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![[Post New]](/s/i/i.gif) 2011/11/02 16:46:21
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Decrepit Dakkanaut
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I can hardly imagine Tesla weapons costing an additional 3 points...I'd rather take the Gauss Weapons then.
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![[Post New]](/s/i/i.gif) 2011/11/02 16:51:33
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Tail-spinning Tomb Blade Pilot
All kinds of places at once
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Oh, it was a rumor I heard from somewhere else. As I've heard, GW sends out several versions of their new codicies to different places for different playtesters. This way they can determine which minor tweaks are favorable, and also which playtesters are leaking...wait...hold on a second... *WHAMWHAMWHAM* ...and thakfully, no leaks have been found! In all seriousness, the rumor I'm speaking of (from faeit 212 iirc) was in all likelihood from another playtest group. Whether that version was more successful or not, I can't know. What I do know is that mathematically, the immortal tesla gun is far weaker than their older version, and imho worse than the normal rapid fire gun. Btw, does anyone know how much deathmarks cost? I heard they were prohibitively expensive, but I think they would be cool in a themed army.
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This message was edited 1 time. Last update was at 2011/11/02 16:53:42
Check out my project, 41.0, which aims to completely rewrite 40k!
Yngir theme song:
I get knocked down, but I get up again, you're never gonna keep me down; I get knocked down...
Lordhat wrote:Just because the codexes are the exactly the same, does not mean that that they're the same codex. |
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![[Post New]](/s/i/i.gif) 2011/11/02 16:52:22
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Fresh-Faced New User
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Still why should you choice Tesla over Guass in the first place then? Since the extra hits only come when you roll six and you have no AP.
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Reanimation Protocols activated
2,000
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![[Post New]](/s/i/i.gif) 2011/11/02 16:56:29
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Tail-spinning Tomb Blade Pilot
All kinds of places at once
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The only reason I can think of is because you field a bunch of triarch stalkers, and so your teslas get all twin-linky.
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Check out my project, 41.0, which aims to completely rewrite 40k!
Yngir theme song:
I get knocked down, but I get up again, you're never gonna keep me down; I get knocked down...
Lordhat wrote:Just because the codexes are the exactly the same, does not mean that that they're the same codex. |
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![[Post New]](/s/i/i.gif) 2011/11/02 16:57:01
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Trazyn's Museum Curator
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Actually, I would think that the tesla guns would be better at fighting MEQ. It has longer range, so you can keep harassing them with out getting charged, and there is a chance that you may inflict a bunch of hits.
The -AP doesn't really matter because they would get their save anyway against the Blasters.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/11/02 16:58:48
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Ruthless Interrogator
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TheNightbringer wrote:Still why should you choice Tesla over Guass in the first place then? Since the extra hits only come when you roll six and you have no AP.
Tesla is an assault weapon. It's nice being able to move and shoot 24".
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![[Post New]](/s/i/i.gif) 2011/11/02 17:03:02
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Tail-spinning Tomb Blade Pilot
All kinds of places at once
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Hey...has what the monolith can port changed at all? I am very interested in this.
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Check out my project, 41.0, which aims to completely rewrite 40k!
Yngir theme song:
I get knocked down, but I get up again, you're never gonna keep me down; I get knocked down...
Lordhat wrote:Just because the codexes are the exactly the same, does not mean that that they're the same codex. |
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![[Post New]](/s/i/i.gif) 2011/11/02 17:04:56
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Nihilistic Necron Lord
The best State-Texas
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Kitzz wrote:Hey...has what the monolith can port changed at all? I am very interested in this.
You really need to read the first page, all of the questions you've asked so far, could have been answered if you read it.
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![[Post New]](/s/i/i.gif) 2011/11/02 17:30:50
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Regular Dakkanaut
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All the first page says is any friendly non-vehicle necron unit may be teleported through the monolith. Since some units are not, possibly, designated as necrons per the current rumours (wraiths, spyders and scarabs), would this statement mean any friendly necron units as in "in the Necron codex" or as in "who count as Necrons"?.
If that makes any sense.
Personally I'd love to drop a monolith down and immediately port a unit of 3 tomb spyders or 10 scarabs right by an IG parking lot and watch all hell break loose.
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![[Post New]](/s/i/i.gif) 2011/11/02 17:32:00
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Wicked Canoptek Wraith
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The Batt rep in white dwarf showed no difference in points between Immortals armed with Tesla and those keeping Gauss Blasters.
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Flashman
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![[Post New]](/s/i/i.gif) 2011/11/02 17:46:40
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Sybarite Swinging an Agonizer
Commoragh
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Don't know if this has been brought up already, but flicking through the codex and on Imotekh's page, his rule for Lord of the Storm clearly states at the end that "Night Fighting rules brought into play by a Solar Pulse does not generate lightning". Coupled with the part which states that after the first 'round' of night fighting ends, whether that be by choice, Solar Pulse or not rolling higher than the game turn, Imotekh cannot attempt to make Night Fighting apply.
So it makes Night Fight/Solar Pulse shenanigans not so appealing as you're not really getting much use out of the Lightning and 200+ points is a lot if you just want him for this.
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- 2000 pts
- 2500 pts
- 1500 pts
- 500 pts
Skaven - 3000 pts
Vampires - 2000 pts
Dreadfleet - hehe.... |
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![[Post New]](/s/i/i.gif) 2011/11/02 17:49:09
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Freaky Flayed One
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So, I have the habit of getting bored with a paint scheme pretty quick. It has been my plan to paint each unit of 'crons in a different way, so as to get some varied paint experience.
To this effect, I've been thinking of basing my army on Anrakyr, as he collects tributes of soldiers from tomb worlds he wakes up, so, it'd make sense to have all sorts of color schemes.
Like a few other people in this thread, I realize I have no idea what wargear he's got, other than a Tachyon Arrow.
Anyone with something like a codex able to enlighten us about his loadout?
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1000
2500ish |
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![[Post New]](/s/i/i.gif) 2011/11/02 17:49:44
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Land Raider Pilot on Cruise Control
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Got the tracking # for my codex from GW yesterday and it still says no shipment ><
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![[Post New]](/s/i/i.gif) 2011/11/02 18:02:58
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Sybarite Swinging an Agonizer
Commoragh
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GiantSlingshot wrote:So, I have the habit of getting bored with a paint scheme pretty quick. It has been my plan to paint each unit of 'crons in a different way, so as to get some varied paint experience.
To this effect, I've been thinking of basing my army on Anrakyr, as he collects tributes of soldiers from tomb worlds he wakes up, so, it'd make sense to have all sorts of color schemes.
Like a few other people in this thread, I realize I have no idea what wargear he's got, other than a Tachyon Arrow.
Anyone with something like a codex able to enlighten us about his loadout?
Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe.
His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols.
Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge.
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- 2000 pts
- 2500 pts
- 1500 pts
- 500 pts
Skaven - 3000 pts
Vampires - 2000 pts
Dreadfleet - hehe.... |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:03:22
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Nihilistic Necron Lord
The best State-Texas
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The Decapitator wrote:Don't know if this has been brought up already, but flicking through the codex and on Imotekh's page, his rule for Lord of the Storm clearly states at the end that "Night Fighting rules brought into play by a Solar Pulse does not generate lightning". Coupled with the part which states that after the first 'round' of night fighting ends, whether that be by choice, Solar Pulse or not rolling higher than the game turn, Imotekh cannot attempt to make Night Fighting apply.
So it makes Night Fight/Solar Pulse shenanigans not so appealing as you're not really getting much use out of the Lightning and 200+ points is a lot if you just want him for this.
I don't quite understand what you are getting at. The point of bringing the Solar Pulses, is so that you can clear up the night fighting on your turn to blast a the enemy, while it is still active on the enemies, thanks to The Stormlords rules.
Yak also detailed his Ideas for using Imotekh a few pages back as well, about just letting the enemy come to you while keeping up the nightfighting going.
However, I don't know if paying 225 points for him is worth it or not considering if the 2D6 pen for Warscythes pans out, I'll probably just be taking two vanilla lords anyway.
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![[Post New]](/s/i/i.gif) 2011/11/02 18:06:55
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Pyro Pilot of a Triach Stalker
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The Decapitator wrote:GiantSlingshot wrote:So, I have the habit of getting bored with a paint scheme pretty quick. It has been my plan to paint each unit of 'crons in a different way, so as to get some varied paint experience.
To this effect, I've been thinking of basing my army on Anrakyr, as he collects tributes of soldiers from tomb worlds he wakes up, so, it'd make sense to have all sorts of color schemes.
Like a few other people in this thread, I realize I have no idea what wargear he's got, other than a Tachyon Arrow.
Anyone with something like a codex able to enlighten us about his loadout?
Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe.
His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols.
Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge.
Can you confirm the 2D6 warscythe penetration?
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![[Post New]](/s/i/i.gif) 2011/11/02 18:09:32
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Nihilistic Necron Lord
The best State-Texas
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The Decapitator wrote:GiantSlingshot wrote:So, I have the habit of getting bored with a paint scheme pretty quick. It has been my plan to paint each unit of 'crons in a different way, so as to get some varied paint experience.
To this effect, I've been thinking of basing my army on Anrakyr, as he collects tributes of soldiers from tomb worlds he wakes up, so, it'd make sense to have all sorts of color schemes.
Like a few other people in this thread, I realize I have no idea what wargear he's got, other than a Tachyon Arrow.
Anyone with something like a codex able to enlighten us about his loadout?
Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe.
His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols.
Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge.
Wow, he sounds quite awesome, what's his point cost?
In addition, how much are we looking at for Command Barges? Rhino Range?
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![[Post New]](/s/i/i.gif) 2011/11/02 18:11:11
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Dakka Veteran
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Sasori wrote:I don't quite understand what you are getting at. The point of bringing the Solar Pulses, is so that you can clear up the night fighting on your turn to blast a the enemy, while it is still active on the enemies, thanks to The Stormlords rules.
Yak cleared up that using a Solar Pulse on your player turn means that the lightning strikes do not happen. Considering you're paying a premium for that ability, it's pretty bad.
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8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.
8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.
Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)
Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:17:07
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Nihilistic Necron Lord
The best State-Texas
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Vhalyar wrote:Sasori wrote:I don't quite understand what you are getting at. The point of bringing the Solar Pulses, is so that you can clear up the night fighting on your turn to blast a the enemy, while it is still active on the enemies, thanks to The Stormlords rules.
Yak cleared up that using a Solar Pulse on your player turn means that the lightning strikes do not happen. Considering you're paying a premium for that ability, it's pretty bad.
I'm well aware. Uou're also paying for his Unique Wargear, and his 4+ to seize as well. Personally, I don't put to much stock in the Lightning Strikes. They are pretty random, regardless. I put more importance on his Night fighting, and getting at least two turns of near unmolested shooting in, as my priority.
I've already discussed my feelings on my Generic lords VS the Stormlord a few pages back, regardless both will take some testing to find the happy medium that I'd like.
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![[Post New]](/s/i/i.gif) 2011/11/02 18:26:57
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Decrepit Dakkanaut
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The Decapitator wrote: Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe. His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols. Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge. Sounds good so far, he has the mandatory Overlord equipment (aka Warscythe) and a Tacyhon Arrow though Pyrrhian Eternals is strange...giving CC abilities to a unit that would rather avoid CC by all cost? I'd prefer Hit and Run...though..with I2...hmmm. Mind in the Machine also sounds awesome but I'd say that it only allows you to shoot with a vehicle's weapons, fully controlling it would be quite unfair. A turn with Anrakyr would look funny though: sweep over an enemy vehicle, disembark and charge another vehicle, let a remaining one shoot at its own allies. Sounds fun I'd have my IPod playing that video everytime I use his ability: http://www.youtube.com/watch?v=VGf9qtIeyBg&feature=related /e: Yes, you can only shoot with it as stated in the OP.
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This message was edited 5 times. Last update was at 2011/11/02 18:32:25
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![[Post New]](/s/i/i.gif) 2011/11/02 18:28:57
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Sybarite Swinging an Agonizer
Commoragh
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The Solar Pulse is one use only and either stops Night Fighting or starts it. The Stormlord enables Night Fighting at the start of the game, but once the NF rule is stopped for whatever reason then he cannot enable it again at any point for the rest of the game, it says that here clearly. Along with the fact that Lightning attacks are not available to use with NF from a Solar Pulse. He is Lysander + a power fist points wise.
Warscythe is 2 handed CC weapon, attacks at +2 strength and have 2d6 Armour Penetration, armour saves not allowed against wounds caused.
Command Barge is DT and points cost is 2 x SM Razorback (no upgrades) + the Lord.
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- 2000 pts
- 2500 pts
- 1500 pts
- 500 pts
Skaven - 3000 pts
Vampires - 2000 pts
Dreadfleet - hehe.... |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:29:06
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Freaky Flayed One
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The Decapitator wrote:GiantSlingshot wrote:So, I have the habit of getting bored with a paint scheme pretty quick. It has been my plan to paint each unit of 'crons in a different way, so as to get some varied paint experience.
To this effect, I've been thinking of basing my army on Anrakyr, as he collects tributes of soldiers from tomb worlds he wakes up, so, it'd make sense to have all sorts of color schemes.
Like a few other people in this thread, I realize I have no idea what wargear he's got, other than a Tachyon Arrow.
Anyone with something like a codex able to enlighten us about his loadout?
Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe.
His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols.
Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge.
furious charge on... Immortals...
i dunno if i'd ever take those, as cool as "Pyrrhian Eternal" sounds.
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![[Post New]](/s/i/i.gif) 2011/11/02 18:29:20
Subject: Re:Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Pile of Necron Spare Parts
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The Decapitator wrote:Anrakyr has a Tachyon Arrow (which is fantastic btw, Infinite range!) and a Warscythe.
His special rules are: Counter Attack, Ever Living, Furious Charge, IC, Reanimation Protocols.
Also Mind in the Machine (control an enemy vehicle within 18" on a 3+) and Pyrrhian Eternals ( Can take a unit of Immortals with Counter Attack and Furious Charge.
If this is true, that guy is a must with a Command Barge. He could just fly around your enemy's lines ruining vehicles left and right
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Fire does not cleanse, it blackens. |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:32:28
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Nihilistic Necron Lord
The best State-Texas
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The Decapitator wrote:The Solar Pulse is one use only and either stops Night Fighting or starts it. The Stormlord enables Night Fighting at the start of the game, but once the NF rule is stopped for whatever reason then he cannot enable it again at any point for the rest of the game, it says that here clearly. Along with the fact that Lightning attacks are not available to use with NF from a Solar Pulse. He is Lysander + a power fist points wise.
Warscythe is 2 handed CC weapon, attacks at +2 strength and have 2d6 Armour Penetration, armour saves not allowed against wounds caused.
Command Barge is DT and points cost is 2 x SM Razorback (no upgrades) + the Lord.
The Command barge is the same cost as an Annilation Barge? that seems nuts.
and wow, the bolded part is new information. That, I did not know.
Thanks for the points costs and info.
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![[Post New]](/s/i/i.gif) 2011/11/02 18:38:04
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Sybarite Swinging an Agonizer
Commoragh
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The Mind in the Machine rule states "Anrakyr overrides the targeting systems in that vehicle - you can immediately shoot with it as of it was you unit. It cannot alter it's facing and fires as if it hadn't moved. You can ignore crew shaken and stunned on that vehicle for the attack but not weapon destroyed. Once you have fired, it goes back to your opponents control.
Command is 10 less that Annialation Barge.
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- 2000 pts
- 2500 pts
- 1500 pts
- 500 pts
Skaven - 3000 pts
Vampires - 2000 pts
Dreadfleet - hehe.... |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:39:26
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Decrepit Dakkanaut
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The Decapitator wrote:The Solar Pulse is one use only and either stops Night Fighting or starts it. The Stormlord enables Night Fighting at the start of the game, but once the NF rule is stopped for whatever reason then he cannot enable it again at any point for the rest of the game, it says that here clearly. Along with the fact that Lightning attacks are not available to use with NF from a Solar Pulse. He is Lysander + a power fist points wise. So basically, if I use Solar Pulse during my turn in order to shoot, Night Fighting will not re-apply? The Decapitator wrote:The Mind in the Machine rule states "Anrakyr overrides the targeting systems in that vehicle - you can immediately shoot with it as of it was you unit. It cannot alter it's facing and fires as if it hadn't moved. You can ignore crew shaken and stunned on that vehicle for the attack but not weapon destroyed. Once you have fired, it goes back to your opponents control. http://www.youtube.com/watch?v=VGf9qtIeyBg&feature=related Thanks for the info!
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This message was edited 1 time. Last update was at 2011/11/02 18:40:11
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![[Post New]](/s/i/i.gif) 2011/11/02 18:44:14
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Grisly Ghost Ark Driver
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Kitzz wrote:Tesla Carbines are pretty bad compared to the normal gun Immortals can use, considering they cost 3 points per model and are on average only very slightly better at 24" and far worse at 12". Even with a maxed squad, assuming they take no casualties, you're only going to be getting 10 extra telsa hits per three turns. whereas if the enemy steps into 18" range, you instantly get that with the rapid fire version and you get to make them take saves against the whole squad rather than just the ablative mooks.
As for the expense of the transport for the warriors, at 115 points it's amazing for a dedicated transport. The only vehicle that really compares is perhaps the falcon/wave serpent, and they also happen to be at a similar points cost. And if you're not liking the fact that it costs almost the same as 9 warriors (not 10) note that it has the equivalent of 10 warriors' firepower alone. Add into that the fact that it's a high-armor transport and can regenerate wounds and it's really not that bad (having returned 10 total warriors to play on average over the course of a 5-turn game, even by your math, it pays for itself). Warriors also have effectively a 6/9 chance of saving a given wound, while immortals have 7/9. The only difference is ap4 weapons, which means that Guard will still kick the crap out of warrior-based armies, but most other forces still hvae their average guns clocking in at ap5 or worse.
I think both types of armies have their benefits and drawbacks. Personally, I like the relative comfort of the Immortals' strength 5, but I will probably still use one or two transports full of warriors to hold objectives.
On a side note, I feel that with the rediculous dimensions of said transports, yak might want to change the INAT ruling about turning after entering the board edge, because the necrons are going to get over 6" of free movement if that's still going to work the same moving forward.
The switch between Guass Blasters and Tesla carbines are free
And in my opinion they are better than blasters unless in one spesific situation: blasters rapid firing on enemies with a save of 4+
blasters are rapid fire, carbines are assault one. With carbines having a chance of making 3 hits out of one that's pretty awesome, even if they get a save from it. Plus if a cryptec is in the unit or something they can at least have the ability to assault if need be.
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![[Post New]](/s/i/i.gif) 2011/11/02 18:47:26
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Decrepit Dakkanaut
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Meh, great, sitting on a lot of Necron Warriors but no Immortals...kind of sucks and getting as many Immortals with Teslas as normally necessary will be pretty expensive. 18€ / 5 Immortals is bad. A lot better than before yet still bad. Yay, you also get spare parts for a sniper unit you're not going to field anyway. I mean...old warriors were 30€ (18€) a box. One warrior was 18 points, 12 warriors in a box. Now, Immortals are Troops, 18 points each, 5 in a box. Really? That's rip-off.
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This message was edited 3 times. Last update was at 2011/11/02 18:50:40
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![[Post New]](/s/i/i.gif) 2011/11/02 18:47:36
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Lone Wolf Sentinel Pilot
where am I? *looks around* Well i'm...errr...I...I...don't know!
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I'm sorry, but no matter how cool the rules are, or how good the models. £20.50 is ****ing extortionate for 5 normal size models (ie. Not termies/larger models)!!! It is getting ridiculous...
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This message was edited 1 time. Last update was at 2011/11/02 18:48:34
MAY YER BOLTER NAE FALTER!!!! |
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![[Post New]](/s/i/i.gif) 2011/11/02 18:47:49
Subject: Necron rumor & pics summary in 1st post (Adv. Orders discussion starts pg 121, new summary 30th)
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Sybarite Swinging an Agonizer
Commoragh
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Sigvatr wrote:The Decapitator wrote:The Solar Pulse is one use only and either stops Night Fighting or starts it. The Stormlord enables Night Fighting at the start of the game, but once the NF rule is stopped for whatever reason then he cannot enable it again at any point for the rest of the game, it says that here clearly. Along with the fact that Lightning attacks are not available to use with NF from a Solar Pulse. He is Lysander + a power fist points wise.
So basically, if I use Solar Pulse during my turn in order to shoot, Night Fighting will not re-apply?
The Decapitator wrote:The Mind in the Machine rule states "Anrakyr overrides the targeting systems in that vehicle - you can immediately shoot with it as of it was you unit. It cannot alter it's facing and fires as if it hadn't moved. You can ignore crew shaken and stunned on that vehicle for the attack but not weapon destroyed. Once you have fired, it goes back to your opponents control.
http://www.youtube.com/watch?v=VGf9qtIeyBg&feature=related
Thanks for the info!
Exactly!
You could use another Solar Pulse but as I said they are one use only, and you can only take 2.
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- 2000 pts
- 2500 pts
- 1500 pts
- 500 pts
Skaven - 3000 pts
Vampires - 2000 pts
Dreadfleet - hehe.... |
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