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![[Post New]](/s/i/i.gif) 2014/08/09 15:35:14
Subject: Arc/Barge crons
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Road-Raging Blood Angel Biker
Behind you...
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Is it possible to competitively play crons with barge and arc spam rather than flyer spam? E.g lots of warriors in GA's lots of AB's overlords in CCB's
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![[Post New]](/s/i/i.gif) 2014/08/09 15:41:15
Subject: Arc/Barge crons
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Longtime Dakkanaut
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Yeah it is. Some people are saying that it's the most competitive Necron build out there, due to being AV13 and how hard vehicles are to kill now.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/08/09 15:47:30
Subject: Arc/Barge crons
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Killer Klaivex
Oceanside, CA
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It does wonders against armies that spam S7 and sprinkle in a few meltaguns.
Just watch out for pods with heavy flamers transported inside.
A cheap multi-melta heavy flamer dreadnought might pop the transport (1 shot with +3 to the damage table) and put a hurt on the guys inside (D6 S5 AP4 hits on the guys embarked on the transport).
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![[Post New]](/s/i/i.gif) 2014/08/09 16:25:12
Subject: Arc/Barge crons
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Decrepit Dakkanaut
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AV 13 wall is the, imo, best Necron list there is right now. Add in some flyers and you're set. Automatically Appended Next Post: HawaiiMatt wrote:It does wonders against armies that spam S7 and sprinkle in a few meltaguns.
Just watch out for pods with heavy flamers transported inside.
A cheap multi-melta heavy flamer dreadnought might pop the transport (1 shot with +3 to the damage table) and put a hurt on the guys inside ( D6 S5 AP4 hits on the guys embarked on the transport).
It might barely make its points back by doing so, given that it's going to be wrecked in the enemy turn.
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This message was edited 1 time. Last update was at 2014/08/09 16:26:22
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![[Post New]](/s/i/i.gif) 2014/08/09 19:05:39
Subject: Arc/Barge crons
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Auspicious Daemonic Herald
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Quantum Wall lists are very powerful, especially now that you can jink for a 4+ regardless of moving.
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![[Post New]](/s/i/i.gif) 2014/08/09 20:08:23
Subject: Arc/Barge crons
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Decrepit Dakkanaut
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CrownAxe wrote:Quantum Wall lists are very powerful, especially now that you can jink for a 4+ regardless of moving.
What's even better: you can now jink in the first turn if you go second.
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![[Post New]](/s/i/i.gif) 2014/08/09 22:02:38
Subject: Arc/Barge crons
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Longtime Dakkanaut
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Sigvatr wrote: CrownAxe wrote:Quantum Wall lists are very powerful, especially now that you can jink for a 4+ regardless of moving.
What's even better: you can now jink in the first turn if you go second.
LOL. Thats pretty much what he said.
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![[Post New]](/s/i/i.gif) 2014/08/09 22:48:07
Subject: Arc/Barge crons
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Decrepit Dakkanaut
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It's an important nuance that might not be as obvious to other players and which is a good buff to skimmers.
As of 6th, going second was a disadvantage to a skimmer-heavy army and almost forced you to take Nightfighting or move into a less desired position (behind cover, forcing you to move and maybe lose out on shots). With the change in 7th, this is relic of the past.
In general, staying still might be more desirable or even necessary for some vehicles (hello Doomsday Ark) and getting Jink despite being stationary is a good deal. Getting more turn 1 protection is another good deal.
Both are sides of the same medaillon and I considered bringing this up again worthwhile, especially as I often saw this being played wrong in 6th.
So next time, before you go into a thread and make a completely meaningless post, making you look like a fool, you might reconsider.
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![[Post New]](/s/i/i.gif) 2014/08/09 23:01:23
Subject: Arc/Barge crons
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Loyal Necron Lychguard
Netherlands
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I'm still wondering if it'd be worth it to take some Solar-Crypteks in that list.
It would bring your Jink to 3+, I'd laugh at that multi-melta dread coming from that Pod and then put it down next turn.
Seeing as the question is answered, I would like to hijack this and talk about the CCBarge and the Wargear you can take.
My thoughts:
MSS: Duh.
Phase Shifter: Definitely, it's how you absorb lascannons.
Phylactery: Not sure, seeing as it doesn't give the CCB any additional HP's.
ResOrb: Not sure on this one either. It's a 16% increased chance to resurrect your ca 250-point model. 16% of 250 would be 40, so it seems good. Or am I thinking too simply of this?
Sempiternal Weave: This is one of the things that seems quite useless to me. Most shots I redirect to the Rider are already AP1 or 2, so it goes to his 3++
Tachyon Arrow: Too expensive for a one use-only.
Tesseract Labyrinth: Too expensive, one use, unreliable.
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This message was edited 1 time. Last update was at 2014/08/09 23:08:53
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![[Post New]](/s/i/i.gif) 2014/08/09 23:58:52
Subject: Arc/Barge crons
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Longtime Dakkanaut
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Sigvatr wrote:It's an important nuance that might not be as obvious to other players and which is a good buff to skimmers.
As of 6th, going second was a disadvantage to a skimmer-heavy army and almost forced you to take Nightfighting or move into a less desired position (behind cover, forcing you to move and maybe lose out on shots). With the change in 7th, this is relic of the past.
In general, staying still might be more desirable or even necessary for some vehicles (hello Doomsday Ark) and getting Jink despite being stationary is a good deal. Getting more turn 1 protection is another good deal.
Both are sides of the same medaillon and I considered bringing this up again worthwhile, especially as I often saw this being played wrong in 6th.
So next time, before you go into a thread and make a completely meaningless post, making you look like a fool, you might reconsider.
Such eloquence. Jink required you to move previously. Jink no longer requires that, which is what that poster said meaning you can Jink first or second. Your post added nothing.
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![[Post New]](/s/i/i.gif) 2014/08/10 00:17:28
Subject: Arc/Barge crons
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Auspicious Daemonic Herald
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@Kangodo:
You are looking at Semp Weave and Rez Orb wrong. You aren't accounting for what actually will kill the CCB which is combat. You are right that against most shooting the 3++ and chariot shooting rules will cover pretty much everything and the only situation that 2+ will matter in is if they get behind you and shoot your back armor with like autocannons as it would be better to roll it on a 2+ and not risk losing Quantum Shielding to a pen. But the CCB dies to blocks of infantry. It only has 3 wounds, gets locked in combat, and your opponent gets to choose where its swings go in assault. Your lord will die to infantry just swinging at the Overlord and you won't fight your way out of it with only 3 attacks and MSS. You are going to need 2+ armor to not die to combat and so you don't get whacked by power swords or lightning claws. Also will give you a chance to charging something else into combat to get your CCB out (such as with wraiths).
This also the reason why the Rez Orb is useless. You are only going to go down in the middle of a blob of infantry. But in order to get up you still have to get up over an 1" away from an enemy model but since the CCB is such a huge model that should never happen (since they'll also get to consolidate to prevent that first).
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![[Post New]](/s/i/i.gif) 2014/08/10 01:16:36
Subject: Arc/Barge crons
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Proud Triarch Praetorian
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Moral of the story: don't let the Command Barge get into combat with blobs.
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![[Post New]](/s/i/i.gif) 2014/08/10 10:52:59
Subject: Arc/Barge crons
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Loyal Necron Lychguard
Netherlands
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@CrownAxe:
You are right, I forgot autocannons and combat.
Massive amounts of AP- attacks are hurt by 2+ and the upgrade is cheap enough to take it.
Are you sure about that Consolidate-move?
"If the vehicle loses the combat or is destroyed, nothing happens. There are no Sweeping Advances, no Pile Ins and no Consolidation moves."
The Chariot-rule has nothing that allows the opponent to make a Consolidation-move, only the Chariot itself.
@Skoffs:
Lies! A CCB will destroy a unit of Boyz. The only issue being PK's.
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