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Made in hk
Steadfast Ultramarine Sergeant




I recently bought a Necron CCB / AB box and a Necron battle force for my just started "Necron project". Owning to the old reputation of the CCB at previous edition, I originally want to build a Overlord with phase shifter, Warscythe, then drive it towards enemy on tabletop battles and cut every into ribbons in cc . But I suddenly acknowledge that in cc is the opponent to choose the hits lands on the chariot (which will be resolve against the vulnerable rear AV11) or the Overlord. So any smart opponent will direct their PF, kark grenades, or even worse the melta bomb or haywire grenade towards the open top chariot's poor AV11 rear armor which in this edition has no saves against these cc attacks and the overlord's wargear provides absolutly no protection. Three glance from krak grenades and the whole thing is gone while any penetration from a Power fist will have a 33% chance of outright gain slay the warlord

So I doubt if the CCB is still good? Maybe we cannot use it in the old way?

I gathered a new idea is give the Overlord Warscythe, phase shifter and a Res Orb then hide him in a 20 Necron warrior blob, furthermore back the whole blob up with a Ghost Ark. Offering the blob reroll RP at a critical moment. While use his own combat prowess combined with the survivability of the whole tarpit to scare off enemy cc units. Of course, I am not expecting them to survive 10 Assualt Terminator (assume 5 TH/SS and 5 pairs LC) charge, but hopefully can scare off normal marines, a single Carnifex or Trygon, and something equivalent.

Which build is better? Looking forward to all suggestions

This message was edited 1 time. Last update was at 2015/03/12 15:26:57


 
   
Made in us
Loyal Necron Lychguard





Virginia

Chariots are similar to Walkers. The enemy fights against it's front armor. That being said, he can't take on Fire Dragons or Powerfists at all, but can still catch up to most vehicles and dice them up with a warscythe. Also, the 12" buff is really nice in my opinion, so I keep him with my army and have him do what he should actually do in fluff, which is run the army essentially. Plus, I keep him with a Staff of Light so he puts out 5 AP3 shots a turn. You know, cuz he's BS5 now, which is nice.

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





UK

It's role changed into more of a support unit and isn't quite as nigh-invulnerable as it was in the old Codex but it's still a solid unit to lead your army.

YMDC = nightmare 
   
Made in us
Loyal Necron Lychguard




It's no longer nigh-unkillable. But, it is much cheaper to take and still just as fast. You either use it to support a gunline and reroll tests, or you zip it around the board to hold/contest objectives and pick off weak units.

However, a lot of the competitive meta seems to have a lot of MCs/GMCs and/or Knights. All of which will make his day terrible. He is, however, fairly decent against MSU.
   
Made in us
Fresh-Faced New User




Neophyte2012 wrote:
Three glance from krak grenades and the whole thing is gone while any penetration from a Power fist will have a 33% chance of outright gain slay the warlord


I apologize if this sounds ignorant, but the lord isn't allowed to disembark if the chariot explodes?
   
Made in us
Loyal Necron Lychguard





Virginia

Lord Cornilius wrote:
Neophyte2012 wrote:
Three glance from krak grenades and the whole thing is gone while any penetration from a Power fist will have a 33% chance of outright gain slay the warlord


I apologize if this sounds ignorant, but the lord isn't allowed to disembark if the chariot explodes?


Not with the 7th edition rules for Chariots now. They are a single model. Killing one will kill the other.

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




Lord Cornilius wrote:
Neophyte2012 wrote:
Three glance from krak grenades and the whole thing is gone while any penetration from a Power fist will have a 33% chance of outright gain slay the warlord


I apologize if this sounds ignorant, but the lord isn't allowed to disembark if the chariot explodes?


Nope, Chariots and their riders are one model. So if either of them loose their last hullpoint/wound the whole thing is gone.
   
Made in au
Freaky Flayed One




If you play AV13 wall he's your best choice to not have some lonely HQ standing around by himself waiting to be shot.

He's basically very mobile because he's fast and will easily wreck non-walker vehicles and squads that are weak in cc. If you charge a vehicle he'll probably make close to his points back straight away.
   
Made in us
Lone Wolf Sentinel Pilot






As one who plays against Necrons frequently, I can attest to the effectiveness of this unit as long as you sink some points into it. Give the rider 2+ armor and the invul special rule (3+ or 4+?) so the Overlord can take hits instead of the vehicle when something that can pop open-topped vehicles comes your way. With immunity to ID (they still have EW, right?) and reanimation, the Overlord can likely tank the big guns while small arms fire does nothing to AV 13. Want a royal court? Now he's got move through cover! No vehicle is safe from your hit and runs now!

In short, not only is this unit scary offensively (as always, but even better with AP 2 on warscythe), but it can take a ridiculous quantity of firepower to bring down with shooting, which people may do in a knee-jerk reaction when this thing comes barreling across the board.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Loyal Necron Lychguard





Virginia

 KommissarKiln wrote:
As one who plays against Necrons frequently, I can attest to the effectiveness of this unit as long as you sink some points into it. Give the rider 2+ armor and the invul special rule (3+ or 4+?) so the Overlord can take hits instead of the vehicle when something that can pop open-topped vehicles comes your way. With immunity to ID (they still have EW, right?) and reanimation, the Overlord can likely tank the big guns while small arms fire does nothing to AV 13. Want a royal court? Now he's got move through cover! No vehicle is safe from your hit and runs now!

In short, not only is this unit scary offensively (as always, but even better with AP 2 on warscythe), but it can take a ridiculous quantity of firepower to bring down with shooting, which people may do in a knee-jerk reaction when this thing comes barreling across the board.


You can get EW from a warlord trait, but otherwise that's it. and the invuln is a 4++. But yeah, not as unstoppable as it once was, but still a decent choice, with a variety of ways to play him now.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
 
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