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2017/07/10 15:57:01
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I would go with either one. The regular Destroyer is vastly underestimated. An AP of -3 is brutal.
Second part NEEDS a Destroyer Lord though.
Yeah, I really wouldn't want to run a Destroyer Cult without a Destroyer Lord. But then, I'm probably biased becuase I just want to use my D. Lord conversion.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2017/07/10 16:08:25
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Adding a D.Lord w/ Scythe & Orb would bring the second configuration to 962. Only about 30 points more than the other build, so not horrible.
The thing is, though, I'd only have half as much HD shooting.
Reckon it's worth the trade off?
2017/07/10 18:17:29
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I still don't know about Destroyers. I agree they're better than bad - totally buffed from before. But there are so many multi-damage weapons out there, that putting expensive units on the table is always a bit scary. Warrior/Immortal units feel much more reliable to run.
But the guns are quite good on both types of Destroyers. I've got a GT coming up next month that I'll probably end up running my Destroyers in just because I haven't painted any DDArks since 8th dropped.
2017/07/10 19:17:51
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I would go with either one. The regular Destroyer is vastly underestimated. An AP of -3 is brutal.
Second part NEEDS a Destroyer Lord though.
Yeah, I really wouldn't want to run a Destroyer Cult without a Destroyer Lord. But then, I'm probably biased becuase I just want to use my D. Lord conversion.
And you didn't post a picture? Shame on you!
Automatically Appended Next Post:
skoffs wrote: Adding a D.Lord w/ Scythe & Orb would bring the second configuration to 962. Only about 30 points more than the other build, so not horrible.
The thing is, though, I'd only have half as much HD shooting.
Reckon it's worth the trade off?
Well what's the rest of the list look like? Heavy destroyer shooting is jawesome, but if you've already got AT elsewhere it's redundant.
Automatically Appended Next Post:
Requizen wrote: I still don't know about Destroyers. I agree they're better than bad - totally buffed from before. But there are so many multi-damage weapons out there, that putting expensive units on the table is always a bit scary. Warrior/Immortal units feel much more reliable to run.
But the guns are quite good on both types of Destroyers. I've got a GT coming up next month that I'll probably end up running my Destroyers in just because I haven't painted any DDArks since 8th dropped.
They're 3 Wounds, so the weapons that ACTUALLY drop them are things like Lascannons and Melta weapons. With RP bringing them back to 3 wounds you should be fine.
This message was edited 2 times. Last update was at 2017/07/10 19:21:10
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.
2017/07/10 19:43:03
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2017/07/10 20:19:22
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Has anyone tried running an Elite army with the Maynarkh HQ's yet? I played a lychstar in 7th and really enjoyed it, but switched to Thousand Sons because I felt like Necrons were being pushed hard towards horde play that I don't like as much. Still have a place in my heart for the undead robots though so if a Kutlakh-centered strategy is functional I'd like to try it.
2017/07/10 20:31:02
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I think Kutlakh is great. Him + Anrakyr can create some really powerful blobs of dudes.
The issue is that elite infantry doesn't last long in 8th. They get chewed through quickly, and there's no more attaching 2+/4++/4+++RP characters to them like we had in 7th.
If you're playing with lots of LoS blocking terrain, they'll stick around pretty well. If you're not... well there's plenty of armies out there that are just packing mass dakka. Guard are extremely good now, as are SM gunlines, Knights, and (despite the whining) Tau. Walking 5" towards that is pretty much a death sentence, though Kutlakh letting you Advance + Charge helps out quite a bit.
If you want to run that, you can try doubling up on the "deathstar" units. Like, 2 units of 10 Lychguard around the Characters makes them actually quite hard to kill. But 20 Lychguard, Kutlakh, Anrakyr, and a Cryptek (for 5++ and better Reanimate) is 1171 points and can be really slow. I dunno if it's worth it in most situations.
2017/07/10 20:42:21
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I was thinking of running the Deceiver with some Praetorians to provide something immediately scary to distract from the Lychguard running up. You're right that this is probably too expensive for its effectiveness... I'll have to toy around with building the army and see what I can muster up.
2017/07/10 20:46:50
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I'm running this list this weekend, but I'm not sure if taking both the cryptek and ghost ark is overkill, or if I should drop the ghost ark and a scarab or two to put in a c'tan or something else fun.
Arachnofiend wrote: Has anyone tried running an Elite army with the Maynarkh HQ's yet? I played a lychstar in 7th and really enjoyed it, but switched to Thousand Sons because I felt like Necrons were being pushed hard towards horde play that I don't like as much. Still have a place in my heart for the undead robots though so if a Kutlakh-centered strategy is functional I'd like to try it.
I think there is more to the necrons than just the Silver tide or hordes of CC elites. I think many of our vehicles can do great things while taking the minimal troops. Here is my battalion that i am currently building and hoping to start playtesting soon.
Spoiler:
Battalion +3 CP Immortals (10man) Tesla Carbine (+9ea) =170pts
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.
2017/07/10 21:56:19
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.
FYI: Every Model can target a different unit.
2017/07/11 00:31:47
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.
FYI: Every Model can target a different unit.
Yeah but the Heavy Destroyers can sit far back and shoot while regular Destroyers have to go midfield.
I'm thinking of running a 6 Destroyer unit with a DLord as a hard to shift midfield threat. They're relatively easier to kill now but 18 wounds at T5 is still nothing to laugh at, especially if I can keep a Cryptek around.
2017/07/11 05:10:19
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Pros: a lot of damage output.
Cons: Very expensive, HDs easy to wipe.
D Spam
Spoiler:
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
3 Destroyers + 1 Heavy
= 792
Pros: harder to wipe units, no need to stay clumped together.
Cons: not as good as laying down reliable damage.
I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.
FYI: Every Model can target a different unit.
I know but you must keep unit coherency. In same case you havent place to put unit and see two best target.
2017/07/11 06:06:48
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.
Spoiler:
1 Outrider Detachment
+ HQ +
Orikan the Diviner
+ Elites +
C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor
+ Fast Attack +
4 * 6 Canoptek Scarabs
+ Heavy Support +
2* 3 Heavy Destroyers
.
2 Outrider Detachment
+ HQ +
Destroyer Lord: Warscythe
+ Fast Attack +
2*6 Canoptek Scarabs
5* Canoptek Wraiths
2*3 Destroyers
Total 1994pts
This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.
Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.
2017/07/11 06:26:53
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Rezolut wrote: My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.
Spoiler:
1 Outrider Detachment
+ HQ +
Orikan the Diviner
+ Elites +
C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor
+ Fast Attack +
4 * 6 Canoptek Scarabs
+ Heavy Support +
2* 3 Heavy Destroyers
.
2 Outrider Detachment
+ HQ +
Destroyer Lord: Warscythe
+ Fast Attack +
2*6 Canoptek Scarabs
5* Canoptek Wraiths
2*3 Destroyers
Total 1994pts
This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.
Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.
The new rule with necrons is if it has RP take it in max unit size, otherwise it's to easy to bypass RP, so lump the two 3 man destroyer squads into a single 6 man squad. Also what is Orikan up to in a list that mobile, he is going to have a rough time keeping up and doesn't have much support. A CCB if you can find one seems like a better choice, or if you don't care and you are just filling an HQ slot, a sword lord is much cheaper. Also for the nightbringer I generally prefer arrow of time, the damage ends up being higher, it bypasses a lot of FnP style rules, and it allows you to snipe low wound characters like ancients and lieutenants. On deceiver I'm all about anti-matter meteor because otherwise he won't have a reliable source of ranged damage, but nightbringer already has an awesome ranged attack so arrow of time adds versatility. With that many scarabs a spyder might be worthwhile since he can reinforce multiple units of scarans at the same time.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
2017/07/11 06:42:27
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Rezolut wrote: My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.
Spoiler:
1 Outrider Detachment
+ HQ +
Orikan the Diviner
+ Elites +
C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor
+ Fast Attack +
4 * 6 Canoptek Scarabs
+ Heavy Support +
2* 3 Heavy Destroyers
.
2 Outrider Detachment
+ HQ +
Destroyer Lord: Warscythe
+ Fast Attack +
2*6 Canoptek Scarabs
5* Canoptek Wraiths
2*3 Destroyers
Total 1994pts
This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.
Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.
The new rule with necrons is if it has RP take it in max unit size, otherwise it's to easy to bypass RP, so lump the two 3 man destroyer squads into a single 6 man squad. Also what is Orikan up to in a list that mobile, he is going to have a rough time keeping up and doesn't have much support. A CCB if you can find one seems like a better choice, or if you don't care and you are just filling an HQ slot, a sword lord is much cheaper. Also for the nightbringer I generally prefer arrow of time, the damage ends up being higher, it bypasses a lot of FnP style rules, and it allows you to snipe low wound characters like ancients and lieutenants. On deceiver I'm all about anti-matter meteor because otherwise he won't have a reliable source of ranged damage, but nightbringer already has an awesome ranged attack so arrow of time adds versatility. With that many scarabs a spyder might be worthwhile since he can reinforce multiple units of scarans at the same time.
I dont have CCB or second D lord:-( With my experience is better to have 2*3 destroyers than 1 big unit. With smaller units is easier to hide them or to have them visible for less units. Destroyers have quite big basses and even with 3 you have often problems to hide them whole. With 6 man squad is also danger than you will need to spread them in too wide formation to be in range with all (and for 63 point per one you want to shoot with all), and you can be easily out of terrain. You allways want +1 to cover for them. If they will have longer range i will play big units. But with range 24" and so big bases are IMHO big units of destroyers inefective and too vulnerable.
2017/07/11 09:45:51
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Said before I really enjoy this edition just wish my club would stop been d**ks. My club covers pretty much every army with numerous overlaps which is cool for choice of opponents but since 8th have been out they now put in place several house rules, which surprise suprise only affect crons. which as only made my job harder Since the new FAQs regarding RP came out.
They say tesla only procs on 6s regardless of buffs
Few big games I've had I've been told QS can always fail specially against heavy damage hitters. ( anything over 6 damage I've got to roll a 6 to stop it) ( club as numerous SH from barracuda to war hounds etc). Pointing out that my biggest basic tank the monolith is a titanic vehicle and that all my big vehicles are which means they can all be popped pretty damn Easley then every one of theirs. which should leave their troops to clean up means nowt to them.
Say I'm using an elite army whilst using immortals, that they are too good to class as standard troops :/
The most bizarre thing said to me thou is that some of the club guys won't play my crons as I've too many options for them to try to think of ways to beat me. as I can field pretty much any combo I like, whilst they say I can pick the most effective units to tackle their much smaller and usually fielded army. ( a pic of some of my crons can be seen in my gallery pic)
Will only normally field 1500 points which massively reduces the forces I can field in any decent squad size to try and get any CPs
They keep spouting that the game is balanced and points costs are fair yet when I point out the hypocrisy of them adding nerfs (which they have done against crons In every edition) they say I'm not playing in the fun/spirit of the game, or other such b**gak.
So when I lose its because I'm a sh*t tactician not for any of the restrictions they put in place. But when I win its because crons are OP :/
Any ideas on how I can brake my club of this continual crap?
This message was edited 2 times. Last update was at 2017/07/11 09:59:12
2017/07/11 10:33:50
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
skoffs wrote: Sounds like they want you out, actually.
No other reason to arbitrarily add so many extra nerfing rules against one race in particular.
Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..
Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/
2017/07/11 11:14:58
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
So they're house nerfing several Necron things and buffing other races as well?
That's just flagrantly insulting.
Finding other people to play is not an option, right?
2017/07/11 15:00:26
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
skoffs wrote: Sounds like they want you out, actually.
No other reason to arbitrarily add so many extra nerfing rules against one race in particular.
Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..
Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/
Get one of them to play and swap armies for a game. You play their un-nerfed highly synergistic marines, and then every time they tru to do something remind them of the house rule.
Like let them use MWBD on Tesla immortals, and then roll some 5's, then say nevermind that +1 to hit doesn't work and remove the 5's from their Bonus pool.
If you can, just play with somebody else. They truly sound like little kids who compensate and scream OP when they can't comprehend basic tactics like wipe out the whole squad so they can't regen.
Could also write down a list of goofy space marine house rules and say "OK here's the house rules for Space Marines if we're still doing house rules for Necrons...or do you want to get rid of both?"
-I'm sure that would cause an over reaction though as it's clear that your playerbase is quite voical and whiney.
EDIT: I've found what helps with bad players like this, is to literally tell them some counters, such as high volume of 1 damage attacks can kill Quantum Shielding vehicles. Their anti-QS house rule makes no sense, Necrons are robots who have figured out how to deflect high powered attacks, but can't concentrate that energy into so many bolter shots. Explain the rule, the literal wording, the fluff behind it, then show them how to counter it.
This message was edited 2 times. Last update was at 2017/07/11 15:06:19
2017/07/11 15:14:40
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I don't suppose you happen to own a second army of Imperial Guard with lots of plasmaguns?
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2017/07/11 15:22:48
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
skoffs wrote: Sounds like they want you out, actually.
No other reason to arbitrarily add so many extra nerfing rules against one race in particular.
Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..
Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/
Get one of them to play and swap armies for a game. You play their un-nerfed highly synergistic marines, and then every time they tru to do something remind them of the house rule.
Like let them use MWBD on Tesla immortals, and then roll some 5's, then say nevermind that +1 to hit doesn't work and remove the 5's from their Bonus pool.
If you can, just play with somebody else. They truly sound like little kids who compensate and scream OP when they can't comprehend basic tactics like wipe out the whole squad so they can't regen.
Could also write down a list of goofy space marine house rules and say "OK here's the house rules for Space Marines if we're still doing house rules for Necrons...or do you want to get rid of both?"
-I'm sure that would cause an over reaction though as it's clear that your playerbase is quite voical and whiney.
EDIT: I've found what helps with bad players like this, is to literally tell them some counters, such as high volume of 1 damage attacks can kill Quantum Shielding vehicles. Their anti-QS house rule makes no sense, Necrons are robots who have figured out how to deflect high powered attacks, but can't concentrate that energy into so many bolter shots. Explain the rule, the literal wording, the fluff behind it, then show them how to counter it.
Good points.
I've asked in past for them to try writing my list or lists. To show them exactly what I'm working with. I explaine exactly how to beat each element of my army pointing out inherent weaknesses such as range, no ap, negs to RP and such. To deliberately playing below points allowance etc.
I give free range for opponent to bring what they want against me. Be it all SH, flyers, swarms, elites etc as enjoy the chance to fight dif things but when I'm losing points, abilities, synergies, and certain unit selections it stops being fun
Automatically Appended Next Post:
vipoid wrote: I don't suppose you happen to own a second army of Imperial Guard with lots of plasmaguns?
My other armies are orks and space marines/ (blood Angels)!but too many others play both so keep wanting them to tackle crons more then owt else.
I know one of my last games was a random choice from 6 I had wrote up it was an elite CC list all flayed ones and lychguard with war scythes my force ripped through his as he had a more all comes CS marine force. We both learnt alsorts from the encounter so much so that the next game he came with an elite terminator force and I came with a more standard gauss list. At end he won out with fact he just shrugged off most of the damage and marched in.
This message was edited 1 time. Last update was at 2017/07/11 15:29:15
2017/07/11 16:11:21
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I dont have CCB or second D lord:-( With my experience is better to have 2*3 destroyers than 1 big unit. With smaller units is easier to hide them or to have them visible for less units. Destroyers have quite big basses and even with 3 you have often problems to hide them whole. With 6 man squad is also danger than you will need to spread them in too wide formation to be in range with all (and for 63 point per one you want to shoot with all), and you can be easily out of terrain. You always want +1 to cover for them. If they will have longer range i will play big units. But with range 24" and so big bases are IMHO big units of destroyers ineffective and too vulnerable.
The issue is that a unit of 6 can recover from 3 casualties, a unit of 3 can't. As for cover, any unit with a 3+ save really benefits from cover (a 2+ is twice as good as a 3+), and destroyers being infantry helps since they only need to be in area terrain as opposed to having to be 50% obscured, but their short range and high (well for necrons) speed means their best used on the move rather than bunkering down. 18 wounds, toughness 5, and 3+ means they are a pain in the butt to remove quickly, and RP makes them pain to remove over the course of a few rounds. As for cover tactics with destroyers, get as many as you can into cover, and then remove the units not in cover as casualties first, so the remainder can get the benefit of cover. No one is going to get a 6 man squad of destroyers with one volley, so you'll get a chance to remove units outside of cover likely with minimal damage to those in cover.
The exception being heavy destroyers that should absolutely bunker down, because they are more fragile with RP at smaller unit sizes, and will get focus fired by any opponent with an inkling of how crons work. On the topic of heavy destroyers, I've found they are much better in units of normal destroyers. If you are really into the idea of MSU destroyers, maybe add a single heavy destroyer to each of the 3 man destroyer squads, and then replace the last heavy destroyer with a kitted out spyder. For the loss of one Heavy destroyer, both of your destroyer units get tougher (4 man as opposed to 3 man) and hit harder, and you get someone who can earn their points back by just replacing scarabs or maybe getting a clutch DTW.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
2017/07/11 16:34:08
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
4 or 5 models really is the sweet spot for Destroyers.
Less than that and they're too easy to wipe.
More than that and it's harder to get them in cover.
But yeah, two or three 3D+1HD units with a DL is probably your best bet.
2017/07/11 16:48:53
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81