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![[Post New]](/s/i/i.gif) 2012/03/22 12:38:33
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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Ok, could someone please explain how to use the Solar Pulse for me? I've never used it (even in the old codex).
Is it used at the start of the GAME turn or PLAYER turn? if the latter coudl i (if i got first turn) move and fire as normal, then when his turn start fire up the pulse so that only HE fights under night fighting?
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![[Post New]](/s/i/i.gif) 2012/03/22 13:23:43
Subject: Necron Solar Pulse
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Fixture of Dakka
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Any player turn either to help you or hinder the opponent
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Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2012/03/22 14:01:53
Subject: Necron Solar Pulse
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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A lot of times people will take one, and use it 1st round to force your opponent to deal with night-fighting while Necron forces take cover or advance into firing range, since they are a mid-range shooting force.
Sometimes, against opponents like Tau, or Pie-plate guard, people take two to minimize casualties while Necrons advance.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
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MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2012/03/22 14:49:57
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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So it only last one PLAYER turn, not GAME turn.
Example - i get first turn and fire off the pulse. My army moves up under nightfighting rules but when my opponents turn starts it goes away?
conversely, if i get second turn, can i fire it off at the start of my OPPONENTS turn so they get nightfight and then in my actual turn it goes away?
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![[Post New]](/s/i/i.gif) 2012/03/22 15:31:03
Subject: Necron Solar Pulse
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Loyal Necron Lychguard
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Yes, it's used at the start of "any" player turn, even the first opponent turn if you go second.
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![[Post New]](/s/i/i.gif) 2012/03/22 15:31:46
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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Cool. Thankyou all.
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![[Post New]](/s/i/i.gif) 2012/03/22 15:55:36
Subject: Necron Solar Pulse
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Regular Dakkanaut
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Yes its only the player turn. If you look at the rule book errata. You'll see this is addressed. It says, anytime a 'turn' is referenced, it means that player turn. The only exception otherwise would be 'game turn'.
I like to take two of them. I always go 2nd. I pop the first on my opponents turn. They move fowards, cause they can't do much else. Then I move and shoot em up, get my scarabs and wraiths and CCbarges (OH MY) into range for some assaults. Since I deploy 2nd I can reliable set myself up to get a 2nd turn assualt with these fast little buggers.
Then on his next turn I'll pop my last one cause by this point, he's got mens falling out of there tanks that my wraiths and scarabs popped. They should still be out of assault range of my army and really dont have much to choose from. Then on my turn I continue assault and shooting.
Its been rather effective
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![[Post New]](/s/i/i.gif) 2012/03/22 16:36:58
Subject: Necron Solar Pulse
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Wicked Canoptek Wraith
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I like taking 1 in tac lists most of the time but I like a lot of the long range options like heavy destroyers and a doomsday ark that really abuses that one turn, and there's always the assaulty or short range or black sun filter armies that don't really care it's nightfight. The only major drawback so far is when against other necrons with 2 pulses it's a major shift from getting a free turn of shooting to losing a turn of shooting, especially against something like wraithwing.
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![[Post New]](/s/i/i.gif) 2012/03/22 16:53:43
Subject: Necron Solar Pulse
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Regular Dakkanaut
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Well Cron on Cron battle is going to be a hoot no matter what.
But dont be afraid of an amry that rerolls night fighting. Cuase in the end, the average is still only 21"
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![[Post New]](/s/i/i.gif) 2012/03/22 17:01:48
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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to be honest, the armies i face 90% of the time are Marines, BA, IG and CSM.
i think i've only faced another Necron army once in the local GW and the clulb i go to sometimes only has one 'Cron player.....and that's me.
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![[Post New]](/s/i/i.gif) 2012/03/22 17:09:54
Subject: Necron Solar Pulse
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Wicked Canoptek Wraith
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ZombieJoe wrote:But dont be afraid of an amry that rerolls night fighting. Cuase in the end, the average is still only 21"
I'm not as afraid of rerolls as I am of blacksun filters, which doubles the distance rolled to a normal 42"
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![[Post New]](/s/i/i.gif) 2012/03/22 17:33:52
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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Who has Blacksun Filters?
I know there is little point using pulse against Guard as all their tanks come with serachlights as standard.
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![[Post New]](/s/i/i.gif) 2012/03/22 17:39:13
Subject: Necron Solar Pulse
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Fixture of Dakka
On a boat, Trying not to die.
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Praxiss wrote:Who has Blacksun Filters?
I know there is little point using pulse against Guard as all their tanks come with serachlights as standard.
All T'au vehicles and possibly the Broadsides/Crisis suits, methinks.
SW all have acute senses, and so do a lot of the 'Nids.
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Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
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![[Post New]](/s/i/i.gif) 2012/03/22 17:40:26
Subject: Necron Solar Pulse
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Wicked Canoptek Wraith
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Tau get blacksun filters, mostly for vehicles and suits but who's really worried about the tau infantry anyway. NINJA'd you fiend
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This message was edited 1 time. Last update was at 2012/03/22 17:40:59
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![[Post New]](/s/i/i.gif) 2012/03/22 17:52:38
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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Huh, learn something new everyday.
So Pulses would not work reliabley against the following armies :
SW - Acute Senses
IG - Searchlights
Tau - Darksun Filters
CSM - Searchlights (i think they come in the wargear)
DE - Acute Senses (?)
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![[Post New]](/s/i/i.gif) 2012/03/22 18:05:59
Subject: Re:Necron Solar Pulse
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Discriminating Deathmark Assassin
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I never really used the solar pulse in the last codex either so I have no experience with it. Based on what you're all saying here the pulse is only in effect during your opponents player turn and not the game turn (ie: it doesn't effect the crons)?
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![[Post New]](/s/i/i.gif) 2012/03/22 18:10:11
Subject: Necron Solar Pulse
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Daemonic Dreadnought
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That's what it looks like, which makes it a lot more attractive.
I thought it lasted the GAME turn so didn't see the point in scupperign my own shootign as well as theirs.
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![[Post New]](/s/i/i.gif) 2012/03/22 18:23:41
Subject: Necron Solar Pulse
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Nihilistic Necron Lord
The best State-Texas
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Praxiss wrote:Who has Blacksun Filters?
I know there is little point using pulse against Guard as all their tanks come with serachlights as standard.
It's still very useful against guard. They still have to spot whatever they are shooting at first, and then they only are able to fire at the target they painted normally.
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![[Post New]](/s/i/i.gif) 2012/03/22 19:39:25
Subject: Necron Solar Pulse
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Tail Gunner
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Praxiss wrote:Huh, learn something new everyday.
So Pulses would not work reliabley against the following armies :
SW - Acute Senses
IG - Searchlights
Tau - Darksun Filters
CSM - Searchlights (i think they come in the wargear)
DE - Acute Senses (?)
Don't Tau battlesuits have Acute Senses as well, in addition to being able to pick up the Blacksun Filters?
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