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![[Post New]](/s/i/i.gif) 2011/11/05 02:36:55
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Liche Priest Hierophant
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Heard that the wording for Entropic Strike means that any hits take away armour, not any wounds. That true? Because it would really change up the mathammer, if only because that tac squad is now naked.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/11/05 02:38:08
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Numberless Necron Warrior
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The particle casters profile is 12" Str6 Ap5 pistol.
succesful hits do indeed cause the tests.
It reads "for each hit a vehicle suffers from a weapon or model with this special rule, roll a d6. For each result of a 4+, it immediately loses 1 point of armor value from all facings.
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This message was edited 1 time. Last update was at 2011/11/05 02:42:05
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
"I want to tailor this list so much that I can wear it to tournaments and win both 'best looking army' and 'best dressed'. "
2500? soon will change
W:15 L:11 D:8 |
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![[Post New]](/s/i/i.gif) 2011/11/05 02:42:43
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Ship's Officer
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Anvildude wrote:Heard that the wording for Entropic Strike means that any hits take away armour, not any wounds. That true? Because it would really change up the mathammer, if only because that tac squad is now naked.
I believe, but do not quote me on this, that it is "hits" against vehicles, and "unsaved wounds" against non-vehicles.
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![[Post New]](/s/i/i.gif) 2011/11/05 02:44:03
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Xca|iber wrote:Anvildude wrote:Heard that the wording for Entropic Strike means that any hits take away armour, not any wounds. That true? Because it would really change up the mathammer, if only because that tac squad is now naked.
I believe, but do not quote me on this, that it is "hits" against vehicles, and "unsaved wounds" against non-vehicles.
You are correct.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
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![[Post New]](/s/i/i.gif) 2011/11/05 02:44:30
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Regular Dakkanaut
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Clunky is exactly my feeling on the whole codex.
I am underwhelmed in the extreme.
2 overlords, relentless with rez orbs, 2x 10 necron immortals with blasters costs more points and is not as good as 3rd ed codex.
I am considering have 2 courts of 3 crypteks of destruction (str 8, AP2, ass 1) 36" range for 125 each squad, also including a solar orb in each.
As to where this army stands in tourny play, its better than it used to be, but not by heaps. Lower end of middle pack I'd say.
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![[Post New]](/s/i/i.gif) 2011/11/05 02:54:32
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Avatar of the Bloody-Handed God
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Are they keeping these for 2nd wave release?
Anyone how long before Dark Eldars got theirs? and battalion?
Triarch Stalkers
Tomb Blade
Doom/Night Scyth
Illuminor Szeras
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![[Post New]](/s/i/i.gif) 2011/11/05 02:56:13
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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LunaHound wrote:Are they keeping these for 2nd wave release?
Anyone how long before Dark Eldars got theirs? and battalion?
Triarch Stalkers
Tomb Blade
Doom/Night Scyth
Illuminor Szeras
I bet they don't make an Illuminor Szeras. I have no info to back this up, just my personal opinion. If you take a Cryptek and a Triarch Stalker kit, then you'll have Illuminor.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
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![[Post New]](/s/i/i.gif) 2011/11/05 02:59:56
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Pestilent Plague Marine with Blight Grenade
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Sorry if it's already been answered, but what is the point cost of the Nightscythe?
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![[Post New]](/s/i/i.gif) 2011/11/05 03:02:37
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Fell Caller - Child of Bragg
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Now that I have my codex in-hand, some things I've noticed:
-At 45 pts per, Sword/Shield Lychguard are pretty nice, especially if accompanied by Obyron and a Res Orb Lord for a big nasty deathstar unit.
- 267 points for a 9 warrior/1 lance cryptek ark seems excessive but could prove to be great if the rapidfire rules turn out as rumored in 6E. 3 units of that screened by scarabs could prove to be difficult to deal with.
- A destroyer lord accompanying a full wraith unit will prove to be a nasty force to be reckoned with, especially in armies that abuse night-fight shenanigans. For only about 300 points you get a lot of melee force and maneuverability.
- Why you would ever go for a non-gauss cannon on the CCB is beyond me.
- A CCB Overlord with a scythe seems to be the no-brainer HQ choice for this army. His abilities can't be ignored, and he will not likely go down easily. He might not make his points back directly (although it's certainly possible!) but he will draw an absurd amount of fire.
- Overall this army seems incredibly balanced, and is absolutely unique.
- Tesla weapons plus stalkers might be fun, considering how cheap Immortals are.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:03:41
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Amanax wrote:Sorry if it's already been answered, but what is the point cost of the Nightscythe?
10 pts. more than a Tac Squad
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:04:06
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Fell Caller - Child of Bragg
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Amanax wrote:Sorry if it's already been answered, but what is the point cost of the Nightscythe?
Only 100! Pleasant surprise, but as mentioned if it blows up its contents get placed back in reserve. It's going to draw a LOT of fire, but AV11 with a 4+ save gives it a shot at surviving the turn. At the very least, your opponents won't be shooting at anything else.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:06:01
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Pestilent Plague Marine with Blight Grenade
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Ostrakon wrote:Amanax wrote:Sorry if it's already been answered, but what is the point cost of the Nightscythe?
Only 100! Pleasant surprise, but as mentioned if it blows up its contents get placed back in reserve. It's going to draw a LOT of fire, but AV11 with a 4+ save gives it a shot at surviving the turn. At the very least, your opponents won't be shooting at anything else.
My thoughts exactly. And I even though I don't enjoy the fact that they go into reserve, taking Orikan as I was planning might work to help with that drawback if he did end up with his once per game reserve re-roll
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![[Post New]](/s/i/i.gif) 2011/11/05 03:06:09
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Avatar of the Bloody-Handed God
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Amanax wrote:Sorry if it's already been answered, but what is the point cost of the Nightscythe?
Not sure if we are allowed to post directly but its 1/3 rd of Spartaaaaaaaaa
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![[Post New]](/s/i/i.gif) 2011/11/05 03:10:38
Subject: Re:Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Ostrakon wrote:
*snip*
I think armies that can put a lot of models on the table (Orks, in particular) are going to give Necrons trouble. I also think IG is sitting pretty just the way they were. I think Necrons will probably shine against MSU armies, but I think that they were going to be slower than some people realize. If you want to use all that weaponry, you'll have to move slowly to do so. But, they have some nasty things that move quickly. This can be a double-edged sword: it can present your opponent with a lot to deal with while the rest of your forces arrive (ideal) or it can split your forces and allow your enemy to deal with what he wants at his leisure (worst case). Of course, there will be a median found, but I'm interested to see how steep the learning curve is.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:18:19
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Liche Priest Hierophant
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That's where Death Rays come in. The Doomscythe (or whatever it's called) and it's Death Ray can basically wipe entire hordes out.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:21:56
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Anvildude wrote:That's where Death Rays come in. The Doomscythe (or whatever it's called) and it's Death Ray can basically wipe entire hordes out.
The Death Ray works just like Jaws of the World Wolf. It hits models that touch the line. Here is the wording:
"Every unit (friendly or enemy) underneath the line suffers a number of hits equal to the number of models in the unit underneath the line."
If your line moves through a mob of Ork Boyz, but only goes over 6 of them, only 6 take hits.
Not only that, but you have to be within 12" of the mob to use the Death Ray. So, it's probably the last thing the Doomscythe will do.
Edit: Technically, you wouldn't have to be within 12" of the unit you want to hit, but the line starts 12" from the Doomscythe and then ends 3D6" away, so if you want an accurate line (or if you want to get the most effect), you'll probably want to be as close to 12" away as you can.
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This message was edited 2 times. Last update was at 2011/11/05 03:30:01
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:29:38
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Liche Priest Hierophant
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You know, I think you're the first person to read it that way? At least that I've heard. Everyone I've spoken to read it as
"Every unit ... underneath the line suffers a number of hits equal to the number of models in the unit underneath the line"
In other words, if even a single model in a unit of 10 is under the line, the unit takes 10 hits.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:30:54
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Numberless Necron Warrior
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Well a big help for the nightscythe is that you can walk any non-vehicle out of the monoliths portal anywhere on the table or in reserves. It seems like how it reads it doesn't say they need to have passed reserve roles to walk out the portal. At least that is how the paragraph reads to me.
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GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
"I want to tailor this list so much that I can wear it to tournaments and win both 'best looking army' and 'best dressed'. "
2500? soon will change
W:15 L:11 D:8 |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:32:02
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Loyal Necron Lychguard
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So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
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![[Post New]](/s/i/i.gif) 2011/11/05 03:33:08
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Regular Dakkanaut
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puma713 wrote:Anvildude wrote:That's where Death Rays come in. The Doomscythe (or whatever it's called) and it's Death Ray can basically wipe entire hordes out.
The Death Ray works just like Jaws of the World Wolf. It hits models that touch the line. Here is the wording:
"Every unit (friendly or enemy) underneath the line suffers a number of hits equal to the number of models in the unit underneath the line."
If your line moves through a mob of Ork Boyz, but only goes over 6 of them, only 6 take hits.
Not only that, but you have to be within 12" of the mob to use the Death Ray. So, it's probably the last thing the Doomscythe will do.
I agree that that's most likely how its supposed to work. I think the problem that people are having is with the "in the unit" wording.
If they had just said "Every unit (friendly or enemy) underneath the line suffers a number of hits equal to the number of models underneath the line" then it would have been fine. The way its worded is awkward... does it mean hits the number of models under the line or that if the line passes over models in the unit, it hits equal to the number of models in the unit.
I think its the former, as the latter would be insanely good. Whole mobs of boyz, guard blob squads, etc could be virtually wiped out in a single shot otherwise.
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![[Post New]](/s/i/i.gif) 2011/11/05 03:33:54
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Anvildude wrote:You know, I think you're the first person to read it that way? At least that I've heard. Everyone I've spoken to read it as
"Every unit ... underneath the line suffers a number of hits equal to the number of models in the unit underneath the line"
In other words, if even a single model in a unit of 10 is under the line, the unit takes 10 hits.
That would mean that they repeated the "underneath the line" at the beginning of the clause and the at the end of the clause for no reason. That is redundant. If that were correct, it would read like:
"Anything underneath the line suffers hits underneath the line."
That is improper grammar.
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This message was edited 2 times. Last update was at 2011/11/05 03:39:16
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:34:00
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Irked Necron Immortal
Newark, CA
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Forgive me if someone has already pointed this out...to excited to read pages 180-185, and I'm not done reading the entire codex yet (you understand I assume). Potential good news. I'm reading the wording of the Solar Pulse and it looks like Imotek + solar pulse might actually work. Solar pulse (pg. 84) specifically says "if the Night Fighting rules are in effect, they cease to apply until the end of the turn" The solar pulse doesn't end night fighting. It just lets you ignore them for your turn when used in this fashion. On the other side of this, Imotek's Lord of the Storm rule (pg. 55) specifically uses the term "game turn" to describe how he interacts with the end and continuation of Night Fighting rules in play. So, the Game Turn begins. Necron turn begins and you use the solar pulse to dis-apply NFing until the end of the turn. Necron movement phase. Necron shooting phase begins. You blow stuff up gud. Necron assault phase. Necron turn ends. Solar pulse effect ends and Night Fighting once again applies as normal. Other player's turn. End of Game Turn. Imotekh's player can now choose to attempt to extend night fighting or not. If you reversed the player's turns, it won't make a difference as the BGB clearly states that one game turn is made up of two or more player turns that occur over the course of a single game turn. Subsequently, Lord of the Storm says that lightning strikes occur "if the Night Fighting rule is in play". A Solar Pulse simply makes them not "apply" to your turn. It in no way states that the solar pulse removes the night fighting rules from play. So...in-play. Just not applicable for the turn.
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This message was edited 2 times. Last update was at 2011/11/05 03:38:40
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2011/11/05 03:35:36
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Kevin949 wrote:So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
?
It only lightning's when it is Night Fighting and Solar Pulse stops the Night Fighting.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:37:26
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Regular Dakkanaut
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Kevin949 wrote:So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
Under Imotekh's entry, its says the lightning storm occurs while night fighting rules are in place. If you light up your turn, the night fighting rules (temporarily) are gone.
You can't lightning strike if you solar pulse, but you can keep the night fighting rules going after solar pulsing (there was a rumour a while back saying that once you used a pulse, Imotekh's night-fighting was gone for good).
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![[Post New]](/s/i/i.gif) 2011/11/05 03:42:34
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Plaguelord Titan Princeps of Nurgle
Alabama
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Tyr wrote:Kevin949 wrote:So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
Under Imotekh's entry, its says the lightning storm occurs while night fighting rules are in place. If you light up your turn, the night fighting rules (temporarily) are gone.
You can't lightning strike if you solar pulse, but you can keep the night fighting rules going after solar pulsing (there was a rumour a while back saying that once you used a pulse, Imotekh's night-fighting was gone for good).
I disagree. This is tricky because Imotekh's rules say that you may "keep the Night Fighting rules in play". Well, if you've stopped the Night Fighting rules with a Solar Pulse, the Night Fighting rules are no longer "in play" and so may not be "kept in play".
Edit: Just saw Arandmoor's post. I still disagree, however. The Solar Pulse says "Night Fighting rules cease to apply." That means you're not using the Night Fighting "rules". . .you're not applying them. If they FAQ it, I have a feeling they'll go with the less advantageous point-of-view.
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This message was edited 2 times. Last update was at 2011/11/05 03:46:36
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:45:36
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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[ADMIN]
Decrepit Dakkanaut
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Mustakha the Undying wrote:tiekwando wrote:My question is, how is the C'tan entropic stike upgrade worded. Does it only effect their close combat attacks, as I imagine it would, or can it effect their ranged attacks as well. If that were the case it would make the high shot low strength ranged upgrade well worth it. IIRC 8 s4 shots that were entropic would knock about 3 armor off. That would make any other shooting much more effective, plus if your shooting at rhinos AV8 is relatively easy to pen even with s4 (well the same as missiles at av12 anyways).
Close combat attacks only.
Actually that's not true at all.
The wording for Entropic strike actually specifies that it affects any hit from a MODEL with this ability.
So I DO think that a C'Tan who takes Entropic Strike would also gain that ability with whatever way he is able to hit enemy models, including ranged attacks!
Good thought, tiekwando!
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![[Post New]](/s/i/i.gif) 2011/11/05 03:45:46
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Regular Dakkanaut
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The wraith are a good counter for that with the whips. Kind of nice to strike first with I2. And the lords and cryptics are pretty good if ya kit them out right.
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![[Post New]](/s/i/i.gif) 2011/11/05 03:47:25
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Irked Necron Immortal
Newark, CA
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puma713 wrote:Tyr wrote:Kevin949 wrote:So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
Under Imotekh's entry, its says the lightning storm occurs while night fighting rules are in place. If you light up your turn, the night fighting rules (temporarily) are gone.
You can't lightning strike if you solar pulse, but you can keep the night fighting rules going after solar pulsing (there was a rumour a while back saying that once you used a pulse, Imotekh's night-fighting was gone for good).
I disagree. This is tricky because Imotekh's rules say that you may "keep the Night Fighting rules in play". Well, if you've stopped the Night Fighting rules with a Solar Pulse, the Night Fighting rules are no longer "in play" and so may not be "kept in play".
Edit: Just saw Arandmoor's post. Good points.
Except the Solar Pulse doesn't remove Night Fighting from play. It just says they cease to apply for a turn.
So, not applying, but still in play.
Now, if you induced night fighting by using a solar pulse that wouldn't activate his lightning strikes even if you used the pulse in your turn and suffered through all the sighting difficulties because while it would cause them to apply, Night Fighting would not be "in play".
IMO, it's a nit-pick so all is not well, but we've got a very strong case to have our cake and eat it too.
Will require FAQing IMO.
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Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2011/11/05 03:47:52
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Fell Caller - Child of Bragg
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puma713 wrote:Tyr wrote:Kevin949 wrote:So nothing in the book says that a solar pulse stops the lightning storm from imotekh.
Under Imotekh's entry, its says the lightning storm occurs while night fighting rules are in place. If you light up your turn, the night fighting rules (temporarily) are gone.
You can't lightning strike if you solar pulse, but you can keep the night fighting rules going after solar pulsing (there was a rumour a while back saying that once you used a pulse, Imotekh's night-fighting was gone for good).
I disagree. This is tricky because Imotekh's rules say that you may "keep the Night Fighting rules in play". Well, if you've stopped the Night Fighting rules with a Solar Pulse, the Night Fighting rules are no longer "in play" and so may not be "kept in play".
Edit: Just saw Arandmoor's post. Good points.
I do believe the solar flare rules say nothing about ending nightfighting, so much as they suspend the application of its rules for a player turn. It does specifically say until the end of the turn.
In any case, you may be absolutely right that horde armies are going to give us trouble. I suspect IG will roll right over us. On the other hand, I'm liking our odds against Ork hordes and tyranids, only because there is precious little they can do to stop our vehicles. AV13 means none of their shooting can reasonably scratch it, and we appear to be mobile enough to dance around CC or at least mire them in scarab land.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/05 03:48:40
Subject: Necron rumor & pics summary in 1st post (now with Codex art of 2nd wave models)
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Regular Dakkanaut
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yakface wrote:Mustakha the Undying wrote:tiekwando wrote:My question is, how is the C'tan entropic stike upgrade worded. Does it only effect their close combat attacks, as I imagine it would, or can it effect their ranged attacks as well. If that were the case it would make the high shot low strength ranged upgrade well worth it. IIRC 8 s4 shots that were entropic would knock about 3 armor off. That would make any other shooting much more effective, plus if your shooting at rhinos AV8 is relatively easy to pen even with s4 (well the same as missiles at av12 anyways).
Close combat attacks only.
Actually that's not true at all.
The wording for Entropic strike actually specifies that it affects any hit from a MODEL with this ability.
So I DO think that a C'Tan who takes Entropic Strike would also gain that ability with whatever way he is able to hit enemy models, including ranged attacks!
Good thought, tiekwando!
Codex very clearly says close combat attacks only.
Would've been great otherwise though!
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