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![[Post New]](/s/i/i.gif) 2011/12/16 21:40:20
Subject: Necron transports, why?
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Fresh-Faced New User
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Tell me why should I get any transports for my necron army. I do have one magnetized doomsday ark but that is is, why get more of these or the night scythes when they are puplished?
I just don't know hoh to use any kind of transports for this army since they can't really fight in CC (warriors ad immortals).
Just tell my why sould I get any transports for necrons and how to use them.
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![[Post New]](/s/i/i.gif) 2011/12/16 21:46:13
Subject: Necron transports, why?
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Lord of the Fleet
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- Increased maneuverability
- AV13 goodness
- Gauss broadsides / Tesla Destructor
- Ghost Ark's Regen powers
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![[Post New]](/s/i/i.gif) 2011/12/16 21:49:56
Subject: Necron transports, why?
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Nihilistic Necron Lord
The best State-Texas
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Valkyrie wrote:- Increased maneuverability
- AV13 goodness
- Gauss broadsides / Tesla Destructor
- Ghost Ark's Regen powers
This, Plus
Catacomb Command barges are great for eliminating vehicles, and add another AV 13 Vehicle to your list.
AV 13 is pretty hardy, so a lot of people like to get them as bunkers for our vulnerable warriors. It's a lot tougher to move an AV 13 Vehicle off an objective, than it is a unit of 8 or 9 warriors.
Night Scythes are incredibly fast and come with arguably the best ranged weapon in our codex, a Twin linked Tesla Destructor. If you throw 5 man warrior squads into those, you can actually benefit if it blows up, since they will go in reserve.
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![[Post New]](/s/i/i.gif) 2011/12/16 22:07:46
Subject: Necron transports, why?
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Fresh-Faced New User
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1. Catacomb Command barges are great for eliminating vehicles, and add another AV 13 Vehicle to your list.
- But the lord can't assault out of the vehicle, so he is going to get shot b4 he can do anything
2. AV 13 is pretty hardy, so a lot of people like to get them as bunkers for our vulnerable warriors. It's a lot tougher to move an AV 13 Vehicle off an objective, than it is a unit of 8 or 9 warriors.
- Sounds nice, btw can you shoot the gauss flayer array all the way up to 24" eave if you move (I think not, just whant to make sure)?
3. Night Scythes are incredibly fast and come with arguably the best ranged weapon in our codex, a Twin linked Tesla Destructor. If you throw 5 man warrior squads into those, you can actually benefit if it blows up, since they will go in reserve.
- Ok, the gun is very nice. But how can I benefit for my troops going back to reserve?
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![[Post New]](/s/i/i.gif) 2011/12/16 22:11:03
Subject: Necron transports, why?
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Lord of the Fleet
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kakka wrote: 1. Catacomb Command barges are great for eliminating vehicles, and add another AV 13 Vehicle to your list. - But the lord can't assault out of the vehicle, so he is going to get shot b4 he can do anything Ever heard of Sweep Attacks? 2. AV 13 is pretty hardy, so a lot of people like to get them as bunkers for our vulnerable warriors. It's a lot tougher to move an AV 13 Vehicle off an objective, than it is a unit of 8 or 9 warriors. - Sounds nice, btw can you shoot the gauss flayer array all the way up to 24" eave if you move (I think not, just whant to make sure)? 3. Night Scythes are incredibly fast and come with arguably the best ranged weapon in our codex, a Twin linked Tesla Destructor. If you throw 5 man warrior squads into those, you can actually benefit if it blows up, since they will go in reserve. - Ok, the gun is very nice. But how can I benefit for my troops going back to reserve? They won't be pinned/destroyed/damaged if the transport is destroyed, and they can come in late-game to reinforce/challenge objectives.
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This message was edited 1 time. Last update was at 2011/12/16 22:11:23
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![[Post New]](/s/i/i.gif) 2011/12/16 22:14:22
Subject: Necron transports, why?
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Nihilistic Necron Lord
The best State-Texas
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1. Catacomb Command barges are great for eliminating vehicles, and add another AV 13 Vehicle to your list.
- But the lord can't assault out of the vehicle, so he is going to get shot b4 he can do anything
The lord CAN assault out of the Vehicle, it's open topped. You just can't move more than 12' and do so.You also use Sweep attacks to your advantage.
2. AV 13 is pretty hardy, so a lot of people like to get them as bunkers for our vulnerable warriors. It's a lot tougher to move an AV 13 Vehicle off an objective, than it is a unit of 8 or 9 warriors.
- Sounds nice, btw can you shoot the gauss flayer array all the way up to 24" eave if you move (I think not, just whant to make sure)?
You can move, and fire the Flayer arrays to their maximum range. They are Vehicle mounted.
3. Night Scythes are incredibly fast and come with arguably the best ranged weapon in our codex, a Twin linked Tesla Destructor. If you throw 5 man warrior squads into those, you can actually benefit if it blows up, since they will go in reserve.
- Ok, the gun is very nice. But how can I benefit for my troops going back to reserve?
A common tactic is to have a 5man warrior squad sit in reserve, and walk on later in the game to claim a backfield objective. The same thing applies here. It can also prevent an easy kill point from walking into your enemies hands.
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![[Post New]](/s/i/i.gif) 2011/12/16 22:42:45
Subject: Re:Necron transports, why?
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Loyal Necron Lychguard
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I'm looking into a scythe heavy army, so I'll throw out my personal opinion on them:
- tesla immortals work great with night scythes. With a 12" move, have an effective range of at least 36" on both the immortals and the scythe's shooting. Very few things in the game have a guaranteed charge range of 24" in the game (that I can think of). When the charge threat gets close, load up the immortals again and scoot away up to 36"
- TL tesla destructer is justa fun little gun when used en masse. Great at light armor suppression, decent for anti-infantry.
- On the concern over getting your troops thrown back in reserve, you can place objectives as close to your backfield as possible. Don't dedicate any troops to them, or one squad at most. If you do get guys tossed back in reserve, run them from the table edge to the objective and now they are your backfield scoring troops. If nothing goes into reserve, supersonic a unit back to your objectives.
- Personally I think you need to spam them as 1-2 will get wiped off the table pretty quick otherwise.
- You do need to get the opponent's long range shooting suppressed early or they will start picking you apart pretty easy.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2011/12/16 22:45:03
Subject: Necron transports, why?
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Fresh-Faced New User
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Sasori wrote:
1. Catacomb Command barges are great for eliminating vehicles, and add another AV 13 Vehicle to your list.
- But the lord can't assault out of the vehicle, so he is going to get shot b4 he can do anything
The lord CAN assault out of the Vehicle, it's open topped. You just can't move more than 12' and do so.You also use Sweep attacks to your advantage.
2. AV 13 is pretty hardy, so a lot of people like to get them as bunkers for our vulnerable warriors. It's a lot tougher to move an AV 13 Vehicle off an objective, than it is a unit of 8 or 9 warriors.
- Sounds nice, btw can you shoot the gauss flayer array all the way up to 24" eave if you move (I think not, just whant to make sure)?
You can move, and fire the Flayer arrays to their maximum range. They are Vehicle mounted.
3. Night Scythes are incredibly fast and come with arguably the best ranged weapon in our codex, a Twin linked Tesla Destructor. If you throw 5 man warrior squads into those, you can actually benefit if it blows up, since they will go in reserve.
- Ok, the gun is very nice. But how can I benefit for my troops going back to reserve?
A common tactic is to have a 5man warrior squad sit in reserve, and walk on later in the game to claim a backfield objective. The same thing applies here. It can also prevent an easy kill point from walking into your enemies hands.
Night scythes sound kind of expensive for what they do, you can just easily walk and shoot your way to the objective. The tesladestructor is kind of expensive too since necrons have the anhilation barrage.
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![[Post New]](/s/i/i.gif) 2011/12/16 22:56:43
Subject: Necron transports, why?
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Loyal Necron Lychguard
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Kumiorava wrote:[Night scythes sound kind of expensive for what they do, you can just easily walk and shoot your way to the objective. The tesladestructor is kind of expensive too since necrons have the anhilation barrage.
Night Scythe cost 10pts more than the AB, don't take up a FOC slot, and GREATLY increase you manueverability. Granted, the AB is a little more suvivable, and has another gun for a few more shots, but then again, nothing is stopping you from having both, aside from making sure you have enough dedicated AT in your list. And I hate footslogging necron troops
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2011/12/16 23:10:24
Subject: Necron transports, why?
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Fresh-Faced New User
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I realy don't get it, why people don't like to give their necrons a little walk. Hmm... maybe I should also try out some transports.
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![[Post New]](/s/i/i.gif) 2011/12/17 00:03:03
Subject: Re:Necron transports, why?
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Loyal Necron Lychguard
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Short range firepower + vulnerable to more manueverable assault units = me wantng to move more than 6+d6" a turn.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2011/12/18 11:05:56
Subject: Necron transports, why?
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Longtime Dakkanaut
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I can't believe this discussion is even taking place.
The night scythe is a supersonic transport that happens to have a fantastic gun on it and better armor and carrying capacity than a razorback. What else could you want?
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![[Post New]](/s/i/i.gif) 2011/12/18 13:17:09
Subject: Re:Necron transports, why?
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Ladies Love the Vibro-Cannon Operator
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When the charge threat gets close, load up the immortals again and scoot away up to 36"
A skimmer cannot go flat out after a unit embarked in the same turn.
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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) 2011/12/19 09:51:49
Subject: Necron transports, why?
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Neophyte undergoing Ritual of Detestation
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It's simple.
Scythe for maneuverability.
Ark for survivability.
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![[Post New]](/s/i/i.gif) 2011/12/19 11:08:16
Subject: Necron transports, why?
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Rotting Sorcerer of Nurgle
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junk wrote:I can't believe this discussion is even taking place.
The night scythe is a supersonic transport that happens to have a fantastic gun on it and better armor and carrying capacity than a razorback. What else could you want?
Same armor as a razorback (they're both 11, and none of the fliers have shielding)
Nightscythes are pretty good, but flimsy. They can turbo for cover, or shoot their big gun and subsequently probably get shot down themselves. Arcs are highly survivable, but slow as hell.
Either way, not a huge fan of either of the new transports currently... they take a lot of points away from the sexy stuff in the codex.
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![[Post New]](/s/i/i.gif) 2011/12/19 17:38:04
Subject: Re:Necron transports, why?
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Loyal Necron Lychguard
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wuestenfux wrote:When the charge threat gets close, load up the immortals again and scoot away up to 36"
A skimmer cannot go flat out after a unit embarked in the same turn.
Good point. 12" move and 24" guns is still enough to keep you free of most assault troops though.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2011/12/19 17:57:49
Subject: Necron transports, why?
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Stoic Grail Knight
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The going back into reserve thing seems like a double edged sword. I play Eldar, and I use fast transports to contest enemy objectives all the time. Sometimes those fast transports get destroyed. If my infantry immediately went back to reserve I would no longer be contesting the objective. Which can be important if I don't have second turn for whatever reason in an objective game.
Its definitely not all good. Its not all bad, but there are definitely down sides...
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![[Post New]](/s/i/i.gif) 2011/12/19 21:44:53
Subject: Necron transports, why?
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Regular Dakkanaut
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Zid wrote:junk wrote:I can't believe this discussion is even taking place.
The night scythe is a supersonic transport that happens to have a fantastic gun on it and better armor and carrying capacity than a razorback. What else could you want?
Same armor as a razorback (they're both 11, and none of the fliers have shielding)
Nightscythes are pretty good, but flimsy. They can turbo for cover, or shoot their big gun and subsequently probably get shot down themselves. Arcs are highly survivable, but slow as hell.
Either way, not a huge fan of either of the new transports currently... they take a lot of points away from the sexy stuff in the codex.
The thing you have to remember to never leave home without is at least 1 solar pulse if you're planning on taking any night scythes. That way you should always get at least 1 turn of shooting out of them and if you go first then probably 2 turns.
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![[Post New]](/s/i/i.gif) 2011/12/20 02:35:27
Subject: Necron transports, why?
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Rotting Sorcerer of Nurgle
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MrDrumMachine wrote:Zid wrote:junk wrote:I can't believe this discussion is even taking place.
The night scythe is a supersonic transport that happens to have a fantastic gun on it and better armor and carrying capacity than a razorback. What else could you want?
Same armor as a razorback (they're both 11, and none of the fliers have shielding)
Nightscythes are pretty good, but flimsy. They can turbo for cover, or shoot their big gun and subsequently probably get shot down themselves. Arcs are highly survivable, but slow as hell.
Either way, not a huge fan of either of the new transports currently... they take a lot of points away from the sexy stuff in the codex.
The thing you have to remember to never leave home without is at least 1 solar pulse if you're planning on taking any night scythes. That way you should always get at least 1 turn of shooting out of them and if you go first then probably 2 turns.
My issue with Scythes (and Tesla Destructors in general) is being ap - means on a glance at BEST you can wep destroy... which doesn't help too much. I know they're for suppression, but GK being as rampant as they are, suppression isn't good enough any longer. As well, even with a Pen you need a 6 to wreck anything... so while scythes may supress a lot of firepower, they die as easily as a rhino, and have a far lower chance to actually knock out stuff.
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![[Post New]](/s/i/i.gif) 2011/12/20 03:57:43
Subject: Necron transports, why?
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Daemonic Dreadnought
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The night scythe has the same AV as a Rhino and costs more than a battlewagon. I can see it's uses, but it's a very expensive unit for being AV11.
One of the main advantages I can see of using it is to keep a scoring unit in reserve for a long time. Reserve the scythe, then flat out for a 4+ when it comes in off reserve. Durability becomes good once it gets a 4+ save, but it won't be shooting so all the points spend on the gun will be wasted. If you want the gun annihilation barges will squeeze off far more shots from the main gun over 6 turns than a night scythe. With 4+ flat out durability it can theoretically stick around until late in the game, if not it's troops go back into reserve where they are safe. A single scythe seems like a good but expensive way to protect 1 unit of troops.
Scythe spam with doom scythes would look really good, but it would be more delicate than DE once the other side shoots back.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/12/20 06:06:22
Subject: Re:Necron transports, why?
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Depraved Slaanesh Chaos Lord
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Rhino is AV 10 in the rear. Nightscythe is 11 all around.
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![[Post New]](/s/i/i.gif) 2011/12/20 06:29:25
Subject: Re:Necron transports, why?
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Haemonculi Flesh Apprentice
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azazel the cat wrote:Rhino is AV 10 in the rear. Nightscythe is 11 all around.
Rhinos are three for one NS
I think the worst part about a NS, well two things:
1. I think the reserve trick can be fatal as mentioned you lose an objective when the troops go reserve if it's wrecked. Or turn five 2 for one KP which forces your hand to disembark which means it can't flat out for survivability.
2. Its not a tank, which is huge because now you can't late game contest as well as eldar because you cannot tank shock. Do to this fact alone I don't think they are worth their cost.
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![[Post New]](/s/i/i.gif) 2011/12/20 11:50:26
Subject: Necron transports, why?
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Camouflaged Zero
Where the sun crosses the field of blood.
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So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
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![[Post New]](/s/i/i.gif) 2011/12/21 05:36:57
Subject: Necron transports, why?
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Numberless Necron Warrior
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The Cornerfag~ wrote:So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
lol that actually makes me think a 1950's sci-fi style list could be fun for someone that wants a theme. The nightscythe and doom scythe remind me of the old 1950's style round flying saucers. Plus put some immortals with tesla in them for the landing fleet of evil space bots with their electric beams. You could have the storm lord for lightning strikes and to help fight the 24" short range of the ships.
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GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
"I want to tailor this list so much that I can wear it to tournaments and win both 'best looking army' and 'best dressed'. "
2500? soon will change
W:15 L:11 D:8 |
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![[Post New]](/s/i/i.gif) 2011/12/21 12:00:24
Subject: Necron transports, why?
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Ladies Love the Vibro-Cannon Operator
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The Cornerfag~ wrote:So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
Well, the army will arrive in pieces from reserve. This makes it easier for the enemy to deal with it. Death rays are very short ranged. They can do some damage to a parking lot but every shot back can eventually hurt.
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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) 2011/12/21 14:24:04
Subject: Necron transports, why?
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Longtime Dakkanaut
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wuestenfux wrote:The Cornerfag~ wrote:So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
Well, the army will arrive in pieces from reserve. This makes it easier for the enemy to deal with it. Death rays are very short ranged. They can do some damage to a parking lot but every shot back can eventually hurt.
Add in turn into C'tan Cryptek guy (whose name escapes me) to this list though and you should expect about 75% arriving on the second turn. Not to shabby. Especially when that deep strike includes the kind of punch that a list with a lot of scythes and monos would have. Also throw in a couple SP's and you should be able to drop in on one flank, eliminate/suppress a good chunk of the army, and drop SP's to minimise return fire from the other flank. If done correctly this could be particularly nasty and difficult to counter.
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![[Post New]](/s/i/i.gif) 2011/12/21 14:29:45
Subject: Necron transports, why?
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Nihilistic Necron Lord
The best State-Texas
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ShadarLogoth wrote:wuestenfux wrote:The Cornerfag~ wrote:So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
Well, the army will arrive in pieces from reserve. This makes it easier for the enemy to deal with it. Death rays are very short ranged. They can do some damage to a parking lot but every shot back can eventually hurt.
Add in turn into C'tan Cryptek guy (whose name escapes me) to this list though and you should expect about 75% arriving on the second turn. Not to shabby. Especially when that deep strike includes the kind of punch that a list with a lot of scythes and monos would have. Also throw in a couple SP's and you should be able to drop in on one flank, eliminate/suppress a good chunk of the army, and drop SP's to minimise return fire from the other flank. If done correctly this could be particularly nasty and difficult to counter.
If you include Orikan, you can only take one Solar Pulse. It's not a bad idea though, May have to try it sometime. I'm not a big fan of any of the Cryptek Special Characters though.
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![[Post New]](/s/i/i.gif) 2011/12/21 15:17:51
Subject: Necron transports, why?
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Longtime Dakkanaut
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Sasori wrote:ShadarLogoth wrote:wuestenfux wrote:The Cornerfag~ wrote:So, just out of curiosity... Vehicles deep striking counts as moving at cruising speed, yes? And Scythes can shoot all their weaponry after moving at cruising speed...
So have anyone considered doing a list consisting of only Night/Doom Scythes and/or Monoliths, reserving all, and then deepstriking them?
You do get to fire the Death Rays and Tesla Destructors when they come on, so it sounds kind of viable to me.
Well, the army will arrive in pieces from reserve. This makes it easier for the enemy to deal with it. Death rays are very short ranged. They can do some damage to a parking lot but every shot back can eventually hurt.
Add in turn into C'tan Cryptek guy (whose name escapes me) to this list though and you should expect about 75% arriving on the second turn. Not to shabby. Especially when that deep strike includes the kind of punch that a list with a lot of scythes and monos would have. Also throw in a couple SP's and you should be able to drop in on one flank, eliminate/suppress a good chunk of the army, and drop SP's to minimise return fire from the other flank. If done correctly this could be particularly nasty and difficult to counter.
If you include Orikan, you can only take one Solar Pulse. It's not a bad idea though, May have to try it sometime. I'm not a big fan of any of the Cryptek Special Characters though.
Oh yeah good point. Still one Pulse might be all you need. I actually love Illuminor as he's one of the hearts of my warrior brick in my Imo list. Still been playing around with Orikan, but the above tactic seemed the best fit for him. Deep Strike him in on a Scythe (or Mono if needed) and get him into the fray so when the Stars Align he can go choppy choppy on faces.
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