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![[Post New]](/s/i/i.gif) 2016/03/12 16:26:28
Subject: dealing with a command squad
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Mighty Chosen Warrior of Chaos
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Hi i need a little help.
The opponent who I usually play against always brings a command squad in a drop pod. In the commad squad he got chapter master scriptor apotecarius a guys with plasma weapons . In the past I could deal with it. but since the new SM codex the survivability of this squad got to a level that is just ridiculous. The chapter master got a 2+ AS, 3+ inv, 2+ FnP(iron hands, shield and apotecarius), it will not die special rule and a hammer
So how would you deal with this unit as a necron player?
I got two ideas 1. take a 15-20 model warriors unit and bind them. Or 2. try to avoid them and shoot S 8-10 weapons at them.
regards nordsturmking
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![[Post New]](/s/i/i.gif) 2016/03/12 18:13:50
Subject: dealing with a command squad
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Decrepit Dakkanaut
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You could tarpit that with Flayed Ones for days on end for the points being spent on that squad. Wraiths work just as well.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/03/12 19:02:18
Subject: dealing with a command squad
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Regular Dakkanaut
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i'd say more troops. High strength weapons aren't going to do much as you are chancing a low amount of shots to break through just on wound rolls. Your best bet is to shoot as much as you can. They're not on a bikes, so you only have to break a S4 before he's on his saves.
but yea.... tarpit works, but he'll probably just kill the tarpit.
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![[Post New]](/s/i/i.gif) 2016/03/12 22:13:15
Subject: dealing with a command squad
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Locked in the Tower of Amareo
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You really can't kill Wraiths.
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![[Post New]](/s/i/i.gif) 4326/07/15 09:14:07
Subject: dealing with a command squad
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Devestating Grey Knight Dreadknight
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Yea take a Wraith unit. Great points efficiency right there considering what you're spending to tie up 300-400+ points.
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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![[Post New]](/s/i/i.gif) 2016/03/13 04:45:45
Subject: dealing with a command squad
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Dakka Veteran
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I'm a big fan of the destroyer cult myself. I'd use regular destroyers to hit the sides of the unit as best you can and heavy destroyers to target the chapter master. If it isn't the shield eternal, failing a single 3++ will end his life with no chance at FNP.
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![[Post New]](/s/i/i.gif) 2016/03/13 05:54:00
Subject: dealing with a command squad
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Pious Palatine
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Slayer-Fan123 wrote:You could tarpit that with Flayed Ones for days on end for the points being spent on that squad. Wraiths work just as well.
If he's taking that deathball without Sammael or Celestine for H&R, smack him for being sub-optimal
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![[Post New]](/s/i/i.gif) 2016/03/13 23:36:42
Subject: dealing with a command squad
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Pyro Pilot of a Triach Stalker
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How is the CM getting a 2+ FNP?
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01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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![[Post New]](/s/i/i.gif) 2016/03/14 01:31:46
Subject: dealing with a command squad
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Fully-charged Electropriest
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Iron Hands chapter tactics, apothecary, Gorgon's Chain and a Clan Raukaan warlord trait. With Endurance he could get a 1+ FNP, rendering him essentially unkillable by anything less than S10.
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![[Post New]](/s/i/i.gif) 2016/03/14 07:10:28
Subject: dealing with a command squad
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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Lammikkovalas wrote:
Iron Hands chapter tactics, apothecary, Gorgon's Chain and a Clan Raukaan warlord trait. With Endurance he could get a 1+ FNP, rendering him essentially unkillable by anything less than S10.
But the warlord trait can not be chosen so it should be 3+ FnP most of the time.
Anyway, If they are walking and have plasma they wont be charging since they arent relentless. Just keep smacking them with str 8-10 weapons.
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I cannot believe in a God who wants to be praised all the time.
15k
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![[Post New]](/s/i/i.gif) 2016/03/14 10:22:02
Subject: dealing with a command squad
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Lots and lots of mid-to-low S weapons?
Or, stay out of their way. Let them drop, hold them on cc to negate the plasmas, and get everyone else out of range and LOS.
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![[Post New]](/s/i/i.gif) 2016/03/14 10:39:46
Subject: Re:dealing with a command squad
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Ferocious Black Templar Castellan
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Shoot them from an angle where the Chapter Master isn't stood so that the Apothecary snuffs it, if possible. Otherwise you could always try to just move away from him, he's on foot once he's landed.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2016/03/14 10:41:54
Subject: dealing with a command squad
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Fully-charged Electropriest
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tedurur wrote: Lammikkovalas wrote:
Iron Hands chapter tactics, apothecary, Gorgon's Chain and a Clan Raukaan warlord trait. With Endurance he could get a 1+ FNP, rendering him essentially unkillable by anything less than S10.
But the warlord trait can not be chosen so it should be 3+ FnP most of the time.
Anyway, If they are walking and have plasma they wont be charging since they arent relentless. Just keep smacking them with str 8-10 weapons.
Yeah, I agree that most of the time it'll be just a 3+ FNP but he has 2 different ways of improving that further than the wargear can.
And why on earth would ANYONE field a walking command squad, let alone with this build?
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![[Post New]](/s/i/i.gif) 2016/03/14 12:34:23
Subject: dealing with a command squad
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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Lammikkovalas wrote:tedurur wrote: Lammikkovalas wrote:
Iron Hands chapter tactics, apothecary, Gorgon's Chain and a Clan Raukaan warlord trait. With Endurance he could get a 1+ FNP, rendering him essentially unkillable by anything less than S10.
But the warlord trait can not be chosen so it should be 3+ FnP most of the time.
Anyway, If they are walking and have plasma they wont be charging since they arent relentless. Just keep smacking them with str 8-10 weapons.
Yeah, I agree that most of the time it'll be just a 3+ FNP but he has 2 different ways of improving that further than the wargear can.
And why on earth would ANYONE field a walking command squad, let alone with this build?
Indeed, OP should be happy its not biker command squad with grav
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I cannot believe in a God who wants to be praised all the time.
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![[Post New]](/s/i/i.gif) 2016/03/14 15:40:09
Subject: dealing with a command squad
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Shadowy Grot Kommittee Memba
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Okay. You're playing the FNP rule wrong. MOST sources of FNP do NOT STACK, only the Iron Hands CT stacks with other FNP (it says it does in the rules).
Otherwise, if you have 1 source of FNP and another, you only get 5+ FNP.
With endurance it is theoretically possible to get 3+ (endurance+Iron Hands) but that's as good as you get.
The apothecary plus IH gets him 4+ FNP, that's it. He probably has 2+ armor, 3++ invuln, 4+ FNP (which is still bonkers. But with Canoptek wraiths in the formation you can tank it.)
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2016/03/14 17:39:16
Subject: dealing with a command squad
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Fully-charged Electropriest
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the_scotsman wrote:Okay. You're playing the FNP rule wrong. MOST sources of FNP do NOT STACK, only the Iron Hands CT stacks with other FNP (it says it does in the rules).
Otherwise, if you have 1 source of FNP and another, you only get 5+ FNP.
With endurance it is theoretically possible to get 3+ (endurance+Iron Hands) but that's as good as you get.
The apothecary plus IH gets him 4+ FNP, that's it. He probably has 2+ armor, 3++ invuln, 4+ FNP (which is still bonkers. But with Canoptek wraiths in the formation you can tank it.)
"The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls. " Codex: SM
"The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle:
0 Wounds suffered - The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule." Supplement: Clan Raukaan
"3 - Flesh is Weak: This Warlord bears such an extraordinary amount of cybernetic enhancements that he is more machine than man.
Your Warlord adds +1 to any Feel No Pain rolls he makes." Clan Raukaan warlord traits.
Plain and simple, you are wrong. You can get to 2+++ with the correct warlord trait and 1+++ with Endurance.
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![[Post New]](/s/i/i.gif) 2016/03/14 17:44:00
Subject: dealing with a command squad
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Ultramarine Land Raider Pilot on Cruise Control
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Lammikkovalas wrote:the_scotsman wrote:Okay. You're playing the FNP rule wrong. MOST sources of FNP do NOT STACK, only the Iron Hands CT stacks with other FNP (it says it does in the rules).
Otherwise, if you have 1 source of FNP and another, you only get 5+ FNP.
With endurance it is theoretically possible to get 3+ (endurance+Iron Hands) but that's as good as you get.
The apothecary plus IH gets him 4+ FNP, that's it. He probably has 2+ armor, 3++ invuln, 4+ FNP (which is still bonkers. But with Canoptek wraiths in the formation you can tank it.)
"The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls. " Codex: SM
"The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle:
0 Wounds suffered - The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule." Supplement: Clan Raukaan
"3 - Flesh is Weak: This Warlord bears such an extraordinary amount of cybernetic enhancements that he is more machine than man.
Your Warlord adds +1 to any Feel No Pain rolls he makes." Clan Raukaan warlord traits.
Plain and simple, you are wrong. You can get to 2+++ with the correct warlord trait and 1+++ with Endurance.
JERRY, JERRY, JERRY!!!! - Seriously though, 1's always fail though. So 2+ is the best you can get.
Side note, if you have Eternal Warrior and I double out your Toughness, the wound is still considered Instant Death and it ignores FNP ( USR - Instant Death). Eternal Warrior just prevents you from going to 0 Wounds from an ID attack, not necessarily immuned to the FNP removal. Is that correct?
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![[Post New]](/s/i/i.gif) 2016/03/14 17:48:26
Subject: dealing with a command squad
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Fixture of Dakka
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Yes that's correct.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2016/03/14 18:11:27
Subject: dealing with a command squad
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Fully-charged Electropriest
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Saythings wrote: Lammikkovalas wrote:the_scotsman wrote:Okay. You're playing the FNP rule wrong. MOST sources of FNP do NOT STACK, only the Iron Hands CT stacks with other FNP (it says it does in the rules).
Otherwise, if you have 1 source of FNP and another, you only get 5+ FNP.
With endurance it is theoretically possible to get 3+ (endurance+Iron Hands) but that's as good as you get.
The apothecary plus IH gets him 4+ FNP, that's it. He probably has 2+ armor, 3++ invuln, 4+ FNP (which is still bonkers. But with Canoptek wraiths in the formation you can tank it.)
"The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls. " Codex: SM
"The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle:
0 Wounds suffered - The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule." Supplement: Clan Raukaan
"3 - Flesh is Weak: This Warlord bears such an extraordinary amount of cybernetic enhancements that he is more machine than man.
Your Warlord adds +1 to any Feel No Pain rolls he makes." Clan Raukaan warlord traits.
Plain and simple, you are wrong. You can get to 2+++ with the correct warlord trait and 1+++ with Endurance.
JERRY, JERRY, JERRY!!!! - Seriously though, 1's always fail though. So 2+ is the best you can get.
Side note, if you have Eternal Warrior and I double out your Toughness, the wound is still considered Instant Death and it ignores FNP ( USR - Instant Death). Eternal Warrior just prevents you from going to 0 Wounds from an ID attack, not necessarily immuned to the FNP removal. Is that correct?
"When rolling dice to take a characteristic test, a dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers."
Feel no Pain is not a characteristic test so this rule clearly does not apply here. FNP isn't a save so those rules can't be applied either.
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![[Post New]](/s/i/i.gif) 2016/03/14 18:43:15
Subject: dealing with a command squad
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Ultramarine Land Raider Pilot on Cruise Control
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Interesting YMDC interpretation of the 1+ FNP ruling. I wonder how many TOs or even opponents would agree to play like that.
More power to you!
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![[Post New]](/s/i/i.gif) 2016/03/14 19:46:56
Subject: dealing with a command squad
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Fully-charged Electropriest
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Saythings wrote:Interesting YMDC interpretation of the 1+ FNP ruling. I wonder how many TOs or even opponents would agree to play like that.
More power to you! 
I think that the 1+++ is something that should definitely be FAQ'd away but GW being GW we shouldn't be holding our collective breaths while waiting for that miracle to happen. Even 2+++ is pretty brutal vs. most enemies.
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