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Made in it
Fresh-Faced New User




1996 pt
catacomb command barge, gaus cannon, warshyte 169pt
orikan the diviner 143pt

10 immortals,gaus 170pt
10 immortals,gaus 170pt
18 warriors 216pt

ctan deceiver 225pt
10 lychguards,warshyte 300pt

5 tomb blades,nebuloscope,shieldvanes,baus 225pt

night shyte 174pt
night shyte 174pt


20 immortals on nightshytes wil be trasported by deciver ability to get in half range and shot 2. im not sure BUT units landig out from shytes works normal during the current turn so its possible to charge at turn 1 with lychguards .
Others ( orikan , catacomb ,warriors and lychguards) move to get closer and tomb blade for objectives.

Units deploied: 7(2 qg, warriors,tombs,deciver,2 shytes) . mean probably to be first

Fire on enemy units at turn 1 :8 tesla destructors hit+deciver s power or /40 gaus blaster with immortals/36 gaus flyer+ 20 gaus blaster/36 flyer or 20 gaus blaster + lychguard s charge. other units "away" from the engage trick are not counted
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Wait so Immortals are coming out of scythes? Or lychguard?

Regardless, nothing in this list can charge T1. The vehicles aren't transports and units that are 'deepstruck' onto the board cannot charge t1.

12,000
 
   
Made in ca
Kabalite Conscript






Yeah specifically the Deceiver's rule says these unit cannot charge turn 1 so whatever gets placed with him or the deceiver itself couldn't charge.

Units coming out of the night scythe though could totally charge. There is nothing I see to prevent that and it would be a cool tactic.


//ALL GLORY TO THE PARTRIDGES

//Just give them the push while I kickstart 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 PFI wrote:
Yeah specifically the Deceiver's rule says these unit cannot charge turn 1 so whatever gets placed with him or the deceiver itself couldn't charge.

Units coming out of the night scythe though could totally charge. There is nothing I see to prevent that and it would be a cool tactic.



Yep my bad, they can charge, just not move that turn. So it's an 8" charge for the lychguard if coming out of the GI night scythe.

12,000
 
   
Made in it
Fresh-Faced New User




Nightshyte deploied At 9(with deciver),lychguards disembark At maximum 3 from the shyte so they Will be At 6 from The enemy unit. Charge at 6 Will be quite Easy
   
Made in gb
Fresh-Faced New User





Canoptek spyder wrote:
Nightshyte deploied At 9(with deciver),lychguards disembark At maximum 3 from the shyte so they Will be At 6 from The enemy unit. Charge at 6 Will be quite Easy


The deceiver forces you to deploy more than 12 inches from an enemy unit before the beginning of turn 1. The way I see it is you deploy the nightsycthe with the deceiver 12" away before turn 1. You then deploy the lychguard 3 inches from the nightsycthe at the beginning of the turn. They are then free to move AND charge (5" charge I believe) that turn. Am I missing something?

Sounds like a very solid tactic to me.
   
Made in ca
Fresh-Faced New User




Yes, you can't move but can charge when getting out of a scythe.
   
Made in gb
Fresh-Faced New User





Then I'm definitely missing something. Where does it say you can't move?
   
Made in it
Fresh-Faced New User




They Can move and charge
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Units coming out of Monoliths/Night Scythes suffer the penalties of units arriving from reserve, which prevents them from moving the turn they show up. So you GI the Night Scythe 12" away, deploy the infantry 3" forward, then need a 9" charge.

The only way to do better is to GI a Ghost Ark containing Zhandrek within 12", Z diembarks and moves/advances 8 + D6" then Vargard Obyrn teleports lichguard 6" further forward.

For an "all in" list you probably want 2 Monoliths/Night Scythes being GI within 12", drop out 2 rapid fire units and Deepstrike Flayed ones and Deathmarks in along side. Some games you will overwhelm people, most games you will be punished for jumping in close and not having the short range killing power to make it worth it.

   
Made in us
Fresh-Faced New User




Disembarking from a night scythe or monolith follow the same rules as disembarking from any other transport. Must be with in 3" of the transport, and can not be closer than 1" to any enemy. After that, they act as normal. So they can move and charge.

The only thing that is different about the night sythe and monolith is that the units are not technically IN the transport.

   
Made in au
Battle-tested Knight Castellan Pilot





Perth

MurderMouth wrote:
Disembarking from a night scythe or monolith follow the same rules as disembarking from any other transport. Must be with in 3" of the transport, and can not be closer than 1" to any enemy. After that, they act as normal. So they can move and charge.

The only thing that is different about the night sythe and monolith is that the units are not technically IN the transport.



They aren't transports. No transport keyword.

Ghost arks are transports, but thats all we got it seems.

This message was edited 1 time. Last update was at 2017/07/20 17:37:46


12,000
 
   
Made in gb
Fresh-Faced New User





Moosatronic Warrior wrote:
Units coming out of Monoliths/Night Scythes suffer the penalties of units arriving from reserve, which prevents them from moving the turn they show up. So you GI the Night Scythe 12" away, deploy the infantry 3" forward, then need a 9" charge.

The only way to do better is to GI a Ghost Ark containing Zhandrek within 12", Z diembarks and moves/advances 8 + D6" then Vargard Obyrn teleports lichguard 6" further forward.

For an "all in" list you probably want 2 Monoliths/Night Scythes being GI within 12", drop out 2 rapid fire units and Deepstrike Flayed ones and Deathmarks in along side. Some games you will overwhelm people, most games you will be punished for jumping in close and not having the short range killing power to make it worth it.



Where does it say they follow the rules for deepthstrike? Other deepstriking units, such as terminators deploy at the end of a movement phase hence they can't move. Deployment from a nightsycthe happens at the beginning of a movement phase (before the nightsycthe moves) and the eternity gate rule doesn't state you can't move and/or charge following deployment.
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

JayGee wrote:
Moosatronic Warrior wrote:
Units coming out of Monoliths/Night Scythes suffer the penalties of units arriving from reserve, which prevents them from moving the turn they show up. So you GI the Night Scythe 12" away, deploy the infantry 3" forward, then need a 9" charge.

The only way to do better is to GI a Ghost Ark containing Zhandrek within 12", Z diembarks and moves/advances 8 + D6" then Vargard Obyrn teleports lichguard 6" further forward.

For an "all in" list you probably want 2 Monoliths/Night Scythes being GI within 12", drop out 2 rapid fire units and Deepstrike Flayed ones and Deathmarks in along side. Some games you will overwhelm people, most games you will be punished for jumping in close and not having the short range killing power to make it worth it.



Where does it say they follow the rules for deepthstrike? Other deepstriking units, such as terminators deploy at the end of a movement phase hence they can't move. Deployment from a nightsycthe happens at the beginning of a movement phase (before the nightsycthe moves) and the eternity gate rule doesn't state you can't move and/or charge following deployment.


It doesn't follow the rules for deep-striking. You are bringing reinforcements on, so you follow the reinforcement rule. It explicitly states that reinforcements can come in at any time in the movement phase, and are not allowed to move any further that phase, but can shoot and charge as normal.

12,000
 
   
Made in gb
Fresh-Faced New User





 Klowny wrote:
JayGee wrote:
Moosatronic Warrior wrote:
Units coming out of Monoliths/Night Scythes suffer the penalties of units arriving from reserve, which prevents them from moving the turn they show up. So you GI the Night Scythe 12" away, deploy the infantry 3" forward, then need a 9" charge.

The only way to do better is to GI a Ghost Ark containing Zhandrek within 12", Z diembarks and moves/advances 8 + D6" then Vargard Obyrn teleports lichguard 6" further forward.

For an "all in" list you probably want 2 Monoliths/Night Scythes being GI within 12", drop out 2 rapid fire units and Deepstrike Flayed ones and Deathmarks in along side. Some games you will overwhelm people, most games you will be punished for jumping in close and not having the short range killing power to make it worth it.



Where does it say they follow the rules for deepthstrike? Other deepstriking units, such as terminators deploy at the end of a movement phase hence they can't move. Deployment from a nightsycthe happens at the beginning of a movement phase (before the nightsycthe moves) and the eternity gate rule doesn't state you can't move and/or charge following deployment.


It doesn't follow the rules for deep-striking. You are bringing reinforcements on, so you follow the reinforcement rule. It explicitly states that reinforcements can come in at any time in the movement phase, and are not allowed to move any further that phase, but can shoot and charge as normal.


And that's what iv been missing! Thank you
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Not a problem! I get stuff confused/miss things all the time. New editions take time to get a hold of

12,000
 
   
Made in it
Fresh-Faced New User




not really. someone asked that question to gw staff and their answer is : "we dont know. now its possible but we will faq if needed" . so y but we will see with faqs".I finded this information some time ago on a gw facebook page
   
 
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