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Made in us
Sinister Chaos Marine





So whats the huge advantage of having night fight rules continue on? Not only are you limiting your opponents shooting, your limiting yours as well.
And your also giving him more cover to advance into your ranks. just wondering what the heck I'm missing.
   
Made in us
Longtime Dakkanaut




If your army is largely based around 24" range shooting and your opponents is not, you are minimising that advantage. Also NF encourages clustering so that all units can get a shot in, which works into the advantage of all the Tesla Destructor Shots in to army.
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

ShadarLogoth wrote:If your army is largely based around 24" range shooting and your opponents is not, you are minimising that advantage. Also NF encourages clustering so that all units can get a shot in, which works into the advantage of all the Tesla Destructor Shots in to army.


This is pretty much why.

Also you can end the nightfighting for Imo when you want. Obviously its better against certain armies, and sucks against others

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Tail-spinning Tomb Blade Pilot





Also there's a few necron armies that are non effective in the first two turns (wraith wing, scarab farms), so you buy your army cover to move into position/bait the enemy into the open. On top of that it gives you a few hits on things that normally are way out of range.

Is imotekh right for every list? Not in the slightest, but he serves a purpose. If you're fielding lots of 36in guns (hdestroyers lanceteks etc) then you're better off with other HQ choices and just solar pulsing on the first two enemy turns instead.

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