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Made in us
Regular Dakkanaut





I've finished my troops and I'm planning on running a decurion legion.
Now I'm sitting here looking at a ghost ark kit and Im torn.
Is the ghost ark all that good?
So far I'm going to be using the kanoptek harvest. But I can't decide if the anihalation nexus is with the points.
So what's more viable, ghost arks for troops, or the anihalation nexus?
   
Made in gb
Longtime Dakkanaut




Ghost arks are pretty amazing. They basically double the firepower whilst increasing the durability of the unit embarked in them.
   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

I wish you could take other units in them.
   
Made in us
Thane of Dol Guldur




It all depends on what you want to do.

Ghost Arks are pretty much a Warrior-specific points expense. If you want to minimalize your Warrior squads and treat them like a Decurion tax, focusing points elsewhere, I'd say the DD Ark would be the better choice.

If you want to focus on Warrior durability and Gauss spam, Ghost Arks would be the better choice.

DD Arks used to be horrid. Now I think they have good utility, and that formation helps.

This message was edited 1 time. Last update was at 2015/02/05 23:08:35


 
   
Made in us
Mutilatin' Mad Dok






I like the Ghost ark better. But assembling and painting a ghost ark is a freaking nightmare. It's like painting a massive vehicle AND 11 separate necrons.

   
Made in us
Regular Dakkanaut





 ImAGeek wrote:
I wish you could take other units in them.

Actually in the new codex it says anything with infantry type.
   
Made in us
Mutilatin' Mad Dok






tanker19 wrote:
 ImAGeek wrote:
I wish you could take other units in them.

Actually in the new codex it says anything with infantry type.


Nope. It says only Warriors and "characters with the infantry type."

   
Made in gb
Stabbin' Skarboy





armagedon

Ghost ark are crazy good for 105pts...
Huge armour at A13 even if its only on first pen this is no biggie a lot of people bank on hullpt stripping armour 13 n 14 so ur safe.
Its a skimmer so Great manoeuvring.
Its offensively an all comer with 10 gauss shots plus embarked firepower and split fire not that that can often be used to its best, gauss and the shot count lets you eat everything.
4 hull points, 1 more thans fair, with the a lot of other necron shenanigans they can seem quite over barring for just troop transports they are very survivable mine spend whole games intact without disembarking as gunboats lol.
Moving them up side on they create great cover too then turn them once they get in the thick of it.
New dex has a surprising assault synergy, this vehicle is open top so don't rule it out specially now its easy to get relentless everywhere.

IMO Royal gunboats arnt worth it, priority fire magnet for terrible range. Maybe one character if you plan zooming up and geting out.

3500pts1500pts2500pts4500pts3500pts2000pts 2000pts plus several small AOS armies  
   
Made in us
Regular Dakkanaut





Now here's a good question. If the troops have relentless and their in the ghost ark, does that mean that it can go 12 and they can fire normally?
   
Made in us
Loyal Necron Lychguard





Virginia

tanker19 wrote:
Now here's a good question. If the troops have relentless and their in the ghost ark, does that mean that it can go 12 and they can fire normally?


Well damn, that is a good question >.> I wish I had my rulebook on me now.

This message was edited 1 time. Last update was at 2015/02/06 18:36:27


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Deranged Necron Destroyer




Somewhere Ironic

 krodarklorr wrote:
tanker19 wrote:
Now here's a good question. If the troops have relentless and their in the ghost ark, does that mean that it can go 12 and they can fire normally?


Well damn, that is a good question >.> I wish I had my rulebook on me now.


No, because Relentless only allows you to shoot heavy, salvo or ordnance as if stationary, plus allowing you to assault the same turn as firing heavy, salvo, ordnance, or rapid fire.

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There is only war in Montreal

kronk wrote:The International Programmers Society has twice met to get the world to agree on one methodology for programming dates. Both times they met, the meeting devolved into a giant Unreal Tournament Lan party...
 
   
Made in us
Loyal Necron Lychguard





Virginia

 Shadelkan wrote:
 krodarklorr wrote:
tanker19 wrote:
Now here's a good question. If the troops have relentless and their in the ghost ark, does that mean that it can go 12 and they can fire normally?


Well damn, that is a good question >.> I wish I had my rulebook on me now.


No, because Relentless only allows you to shoot heavy, salvo or ordnance as if stationary, plus allowing you to assault the same turn as firing heavy, salvo, ordnance, or rapid fire.


I thought I heard of a rule that if you're relentless, you could also move 12" in a transport and fire regularly. If that's incorrect, then a friend of mine played it wrong with his Burning Chariot.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

 krodarklorr wrote:
I thought I heard of a rule that if you're relentless, you could also move 12" in a transport and fire regularly. If that's incorrect, then a friend of mine played it wrong with his Burning Chariot.

Chariot riders have a specific rule allowing them to fire their weapons as though they were stationary. Any other type of transport specifically causes the passengers to snap fire if they move more than 6" (Relentless and SaP don't help, since they merely cause the model to "count as stationary" after moving).
   
Made in us
Deadly Dire Avenger




Tampa, FL

So I don't have my book on me, but I think 6" is shoot as if moved, so relentless would be in effect here (in whatever manner) but if move 12" says the unit inside snapfires, I think that's it, they snapfire. Someone would have to verify though on the page with movement and effect on passengers.

An enthusiastic fool trying to master Eldar.
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Made in us
Longtime Dakkanaut




Minneapolis, MN

Yes. Combat speed is "fires as though it had moved", and so Relentless would help. Cruising speed is "fires only snap shots ".
   
Made in us
Loyal Necron Lychguard





Virginia

 DanielBeaver wrote:
 krodarklorr wrote:
I thought I heard of a rule that if you're relentless, you could also move 12" in a transport and fire regularly. If that's incorrect, then a friend of mine played it wrong with his Burning Chariot.

Chariot riders have a specific rule allowing them to fire their weapons as though they were stationary. Any other type of transport specifically causes the passengers to snap fire if they move more than 6" (Relentless and SaP don't help, since they merely cause the model to "count as stationary" after moving).


Ah, okay. That makes a bit more sense.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

tanker19 wrote:
I've finished my troops and I'm planning on running a decurion legion.
Now I'm sitting here looking at a ghost ark kit and Im torn.
Is the ghost ark all that good?
So far I'm going to be using the kanoptek harvest. But I can't decide if the anihalation nexus is with the points.
So what's more viable, ghost arks for troops, or the anihalation nexus?
An AV13 shielded, 4 HP transport that can split 20 Gauss shots at two different targets and replenish unit strength for less than the price of two Razorbacks is pretty amazing.

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