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![[Post New]](/s/i/i.gif) 2009/03/03 08:12:21
Subject: how to destroy a monolith with orks
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Junior Officer with Laspistol
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Darkzephyr wrote:The last Necron player I played against had some equipment that let him roll 2d6 and pick the highest for this fallback, so I couldn't do the sweeping advance. Even without that, it's basically whoever rolls the highest on 2 d6..so it's not really a guaranteed thing.
Well, you should tell him to stop playing with 3rd ed sweeping advance rules. It's a compared initiative roll now, with ties going to the winner of the combat: so necrons almost always lose.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/03/03 15:08:08
Subject: how to destroy a monolith with orks
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Irked Necron Immortal
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uh, no, the Necron FAQ says the Chronometron allows you to roll 2d6 (+initiative) and pick the higher, for the sweeping advance test.
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7000 pts (Not including Gauss Pylon Network)
Alpharius wrote:Meltdown at the Nuclear Over-reactor!
Run! Run! RUN!
Unit1126PLL wrote:Everything is a gunline. Khorne berzerkers have pistols? Gunline unit. Tanks can't assault? They're all, every last one, a gunline. Planes? Gunline. Motorcycles? Mobile gunline. Mono-Khorne daemons? Bloodthirster has shooting attack. Gunline. |
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![[Post New]](/s/i/i.gif) 2009/03/04 18:28:47
Subject: Re:how to destroy a monolith with orks
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Waaagh! Warbiker
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I'm still wondering how being in CC with Necrons means that a Monolith can't do much (I'm asking because the last Necron players simply teleported his units OUT of CC with my Orks and did the whole Flux arc thing, which seemed pretty damn effective...especially when he killed 4-5 orks.
Also, how does charging a Monolith give you free movement? I mentioned this before and the only thing I can imagine you would gain in regards to movement is a blocked LOS from some of the enemy's fire.
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![[Post New]](/s/i/i.gif) 2009/03/04 18:42:50
Subject: how to destroy a monolith with orks
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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It gives you a free 6" move in addition to your other moves that turn, i.e.
6" move + 6" charge = 12" in one turn.
6" move + D6 run = 6+D6" in one turn.
While the run dice could be a 6, charging is much more reliable.
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![[Post New]](/s/i/i.gif) 2009/03/04 19:42:10
Subject: how to destroy a monolith with orks
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Ork Boy Hangin' off a Trukk
England
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Kill da monolith wid da power klaws, then no more monolith, i would now be intrested in knowing how to kill multiple monoliths
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Followin da great gods Mork and gork. For da waaaagh!!! |
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![[Post New]](/s/i/i.gif) 2009/03/04 20:18:51
Subject: how to destroy a monolith with orks
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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Ignore them to death.
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![[Post New]](/s/i/i.gif) 2009/03/04 20:23:50
Subject: how to destroy a monolith with orks
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Pulsating Possessed Chaos Marine
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charging the monolith is free movement because it moves you 6 inches towards the necrons behind the monolith, even if you can't hurt the monolith.
For example, if you have 30 boys that are 20 inches away from some warriors, but only 10 inches away from a monolith which is between the boys and the warriors, you can move 6, and then charge 6 towards the monolith. Normally you'd only be able to move 6, so this extra 6 inch move gets you closer to the warriors so you can charge next turn for sure. you're not going to avoid being within 12 inches of the monolith, and you're probably not going to avoid one round of rapid fire from the warriors before you charge (18" threat range is as long as your longest waaagh charge). Since if you didn't have the monolith to charge you would be 6 inches further back from the warriors you're hoping to get to, that is a "free move".
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'12 Tournament Record: 98-0-0 |
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![[Post New]](/s/i/i.gif) 2009/03/05 03:13:12
Subject: how to destroy a monolith with orks
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Apprehensive Inquisitorial Apprentice
The Labyrinth
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Deffgob's point with the armor plates, I believe, is that a 1-4 on a glancing is "can't shoot", which for a TRUKK isn't a big penalty. With a penetrating hit, you have the same effect with a 1-3. (weapon destroyed? who cares?)
At least, that's my interpretation. Having played him a few times, I know he views his trukks solely as extra running speed for his orks.
Lambadomy has an interesting point, though I worry about the consequences of getting in range. If I were the necron player, I would definitely charge the orks with my warriors. (The benefits may be low, but at least it's better than getting charged.)
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