your opponent


Where does it indicate it only applies to the enemy?


You can use the Solar Pulses to either Apply Nightfighting to your Enemies turn, or cease it on yours.


That is not how it works. It is used at the begging of the "turn" which is always game turn unless otherwise noted. So what ever effect is applied applies to you and your opponent.
   
Made in gb
Regular Dakkanaut





Agreed with haroon, and using the grey knights FAQ to back up what turn is defined as.

Also from the wording of the rule you can only roll to try and keep it going. There's no indication you can choose to use it in turn 3 then at turn 5, you must keep rolling to continue it or it stops.

   
Made in za
Mutilatin' Mad Dok





Tyron wrote:Agreed with haroon, and using the grey knights FAQ to back up what turn is defined as.

Also from the wording of the rule you can only roll to try and keep it going. There's no indication you can choose to use it in turn 3 then at turn 5, you must keep rolling to continue it or it stops.

Ah, yes, I was trying to find the FAQ that had the definition of "turn". Thought it was in the BRB FAQ, but alas!

Also, this is refering to the Cryptek ability Solar Pulse, which can be triggered "at the start of any turn", and not the Stormlords ability, which is in effect for turn one, and which you have to roll for it to continue.

This message was edited 2 times. Last update was at 2011/11/05 18:58:52


 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

haroon wrote:
Sasori wrote:
Tyron wrote:
Red Corsair wrote:With the ability to make the first two turns of the game night fight for only your opponent


Where does it indicate it only applies to the enemy?


You can use the Solar Pulses to either Apply Nightfighting to your Enemies turn, or cease it on yours.


That is not how it works. It is used at the begging of the "turn" which is always game turn unless otherwise noted. So what ever effect is applied applies to you and your opponent.


Where in the BRB does it state, that a turn always refers to a game turn, unless otherwise noted?

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

In fact, some armies would benefit from night fight as they can't be shot then, like a DoA BA army.

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Made in us
Fixture of Dakka





San Jose, CA

Can anyone say....Blacksun Filters and Searchlights?

Annoying, yeah I'd say. Game-breaking? Not so sure about that. But I'll reserve final judgement until after I read the dex.


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Made in za
Mutilatin' Mad Dok





Oh, bugger. The grey knights FAQ actually contradicts what was said a few posts above:

According to the FAQ, it seems to suggest that "turn" by itself is player turn, unless specifically specified as "game turn".

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_1.pdf

So where is that FAQ tidbit that says a "turn" is a game turn, unless specified?

EDIT: Here we go

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830600a_40k_Rulebook_version_1_4.pdf

Unless specified otherwise, "turn" refers to player turn.

So yes, Solar Flare can be used to only apply to your opponent for their turn.

This message was edited 2 times. Last update was at 2011/11/05 19:11:01


 
   
Made in us
Devious Space Marine dedicated to Tzeentch




btw the fun with it is if you see a "Storm Lord" IC being used he starts it as Night Fight and keeps it as long as he rolls over the turn on a d6. And while its nightfight he has a 1/6 chance to drop a str 8 ap 4 d6 hits (Rolled for each enemy unit).
   
Made in gb
Regular Dakkanaut





Q: A psyker can use one psychic power per Mastery
Level, per turn. Is this per player turn? (p21)
A: Yes, otherwise it would state per game turn.


For Imotekh

Furthermore, you can attempt to keep the night fighting rules in play in subsequent game turns by rolling a D6 at the start of the turn.

This message was edited 1 time. Last update was at 2011/11/05 19:13:43


   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Kharrak wrote:Oh, bugger. The grey knights FAQ actually contradicts what was said a few posts above:

According to the FAQ, it seems to suggest that "turn" by itself is player turn, unless specifically specified as "game turn".

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_1.pdf

So where is that FAQ tidbit that says a "turn" is a game turn, unless specified?

EDIT: Here we go

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830600a_40k_Rulebook_version_1_4.pdf

Unless specified otherwise, "turn" refers to player turn.

So yes, Solar Flare can only apply to one player.


I just checked the GK codex myself. It's per Player turn, unless otherwise specified. So, Haroon was wrong. which is good, because otherwise the Solar PUlse would be useless.

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Made in us
Regular Dakkanaut




It appears I had it back-words, would not be the first time I have been wrong heh.
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

haroon wrote:It appears I had it back-words, would not be the first time I have been wrong heh.


Yeah, I had a panic attack for a few minutes there.

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Made in us
Perfect Shot Dark Angels Predator Pilot




Blackwood, New Jersey

The Turn
Q: What is meant when the term ‘turn’ is used? (p9)
A: Whenever the word turn is used it means player
turn. Otherwise it will clearly state game turn. In a
complete game turn both players get a player turn.
Hence one game turn will comprise two player turns.

BRB FAQ.

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Made in us
Devious Space Marine dedicated to Tzeentch




Already trying to get around Night Fight.

If it makes any of you feel any better Necrons have only 2 units with ranges over 24 ... yes 2 UNITS. Destroyers/Hvys are 36" and an Big Cannon mounted on a vehicle that is 72" str9 ap 1 large blast (When it dosnt move).

So this is only a defensive tactic. Meaning most cases they wont care if they can or cant shoot you back due to NF.

So shooty armies can take a sigh of relief, unless you get within 24" they relatively cant shoot you.

This message was edited 2 times. Last update was at 2011/11/05 19:25:15


 
   
Made in za
Mutilatin' Mad Dok





I think we have sufficiently established that Solar Pulse can, indeed, be used to only affect one's opponent.

But the question remains! Is it horrendously OP?

I... don't actually know. There are psychic powers I, as an Ork player, and far more afraid of than night fighting. Hell, night fighting doesn't really bother me that much - my gripe with Dawn of War deployments is simply the deployment restrictions. I can't shoot, but I can still zoom about and krump stuff

As a prospective Dark Eldar player, though, being Solar Pulse'd on your first turn... yeah... THAT I am very wary of. At least night vision allows re-rolls for night fighting rules.
   
Made in us
Regular Dakkanaut




I dont think i would use it on the first two turns. I would use it on the last 2, when I am standing on objectives so i cant be shot.
   
Made in us
Devious Space Marine dedicated to Tzeentch




Why not both? Storm Lord + 2 Crypteks.

Stormlord on average will net us 2-3 turns with a chance of lightning strikes. And Solar Flares for end of the game as needed.
(Probably only need for the last turn.)
   
Made in gb
Regular Dakkanaut





Wouldnt you use one if you alpha strike? Then use night fight after, to move into cover/near objectives and then again when you really need it.

   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Tyrs13 wrote:Already trying to get around Night Fight.

If it makes any of you feel any better Necrons have only 2 units with ranges over 24 ... yes 2 UNITS. Destroyers/Hvys are 36" and an Big Cannon mounted on a vehicle that is 72" str9 ap 1 large blast (When it dosnt move).

So this is only a defensive tactic. Meaning most cases they wont care if they can or cant shoot you back due to NF.

So shooty armies can take a sigh of relief, unless you get within 24" they relatively cant shoot you.


Yes, but I recall 2 units having unlimited range.

   
Made in us
Devious Space Marine dedicated to Tzeentch




No ... HQs can take a Hunter Seeker Missle (str 10 AP1). 1 Shot.

And Crypteks can take a Harp str 6 ap - for a good range.

None of which will make up the core shooting of your army.
Your really hoping to get someone in a 24" Bubble and blast them.
Taking as little casualties before and after ... so figure turn 1 and 2 you want NF Protection as the two armies move up.
- Dealing with Assault Troops and such with elites or fast attack.

Turn 3-4 you want to unload all your fire, focusing on priority targets. And sending in unit x for mopping up.

Turn 5-6 You will be using skimmers/Wraiths/Teleporting monoliths to capture/contest objectives. Poping Solar Flares for cover ...

This message was edited 2 times. Last update was at 2011/11/05 19:58:27


 
   
Made in us
Sinewy Scourge





Lodi CA

Luckily I play armies with Acute Senses and Night Vision










 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Hückleberry wrote:Luckily I play armies with Acute Senses and Night Vision


That's not going to help as much as you may think.

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