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Made in ca
Furious Raptor






Cthonia

So it says you roll 2d6 for armour penetration, plus the models strength obviously, this seems unbelievably overpowered, Kharn who has 7 strength on the charge could destroy a landraider by himself, he usually gets 5-6 hits, so in my case where i had him assaulting a wave serpent he had 7 hits, so i rolled 2d6 for each thats 14 dice, he had over 4 pens.... it was so strong. Is this actually how its supposed to be done, i rolled two dice at a time to represent Kharn hitting the wave serpent .

"There is no escape from chaos, it marks us all."
"Only i can hear your prayers here my friend, and i'm afraid i will not answer them."
"It must be magnificent to see a planet writhe and scream to feel it compulse beneath your own feet, witness it dying with living eyes such marvelous spectacle, the skulls are my gift, in time perhaps i will share this gift with every living soul in the galaxy."
 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






Yup, Kharn is a one man wrecking crew against vehicles. Grey Knights can do similar but with a whole squad, have a GK Librarian with Might of Titan, everyone in the squad is S 5 with 2d6 armour pen, and they can still probably do a Hammer Hand or 2. There are just some units/models that are really good at destroying vehicles in melee.

This message was edited 2 times. Last update was at 2013/01/04 02:48:45


 
   
Made in ca
Dakka Veteran




Vehicles are much weaker to assault in 6th. Then again, they are vehicles and can usually stay out of assault range. Heck, even a squad of guardsmen armed with krak grenades have a pretty good chance of taking out a Wave Serpent, if that Wave Serpent gets close enough.

Oh by the way, yes, you're doing it right.

   
Made in ca
Monstrously Massive Big Mutant





Canada

You are indeed doing this correctly

Kharn is a monster when it comes to wrecking vehicles..

In once instance I recall playing my Ork friend, having a Battle Wagon + 3 Kans and his Deff Dredd next to each other, we decided it would be funny to multi assault all of them... We laughed so hard... then got kinda sick...

But yes, Kharn is amazing at popping armor!

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in ca
Furious Raptor






Cthonia

Okay thanks guys.. i'm kind of wowed right now. Kharn is amazing for his points cost!

"There is no escape from chaos, it marks us all."
"Only i can hear your prayers here my friend, and i'm afraid i will not answer them."
"It must be magnificent to see a planet writhe and scream to feel it compulse beneath your own feet, witness it dying with living eyes such marvelous spectacle, the skulls are my gift, in time perhaps i will share this gift with every living soul in the galaxy."
 
   
Made in us
Regular Dakkanaut




necrons with warscythes are a giant middle finger to vehicles. S7 armourbane and AP1 for extra lols.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Actually, you're doing it wrong; the Energy Field rule inherent to all Wave Serpents negates Armourbane. Against any other vehicle, though, that'd be right.

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Made in ca
Dakka Veteran




Don't have the codex on me but 99% sure the Energy Field rule doesn't work in combat.
   
Made in us
Dakka Veteran




Im pretty sure zoned is right
   
Made in ca
Been Around the Block




Yes, the Wave Serpent's energy field only works against ranged attacks. Also, the energy field only protects the front and sides of the Wave Serpent. Close combat attacks against vehicles are resolved against the rear armor. So double no.
   
Made in us
Loyal Necron Lychguard






Just curious on this...how would this work against Sweep Attacks from a chariot?
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Since it is resolved against rear armour, Energy Field would have no effect.

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Orks always ride in single file to hide their strength and numbers.
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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Happyjew wrote:
Since it is resolved against rear armour, Energy Field would have no effect.


Indeed, Energy field by its wording only works on shooting attacks. Unless it was on a Walker for some reason.

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Made in us
Loyal Necron Lychguard






 Happyjew wrote:
Since it is resolved against rear armour, Energy Field would have no effect.


Ah yes, for some reason I thought they were resolved against side armor. I didn't double check before asking. D'oh!
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Just a point of interest, Kharn is actually better at destroying moving vehicles than stationary ones.

Gorechild wrote:
Kharn's CC attacks always hit in a 2+, even if they would hit automatically.


So he is actually less likely than any other model to hit a stationary vehicles than anyone else. Lol.

Greatsword Dreadknights with Might of Titan are just nasty against vehicles. 4-5 Str 10 attacks, with rerolls to hit (if needed), with Armourbane and AP2 and rerolling Armour penetration.

Carnifexes with Adrenal Glands and 2 sets of Scything Talons are similarly destructive. They don't have armourbance but 5 Str 10 Smash attacks (AP 2 and reroll armour penetration) is nasty, rerolling hits as well. If they fail IB, they also have 6 such attacks.

Trygons can have 8 such attacks (sure, Str 6, but Smashing takes this to 5 with a failed IB test).

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Nope, it just says Kharn's melee attacks hit on 2+, even if they would otherwise hit automatically. At least in this codex, it might in the last one.

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 grendel083 wrote:
Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).


Vehicles do have a WS characteristic, its determined by how far they moved during the turn.

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Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Grey Templar wrote:
 grendel083 wrote:
Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).


Vehicles do have a WS characteristic, its determined by how far they moved during the turn.

They count as being WS0 or WS1 but at no point do they have a WS characteristic.
   
Made in gb
Decrepit Dakkanaut




Then you are not counting them as having WS0 or WS1 at that poiint.
   
Made in nz
Regular Dakkanaut






This is also why screamers eat squadrons of vehicles in one combat.
Just 4 have a 24" threat range and will deliver 16x str5, ap2, armorbane attacks. Thats statistically more than enough to kill 3 Russes.
And for just 100pts.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

grendel083 wrote:Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).


Grey Templar wrote:
 grendel083 wrote:
Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).


Vehicles do have a WS characteristic, its determined by how far they moved during the turn.


grendel083 wrote:
 Grey Templar wrote:
 grendel083 wrote:
Doesn't the Gorechild rule require the model to have a WS characteristic? Vehicles don't (they counts WS0 / 1 bit don't actually have a characteristic).


Vehicles do have a WS characteristic, its determined by how far they moved during the turn.

They count as being WS0 or WS1 but at no point do they have a WS characteristic.


nosferatu1001 wrote:Then you are not counting them as having WS0 or WS1 at that poiint.


The point is moot in any case as Gorechild does not require a WS to hit on 2+. It is a flat 2+, against anything, anyone, whether the hits are automatic or not in a normal circumstance.

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