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![[Post New]](/s/i/i.gif) 2011/12/18 00:13:21
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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So I played against my friend who plays DE and Necrons and we're both perfectly happy to let the other proxy lots of units in so we can try them before purchasing and tonight he did his "Proxycrons" as I call them since ~90% of the army is proxied, which I highly encouraged him to do. However.... the first time that I played him with this army he DECIMATED me, Imhotek's night fighting lightning struck 4 squads/vehicles and heavily crippled me, night fighting lasted through the whole game (as he essentially tabled me), and his wraiths tore me apart. The game tonight we tied only by extreme luck for me, though he rolled EXTREMELY successfully on his saves and I was rolling poorly, as to be expected (and I run the statistics of what to expect, not saying this as QQ he made some saves) however he failed 2 CC rolls which went off the board after only having lost combat by 1 wound. So I was lucky for the tie tonight but typically he would have diced me up again, BUT this second time what I did was I held everything in reserve to hide from Night Fighting/Lightning (he didn't take any Solar Pulses this time) and night fighting ended on turn 3 (WOO).
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Anyways I still am looking for good techniques to down Imhotek as I will be running against another opponent in a tournament next month who runs a typical Imhotek/Solar Pulse army.
HQ 644
Farseer (Runes of Witnessing + Spirit Stones + Doom + Fortune + Singing Spear) (With Warlocks in the Wave Serpent)
5 Warlocks + 1 Enhance w/ Singing Spear + 1 Embolden w/ Singing Spear + 3 Destructor
Wave Serpent w/ 2x Shuriken Cannon + Spirit stones
Eldrad Ulthran (In Falcon)
Elite 223
6 Fire Dragons + Exarch w/ Dragon's Breath Flamer + Crack shot (inWave Serpent below)
Wave Serpent w/ 2x Shuriken Cannon + Spirit Stones
Troop 288
7 Dire Avengers
5 Dire Avengers (in the Falcon)
6 Pathfinders
Heavy Support 592
5 Dark Reapers + Exarch w/ Fast Shot + EML
3 War Walkers (Scatter laser + EML each)
Falcon w/ EML + HoloFields + Spirit Stones
Is the list I run and it's pretty much what I got. I do have a squad of 5 Swooping Hawks and 5 Warp Spiders (One of which is an Exarch for each squad, I played 2nd edition so I don't have the typical 6 member squads haha). I just got 3 GJB from him for Christmas/Hanukkah/Festivus/Kwanzaa that I can now put in (and I have a 4th bike as well). Since this is all I have I'm not asking for a list I just wanted suggestion for tactics of what to use with what I've got.
Any help or ideas would be great, SORRY THIS IS SO LONG :***( <3 <3
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This message was edited 3 times. Last update was at 2011/12/21 03:01:01
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/18 00:53:59
Subject: Beating Imhotek..... (or at least trying)
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Stoic Grail Knight
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lol nice triple post Anyway that Storm Lord fellow is somebody who really brings out the best in the humble Autarch, who has been sitting there masterfully strategizing while Imhotep (that guy from the mummy) man handles you But yea, I'm sure you've noticed that Eldar are very lacking in the whole, "night fighting options" we don't get searchlights on anything and really only Maugen Ra gets acute senses... Trying to go second and putting everything in reserves forces Imhotep to sit with his thumb up his bum while his mighty storm ravages across an empty field for 2 turns. With good luck his storm will burn out by the time Eldar units even hit the table. No sense being on time for the party if you're just going to blunder about in the dark getting blasted by lightning bolts. Imhotep can play by himself for 2 turns. The other problem you are having is that you are definitely not running a tournament standard Eldar list. There are a few things that are definitely holding you back. You have a mixture of mech and foot elements, and a foot council who relies entirely on a Wave Serpent for mobility. Anyway a few suggestions here Either put the council on jetbikes or leave them at home. You could use the points for an Autarch and Serpents for your Dire Avengers. Since you now have 4 GJB definitely run them istead of your pathfinders. They are so much better its not even funny (129) 3 Guardian Jetbikes + Warlock on Jetbike- Shuriken Cannon, Singing Spear, Embolden. You can convert the Warlock with the Dire Avenger Spear arm, and some green stuff robes. I suck at modeling and my Warlock bikers look pretty good. Anyway that squad has better leadership than pathfinders (re rolling) better shooting against vehicles, better shooting against infantry, better durability against flamers, and enough speed to actually evade enemy units. They are the best non mechanized objective grabbing units in our codex by a landslide. Keep the same guns on the War Walkers, either go for double EML or double Scatter Lasers, they don't become twin linked. If you can I would get rid of those dark reapers. Expensive, Slow, utterly useless in night fighting, and just asking to be shot off the table. Replace them with a Night Spinner with holofields. Night Spinner can fire barrage which means it can actually shoot in Night Fighting, and it does terrible things to scarabs when it connects. If you must run Reapers I would swap the Exarch around for a Tempest Launcher and Crack Shot. You are actually sitting pretty good for anti tank, so the 2 shot missile launcher isn't really needed. Tempest Launcher- since its a Guess Range Weapon, was changed to Barrage in 5th Edition. This means you can shoot it in night fighting, and it will seriously mess up scarabs if you can hit them, since it does 2x damage (swarm) and disallows cover saves with crack shot. Still not as good as a night spinner, but a crack shot tempest launcher will do mean things to long fangs if you can shoot them before they shoot you!
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This message was edited 3 times. Last update was at 2011/12/18 00:57:02
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![[Post New]](/s/i/i.gif) 2011/12/18 01:13:33
Subject: Beating Imhotek..... (or at least trying)
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Daemonic Dreadnought
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Go 2nd and full reserve everything. It removes 2 turns of lightning bolts, and it removes his ability to steal the init on a 4+.
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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) 2011/12/18 01:30:52
Subject: Re:Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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Thanks for noticing my triple post skills, for some reason it won't let me delete the appended post from when I tried to fix the TL : DR in the original post haha
Anyways I agree 100% with you about Jetbike seer council and that's my goal.... once I get a job >_>*** But for now I actually proxied in his DE Reaver jetbikes this game for the seer council and they raped face. It has also done surprisingly well in the few games I've used them in a Serpent (and realized how to properly use them that way after some  moves), though I definitely would prefer the Bikecouncil.
I agree that the Dark Reapers were a bad choice but I was trying not to list tailor too much and since everyone plays MEQ for tournaments (other than this friend) Dark Reapers prove to be awesome (also the LFGS doesn't put much cover on the tables for tournaments) since they slurp up 3+ armor. I kinda like the EML on the squad for the mix of two pinning blasts or a strong death shot from BS 5, but I have frequently thought about switching over for the above mentioned 3+ melting. They also pierce Necrons really well BUT as you said, in night fighting they're Wraithchow waiting to be processed. (I will eventually replace them with a Fire Prism, but.... $$$)
I am gonna switch up the WW weapons, mixed this way has either gone very well or terribly.
BUT more than list tailoring I posted in Tactics to see what people would suggest, if anything besides holding everything in Reserve. Automatically Appended Next Post: And thank you both for your input. Akaean, I always appreciate your responses as you have proven to be a very well informed and helpful member on the forum. You always seem to precisely answer a post, which everyone is grateful for. Thanks! Automatically Appended Next Post: Anndddd triple posting just to keep up the trend.
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This message was edited 2 times. Last update was at 2011/12/18 01:33:58
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/18 08:21:06
Subject: Beating Imhotek..... (or at least trying)
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Longtime Dakkanaut
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I second the tempest launcher with Crack Shot... you also reroll wounds, which helps make up for the s4 compared to the squads s5.
As others said, you are going to war with the army you got, not the army you want. Nothing wrong with that to be honest, and I actually think your list is not really the issue. With a few weapon swaps it would be fine... basicly take more scatter lasers.
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![[Post New]](/s/i/i.gif) 2011/12/18 09:13:01
Subject: Re:Beating Imhotek..... (or at least trying)
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Depraved Slaanesh Chaos Lord
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Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
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![[Post New]](/s/i/i.gif) 2011/12/18 11:23:37
Subject: Re:Beating Imhotek..... (or at least trying)
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Nihilistic Necron Lord
The best State-Texas
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azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
A few things.
When it comes down to it, you are only paying 35 points for Imotekh's special abilities and unique wargear, which isn't really that overpriced.
The lightning does ignore Cover saves for Vehicles and intervening terrain though. They have to actually be IN cover,not just screened by units and what not, to claim a cover save. There is no LoS for the lightning strikes.
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![[Post New]](/s/i/i.gif) 2011/12/18 13:33:34
Subject: Re:Beating Imhotek..... (or at least trying)
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Daemonic Dreadnought
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azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
In an objective game cronforward units run the risk of being killed by eldar entering the board, and rear objective holding units run the risk of being out of range and/or night fight los.
Eldar have crons beat in the speed department. A shorter game won't give the crons an advantage.
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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) 2011/12/18 14:30:06
Subject: Re:Beating Imhotek..... (or at least trying)
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Nihilistic Necron Lord
The best State-Texas
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schadenfreude wrote:azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
In an objective game cronforward units run the risk of being killed by eldar entering the board, and rear objective holding units run the risk of being out of range and/or night fight los.
Eldar have crons beat in the speed department. A shorter game won't give the crons an advantage.
Bolded emphasis mine. That's not always true. Nightscythes and Doomscythes are both faster than anything Craftworld Eldar can field.
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![[Post New]](/s/i/i.gif) 2011/12/18 21:04:38
Subject: Re:Beating Imhotek..... (or at least trying)
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Depraved Slaanesh Chaos Lord
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Sasori wrote:
When it comes down to it, you are only paying 35 points for Imotekh's special abilities and unique wargear, which isn't really that overpriced.
The lightning does ignore Cover saves for Vehicles and intervening terrain though. They have to actually be IN cover,not just screened by units and what not, to claim a cover save. There is no LoS for the lightning strikes.
I would bump that up to 50 points, as although Imotekh does come with Phylactery, it is arguably the most heinous waste of points in the codex. However, I never noticed that Imotekh came with a phase shifter (somewhat embarassing). That changes things for my point-cost evaluation quite a bit, as I used to consider him about 90 points overpriced, but would still take him anyway because I love a 75% chance at an alpha strike.
As to the cover, the table I play on uses a lot of CoD & similar custom terrain. I was thinking about cover from buildings and wreckage, which my group has been counting for cover saves.
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![[Post New]](/s/i/i.gif) 2011/12/18 22:47:18
Subject: Re:Beating Imhotek..... (or at least trying)
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Haemonculi Flesh Apprentice
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Sasori wrote:schadenfreude wrote:azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
In an objective game cronforward units run the risk of being killed by eldar entering the board, and rear objective holding units run the risk of being out of range and/or night fight los.
Eldar have crons beat in the speed department. A shorter game won't give the crons an advantage.
Bolded emphasis mine. That's not always true. Nightscythes and Doomscythes are both faster than anything Craftworld Eldar can field.
Star engines makes them a tie. Also wave serpents are far more durable and when those night scythes go down, that scoring unit goes off the table into reserves. I would suggest that the Eldar are stronger in this case.
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![[Post New]](/s/i/i.gif) 2011/12/18 23:19:29
Subject: Re:Beating Imhotek..... (or at least trying)
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Nihilistic Necron Lord
The best State-Texas
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Red Corsair wrote:Sasori wrote:schadenfreude wrote:azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
In an objective game cronforward units run the risk of being killed by eldar entering the board, and rear objective holding units run the risk of being out of range and/or night fight los.
Eldar have crons beat in the speed department. A shorter game won't give the crons an advantage.
Bolded emphasis mine. That's not always true. Nightscythes and Doomscythes are both faster than anything Craftworld Eldar can field.
Star engines makes them a tie. Also wave serpents are far more durable and when those night scythes go down, that scoring unit goes off the table into reserves. I would suggest that the Eldar are stronger in this case.
And how many people purchase Star engines? I know I never do.
A Nightscythes Default weapon is also better than anything a Wave Serpent can take as well. So they trade a bit of Durability, for a superior weapon. And the Reserves thing, isn't always bad. It can work into your favor. The last thing you want is your skimmer getting wrecked, and then yout troops massacred.
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![[Post New]](/s/i/i.gif) 2011/12/19 05:17:01
Subject: Beating Imhotek..... (or at least trying)
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Dour Wolf Priest with Iron Wolf Amulet
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So I finally got a chance to fight the Newcrons today, and they were running an Imhotek list. Night fighting is actually a pretty good asset, unless you're running searchlights on vehicles in which case it's no big deal. Imhotek himself is actually surprisingly sturdy with his 3++ and reanimation protocols, but without a power weapon he's not going to be dishing out any damage. I charged him with my Wolf Lord and wasn't able to cause any wounds to him due to his 3++, but I killed enough of his Warriors to get him to fall back (my Wolf Lord's in Termie Armour so I couldn't pursue sadly). Then I charged him again next turn and killed the Warriors instead of attacking Imhotek and made him fall back off the table. If you're having trouble with him, this is your best bet imho, although it's not gonna work if he's in a squad of Lych Guard.
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![[Post New]](/s/i/i.gif) 2011/12/19 06:25:32
Subject: Re:Beating Imhotek..... (or at least trying)
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Daemonic Dreadnought
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Sasori wrote:schadenfreude wrote:azazel the cat wrote:Imotekh is great, but I'd call into question your friend's dice here.
He should only hit your guys with lightning on a roll of 6, which means on average he should only hit 1 in 6 units each turn. The best solution is not to field MSUs. Imotekh is seriously overpriced when you only have 5-8 units on the board, as it will be really tough for him to recover his own points cost if he only gets to zap you one or twice each turn. ()
keep in mind that he only hits D6 times as well, so it's not common to suffer too many casualties each time.
Keeping everything in reserve is nice, but if you're playing an objective game, then you're just allowing him to take position and dig in. You should just grab cover where possible, as the lightning doesn't ignore cover saves.
In an objective game cronforward units run the risk of being killed by eldar entering the board, and rear objective holding units run the risk of being out of range and/or night fight los.
Eldar have crons beat in the speed department. A shorter game won't give the crons an advantage.
Bolded emphasis mine. That's not always true. Nightscythes and Doomscythes are both faster than anything Craftworld Eldar can field.
Wrecked transports have no speed. Basic target priority is to blow up the av11 supersonic transports before the av13 slow vehicles during an objective based game. Unless the crons are spamming supersonic aircraft eldar have them beat in the speed department.
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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) 2011/12/19 15:49:50
Subject: Beating Imhotek..... (or at least trying)
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Longtime Dakkanaut
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Also, a twinlinked scatter laser is almost as good as the tesla destructor in many cases. 3 hits, has an ap value, and longer range, versus 5.3 hits with no ap and shorter range. The ap nothing really hurts tesla at times, and the range makes you play closer to melta units than you may like.
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![[Post New]](/s/i/i.gif) 2011/12/19 16:15:53
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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Andilus Greatsword wrote:So I finally got a chance to fight the Newcrons today, and they were running an Imhotek list. Night fighting is actually a pretty good asset, unless you're running searchlights on vehicles in which case it's no big deal. Imhotek himself is actually surprisingly sturdy with his 3++ and reanimation protocols, but without a power weapon he's not going to be dishing out any damage. I charged him with my Wolf Lord and wasn't able to cause any wounds to him due to his 3++, but I killed enough of his Warriors to get him to fall back (my Wolf Lord's in Termie Armour so I couldn't pursue sadly). Then I charged him again next turn and killed the Warriors instead of attacking Imhotek and made him fall back off the table. If you're having trouble with him, this is your best bet imho, although it's not gonna work if he's in a squad of Lych Guard.
That's pretty much how I tied him, though I didn't engage Imhotek, just all the other squads ended up fleeing haha but definitely good to know he doesn't have a power weapon! Might think about taking a Pheonix Lord next time with the role of Imhotek targeter =P
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/19 17:01:48
Subject: Re:Beating Imhotek..... (or at least trying)
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Nihilistic Necron Lord
The best State-Texas
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Wrecked transports have no speed. Basic target priority is to blow up the av11 supersonic transports before the av13 slow vehicles during an objective based game. Unless the crons are spamming supersonic aircraft eldar have them beat in the speed department.
Seriously? The same argument can be made for Wave Serpents. AV 12 isn't that hard to destroy, even with the Energy shields. I agree with the consensuses, that yes, Eldar will usually beat Crons in the Speed Department. They are supposed to beat everyone except for Dark Eldar, IMO. I am just arguing that it's not always the case.
Also, a twinlinked scatter laser is almost as good as the tesla destructor in many cases. 3 hits, has an ap value, and longer range, versus 5.3 hits with no ap and shorter range. The AP nothing really hurts tesla at times, and the range makes you play closer to melta units than you may like.
I wouldn't even say almost. At BS3 Twin Linked, and costing +25 points on the Wave Serpent makes it a hard contender vs Tesla Destructors. The AP 6 on the Scatter laser really only matters when firing at tanks (The strength 7 does a little to alleviate this). The 5 Wounds on a Tesla Destructor aren't likely to get saved by a 6+ save, statistically anyway. Range is really the only thing Scatter Lasers have going for that.
That being said, Most of the weapon options are really over costed (Bright lances, I'm looking at you!) for Eldar at this point, so it's no surprise. I'm really hoping we get some major point reductions come next codex.
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![[Post New]](/s/i/i.gif) 2011/12/19 17:14:40
Subject: Beating Imhotek..... (or at least trying)
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Longtime Dakkanaut
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I say almost because I use scatter lasers on serpents to engage vehicles mostly in the side, so av 10/11. For av 10, 3 hits net 1 pen. For the tesla, you get 2.6 pens, but the -1 makes destruction results half as likely, so 1.3. Tesla is much better at shaking things down, but crons have no fire dragons for cleaning up. Whats worse, if the transport is carrying a combat unit only destruction will do, with immoblization a distant second depending on board position.
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![[Post New]](/s/i/i.gif) 2011/12/19 17:25:50
Subject: Beating Imhotek..... (or at least trying)
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Nihilistic Necron Lord
The best State-Texas
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DevianID wrote:I say almost because I use scatter lasers on serpents to engage vehicles mostly in the side, so av 10/11. For av 10, 3 hits net 1 pen. For the tesla, you get 2.6 pens, but the -1 makes destruction results half as likely, so 1.3. Tesla is much better at shaking things down, but crons have no fire dragons for cleaning up. Whats worse, if the transport is carrying a combat unit only destruction will do, with immoblization a distant second depending on board position.
While we don't have Fire Dragons, we do have things like scarabs which are perfect for cleaning up a stunned/immobilzed vehicle. Which is fairly easy to do with a Destructor.
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![[Post New]](/s/i/i.gif) 2011/12/19 17:46:01
Subject: Beating Imhotek..... (or at least trying)
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Stoic Grail Knight
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Anyway, I think the moral of the story is that it generally going second is the way of the day against imhotek Necrons. Especially for Eldar. Indeed its a lot like you would do against an imperial guard army with several valks / vendettas. You can't afford to be on the board if they have a fist turn, because they'll scout move and alpha strike all your important tanks. Against Imhotek the same basic idea applies. Eldar kinda suck at fighting in the dark without any search lights or accute senses on the good units in the codex. Also most tournament Eldar lists will be fielding nearly 8 grav tanks, and every time lighting strikes one it'll probably go down. I think Eldar can count on being faster than necrons. Even with Night Scythes / Doom Scythes. I once again point out that Star Engines are just as fast. As to the argument that what eldar player takes those, I ask what Necron player takes these Scythes when there is no model and you can just get a ghost ark which helps with reanimation protocols as well and gives you av13. For that matter I can definitely find more Eldar players who swear by star engines than I can night scythes mentioned in lists here on dakka. So going second wastes 2 turns of lightning damage, and 2 turns of night fighting. The other problem with electing to go first against Imhotek is that he steals the initiative on a 4+. You really don't want to give him the benefit of deploying second AND stealing your initiative. Thats a huge risk, and potentially catastrophic. I would wager that a Jetseer council could give crons a good run for their money if you wanted to challenge them head on. Necrons don't really have any weapons or abilities which are effective against Jetlocks at all. Gloom prisms aren't going to stop fortune, re rolling 3+ armor is incredibly difficult for them to torrent down, they can tear apart av13 tanks as though they are made of paper. Even mindshackle scarabs are fairly useless, because none of the council has power weapons, and they save from eachother on a 3+. As long as you can keep your Council from being tied down by Scarabs, you should be able to toss the Necrons on the back foot.
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This message was edited 3 times. Last update was at 2011/12/19 17:48:21
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![[Post New]](/s/i/i.gif) 2011/12/19 18:03:03
Subject: Beating Imhotek..... (or at least trying)
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Daemonic Dreadnought
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The big picture problem I see with night scythes/doom scythes is target saturation. AV12 isn't that much higher than AV11, but mechdar tend to run AV12 target saturation as opposed to necrons which split their armor values between AV11 and AV13. If Necrons are running night scythes + annihilation barges + catacomb command barges the AV11 night scythes make the most tempting targets thus target saturation is poor. If a necron player is running night scythes + doom sythes the necron player is running very expensive vehicles and will have poor target saturation.
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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) 2011/12/19 18:42:47
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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Random question while we're talking about Star Engines... could you use the Star Engine move to Ram another vehicle? I know it sounds stupid, but I have had a LOT of success with ramming and even with only 9" of that 12" move with a ram you'd get a STR 6 hit against a landspeeder/DE vehicle/other AV 10 (or even 11) vehicle which wouldn't get it's 3+ skimmer save and not face any repercussions. Not saying it's a GOOD idea, just wondering. Cause you could even have an empty transport use it's regular move to jump over a leman russ and then have it's Star Engine ram it on it's AV10 Rear D=
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/19 19:27:39
Subject: Beating Imhotek..... (or at least trying)
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Boosting Black Templar Biker
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Oh sup felixander.
I don't think you can ram with star engines since it doesn't take place in the movement phase, but I'm not positive. However, all skimmers dodge rams on a 3+. Heh. Dodge ram.
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This message was edited 1 time. Last update was at 2011/12/19 19:29:19
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![[Post New]](/s/i/i.gif) 2011/12/19 19:59:57
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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Nate668 wrote:Oh sup felixander.
I don't think you can ram with star engines since it doesn't take place in the movement phase, but I'm not positive. However, all skimmers dodge rams on a 3+. Heh. Dodge ram.
When moving a tank, the player can declare that the vehicle is going to attempt to make a tank shock attack instead of moving normally." PG 68
"Ramming is a special type of tank shock move and is executed the same way" PG 69
"Skimmers may try to dodge out of the way of tanks attempting to ram them (as long as the ramming tank is not also a skimmer)." PG 71
Next time I play Ed his vehicles are so screwed. And yeah I asked the question and then did the research myself. Cuz i do wut i wunt
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/19 20:04:28
Subject: Beating Imhotek..... (or at least trying)
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Longtime Dakkanaut
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felixander, enter the YMDC forum and type star engines in the search bar. You'll get a dozen or more different threads pursuing that particular discussion, which tend to get heated.
As a rule, it's generally considered a gray area rules-wise and not a cool thing to do.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2011/12/19 20:10:44
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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Gavin Thorne wrote:felixander, enter the YMDC forum and type star engines in the search bar. You'll get a dozen or more different threads pursuing that particular discussion, which tend to get heated.
As a rule, it's generally considered a gray area rules-wise and not a cool thing to do.
My bad, only asked as we were already talking about it, I will definitely see what others say.
Personally I don't think it's grey area at all as the rules clearly state that any move can be a tank shock or a ram. And I think it's very cool, for me, because I love the two (It's unpredictable and I find it to be really goofy, so for friendly games I will do it every opportunity I can haha). But I'll take my thoughts to the YMDC side.
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/20 06:47:20
Subject: Beating Imhotek..... (or at least trying)
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Daemonic Dreadnought
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With the other side going 2nd and full reserve becomming standard operating procedure what are some ways immotek can capitolize on it?
Going 2nd is very much in immotek's favor. If the other side full reserves necrons get to shoot on turn 2. If they deploy steal the init on a 4+.
Spyders also seem like a good deal. In crons have to play with themself for 2 turns might as well make some scarabs in that free time.
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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 14:41:04
Subject: Beating Imhotek..... (or at least trying)
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Screaming Shining Spear
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schadenfreude wrote:With the other side going 2nd and full reserve becomming standard operating procedure what are some ways immotek can capitolize on it?
NO! Don't give them ideas....
In crons have to play with themself for 2 turns
....
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2011/12/20 22:33:31
Subject: Beating Imhotek..... (or at least trying)
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Stoic Grail Knight
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I'd recon necrons are going to do what any other army (except gunline / leafblower ig) would do if they found themselves with 2 turns and nothing to do. Walk up and secure the middle. This is both good and bad, for one it means that their mid range 24 inch shooting is in a considerably better position, it also means that you'll probably have the ability to alpha strike when you come on with scatter lasers. schadenfreude wrote: Going 2nd is very much in immotek's favor Yea, it seems as though Immotek is definitely in favor of going second. It denies mech IG with an Astropath, Eldar, and Tyranids from full reserving and coming on at the bottom of two. It also only wastes one turn of lightning instead of 2. The night fighting does a pretty good job of protecting Imhotep from any alpha strikes. The best thing you can do is create a list which has some disgusting alpha strike potential, as well as being capable of moving in from reserves. The reason that bad ass alpha strike is that it encourages the necrons to pick first to deny that. If your alpha strike is vicious enough, the necron player isn't going to want to risk eating it (50%). IG really illustrate this best. A few Manticores, and a few Vendettas. Necrons know that if you succeed in going first you'll be able to get a few melta vets into his lines (perhaps wrecking ghost arks) search light things with the vedettas, blast things with Manticores that don't need line of sight, etc. If the Necron player wins the roll to go first, he'll probably take it rather than opting to go second and relying on a 50% chance to not get alpha striked. Then when the Crons go first, you opt to put everything in reserve and use the astropath to make sure everything comes on quickly. Eldar can do this to, to a lesser extent. The problem is that without anything fast in the scout moves, you aren't going to be threatening until turn 2, so what does Imhotek care? Eldar also would probably prefer going second for objective reasons anyway. That said, Night Spinners can put a hurting on, and first turn gives you a chance to get fortune up on key targets like a jetseer council. One thing to note, traditional Eldar Infantry may be considerably more useful against Crons than against other opponents. Necrons have fewer vehicles and more infantry. The constant night fighting potential also has a lower effect on guys like storm guardians and dire avengers. with some psychic support (and necrons lack psychic defense), and you should be able to blast necron infantry apart. Combine that with the general speed of an Eldar army in general, you may just be able to close and simply out shoot the Necrons. Guide + doom + bladestorm is going to hurt anything you fire at, and Storm Guardians will be absolutely brutal, destructor ignores the warrior's armor and flamers score 2x wounds on scarabs. So if you like fielding eldar infantry, this may just be an excuse to do it since Necrons are actually somewhat vulnerable to it, and with a little bit of luck (and liberal application of psychic powers) you might actually out shoot him. Of course the Necron return fire is going to be brutal as well, but there's nothing wrong with a blood bath! Also trying to pull that off without transports is suicide. You need to be protected by a serpent while you close 12, disembark and let loose.
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This message was edited 1 time. Last update was at 2011/12/20 22:33:51
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![[Post New]](/s/i/i.gif) 2011/12/21 00:05:25
Subject: Re:Beating Imhotek..... (or at least trying)
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Unrelenting Rubric Terminator of Tzeentch
In the Ring of Debris Around Uranus
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If you have the means to purchase fire prisms, I think they are a good investment. If running war walkers - run a squad of three with Scatter lasers, if you want to run the EML run a whole squad with them. I would drop the DR if you can, but agree with the tempest launcher if you are taking a squad with crack shot, although EML with quick shot is nice too. I would run a squad of banshees in a serpent or run a squad of harlies with eldrad and Yriel in a serpent cobbed from DA that you put in a falcon. I think if you can get the charge on the Warriors, with their I2 you will usually kill them with the charge (esp with Harlies x10 with shadowseer all with kisses except troope master with power weapon), if you doom the squad and fortune the harlies with eldrad and if you have Yriel or Phoenix Lord with them watch the killing. Dire Avengers are good, but I like Storm Guardians too with a warlock with destructor and 2 flamers, in a serpent, they will make short work of his scarabs. Fire dragons are great too in a transport... just my 2 cents.
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