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Made in jp
Proud Triarch Praetorian





 Grimgold wrote:
Spoiler:
+++ Necron Outrider (Warhammer 40,000 8th Edition) [97 PL, 1994pts] +++

++ Outrider Detachment +1CP (Necrons) [97 PL, 1994pts] ++

+ HQ +

Destroyer Lord [8 PL, 142pts]: Staff of Light

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Time's Arrow

Triarch Praetorians [16 PL, 350pts]: Rod of Covenant, 10x Triarch Praetorian

+ Fast Attack +

(FW) Canoptek Tomb Sentinel [9 PL, 185pts]: Gloom Prism

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

Destroyers [18 PL, 390pts]
. 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

Destroyers [18 PL, 390pts]
. 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

+ Heavy Support +

Doomsday Ark [10 PL, 203pts]

Don't suppose you have another HD, do you? Three units of 4 might be better than two units of 6 (so you can fit a third HD in).
And maybe break that Scarab unit into two units of 4. That way you can go after more objectives. They don't have RP so no need to keep their numbers high.

 
   
Made in us
Regular Dakkanaut




Southern California

 Grimgold wrote:
Rezolut wrote:

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.



I'm trying to figure out why you would take a spyder to move with Destroyers?

Also, this is probably an obvious stupid question, can you take 2 Heavy Destroyers in a unit with other Destroyers?
Example: 4 Destroyers and 2 H. Destroyers in the same 6 model unit?

This message was edited 1 time. Last update was at 2017/07/11 18:39:28


 
   
Made in us
Loyal Necron Lychguard




Only 1 HDestroyer in a unit of Destroyers, no matter the size.
   
Made in us
Longtime Dakkanaut




Ute nation

Dew wrote:


I'm trying to figure out why you would take a spyder to move with Destroyers?

Also, this is probably an obvious stupid question, can you take 2 Heavy Destroyers in a unit with other Destroyers?
Example: 4 Destroyers and 2 H. Destroyers in the same 6 model unit?


The spyder is not running with the destroyers, he is moving/advancing with the five units of scarabs replacing up to 65 points of scarabs a round. Someone else covered the 1 H-destroyer per unit thing. I'm not sold on 3+1 destroyer config, because it feels like wasting RP but here is how that list would look:

Spoiler:
+++ Necron Outrider (Warhammer 40,000 8th Edition) [99 PL, 1999pts] +++

++ Outrider Detachment +1CP (Necrons) [99 PL, 1999pts] ++

+ HQ +

Destroyer Lord [8 PL, 135pts]: Warscythe

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Time's Arrow

Triarch Praetorians [16 PL, 350pts]: Rod of Covenant, 10x Triarch Praetorian

+ Fast Attack +

(FW) Canoptek Tomb Sentinel [9 PL, 185pts]: Gloom Prism

Canoptek Scarabs [4 PL, 52pts]: 4x Canoptek Scarab Swarm

Canoptek Scarabs [4 PL, 52pts]: 4x Canoptek Scarab Swarm

Destroyers [12 PL, 264pts]
. 3x Destroyer: 3x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

Destroyers [12 PL, 264pts]
. 3x Destroyer: 3x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

Destroyers [12 PL, 264pts]
. 3x Destroyer: 3x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

+ Heavy Support +

Doomsday Ark [10 PL, 203pts]

Created with BattleScribe


Same general strategy, Prats go up the board with nightbringer, or hang out and prepare to counter charge against assault heavy armies. The tomb sentinel pops out and yells surprise, hitting vehicles or tough infantry units like tyranid warriors, hell blasters, or characters. Scarabs screen nightbringer and the DDA, and the DDA hangs in the back adding firepower. The issue is that the destroyers have to stay within 6" of the D-Lord to benefit from his aura, which makes taking cover complicated.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in jp
Proud Triarch Praetorian





That looks decent... though I'm wary of so many points devoted to Praetorians.

 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 skoffs wrote:
That looks decent... though I'm wary of so many points devoted to Praetorians.


Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.

I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally

12,000
 
   
Made in ru
Fresh-Faced New User




they fall very quick to multi-damage weapons

I consider this is a win-win situation. it's really good for You either if your adversary spends his (her) firepower to treat W3 13pts model or ignore it and have Ws3 A4 charge later.

It seems that the scarbs are bread and butter for the army nowadays.
   
Made in us
Fresh-Faced New User




Doing a 750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.

Debating:

Orikan vs DLord
6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors

Ori + warriors + 6 destroyers is what I started with, smash and grab and then turtle up. Worried it is very 1 dimensional and might get countered. Doomsday ark has won me almost every 8th edition game as the MVP, but is it worth trading off for destroyers if I am relic hunting? Also I am cursed on my heavy, I roll more 2s on him than anything even since 7th. I almost never bring him anymore but I keep thinking "Today is the day Cyquotus... today is the day you kill something." Also I just named him Cyquotus. Don't ask me how to pronounce that.
   
Made in ie
Deranged Necron Destroyer





Does anyone have a chart of 7 lynchguard w/ warscythes +Anarkyr vs 10 Flayed Ones +Anarkyr?

I am making a list for Blood&Glory and want to see which unit rolls better to wound rolls.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Lychguard are 2 Attacks base, right? At S7, AP-3, D2?

Whereas Flayed Ones are 4 Attacks base? At S4, AP0, D1, Shred?

If that's right, I can do the math.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in jp
Proud Triarch Praetorian





Morris782 wrote:
750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.

Orikan vs DLord
6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors

If you want speed, Destroyers and Praetorians are the fastest infantry we've got.
Unfortunately 750 points doesn't get you much of either...
Spoiler:
+++ nec - 750 test (Warhammer 40,000 8th Edition) [38 PL, 750pts] +++

+ HQ +
Destroyer Lord [8 PL, 135pts]: Warscythe

+ Fast Attack +
5x Destroyer +1 Heavy Destroyer [18 PL, 390pts]

+ Heavy Support +
3x Heavy Destroyer [12 PL, 225pts]
Spoiler:
+++ nec - 750 test (Warhammer 40,000 8th Edition) [36 PL, 749pts] +++

+ HQ +
Destroyer Lord [8 PL, 135pts]: Warscythe

+ Elites +
10x Triarch Praetorian [16 PL, 350pts]: Rod of Covenant,

+ Fast Attack +
3x Destroyer +1 Heavy Destroyer [12 PL, 264pts]
(these are not meant to be suggestions for what you should take, just illustrating how little we get for our points)



 JNAProductions wrote:
Lychguard are 2 Attacks base, right? At S7, AP-3, D2?

Whereas Flayed Ones are 4 Attacks base? At S4, AP0, D1, Shred?.
Warscythes are AP-4, but yes.

I might go for the Lychguard here.
Better save, more wounds.
Yes, half as many attacks, but they're much better quality.

However, you'd have to consider what you'd be facing.
Against weak saves, Flayed Ones have the edge.

Compare charts below-
Spoiler:
7 Lychguard (w/ Anrakyr buff):


10 Flayed Ones (w/ Anrakyr buff):



Automatically Appended Next Post:
Yeahhhhh, there's something wrong with the T5,6,7 section for Lychguard.

This message was edited 3 times. Last update was at 2017/07/12 14:38:12


 
   
Made in us
Regular Dakkanaut





List im toying with for turn 1 alpha strike. Theory is to use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault backed up by the tomb sentinel + C'Tan + Warrior blob (Depending on D3). Anni barges are in for anti horde, destroyers for some long range punch back field holding.

Thoughts?

Spoiler:

Zahndrekh
Obyron
20 Warrirors
C’Tan deceiver
10 Lychguard
Tomb Sentinel
Annihilation barge
3 heavy destroyers
2 x nightscythe
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Okay, so, 7 Lychguard (with the buff) put out 21 attacks, for 14 hits.

10 Flayed Ones (with buff) put out 50 attacks, for 33.33 hits.

Against Guardsmen (T3, 5+):
Lychguard: 11.67 wounds
Flayed Ones: 19.75 wounds

Against Skitarii (T3, 4+, 6++):
Lychguard: 9.73 wounds
Flayed Ones: 14.81 wounds

Against Sisters (T3, 3+, 6++):
Lychguard: 9.73 wounds
Flayed Ones: 9.88 wounds

Against Boyz (T4, 6+):
Lychguard: 9.33 wounds
Flayed Ones: 20.83

Against Scouts (T4, 4+):
Lychguard: 9.33 wounds
Flayed Ones: 12.50 wounds

Against Marines (T4, 3+):
Lychguard: 9.33 wounds
Flayed Ones: 8.33 wounds

Against Terminators (T4, 2+, 5++, 2 wounds):
Lychguard: 6.22 wounds (for 6.22 dead)
Flayed Ones: 4.17 wounds (for 2.09 dead)

Against a Starweaver (T5, 4++, 6 wounds):
Lychguard: 4.67 wounds (for one dead Starweaver)
Flayed Ones: 9.26 wounds (for one dead Starweaver)

Against a Rhino (T7, 3+, 11 wounds?):
Lychguard: 7 wounds (for one dead Rhino)
Flayed Ones: 6.17 wounds (for a living Rhino)

Against a Russ (T8, 3+, 12 wounds):
Lychgaurd: 4.67 wounds (for 9.33 damage dealt, or a crippled Russ)
Flayed Ones: 3.39 wounds (for a functioning Russ)

Against a Landraider (T8, 2+, 20 wounds?)
Lychguard: 3.89 wounds (for 7.78 damage dealt)
Flayed Ones: 1.70 wounds

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Loyal Necron Lychguard




I think I did this math a while back. Here you go:

https://www.dakkadakka.com/dakkaforum/posts/list/1650/715040.page#9424934

Essentially napkin math says Flayed Ones kill chaff better, Warscythes kill big things better.

There's a bit of weirdness with W3 models where every other Warscythe attack overkills, though, so that's a thing.

Either way, melee isn't out thing imo. Shooting and bodies are the way to go.
   
Made in jp
Proud Triarch Praetorian





stu wrote:
use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.

 
   
Made in ca
Trustworthy Shas'vre




DFW area Texas - Rarely

 skoffs wrote:
stu wrote:
use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.


We really need this faq'd. It is pretty obvious that units coming out of a monolith and nightscythe are dsembarking - they should be able to act fully.
(since it happens at the beginning of the move phase).

Silly gw.

Now to finish building my tomb stalker - I have modified him to be either a stalker or sentinel - but man all those freaken legs!

DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

mrWermut wrote:
they fall very quick to multi-damage weapons

I consider this is a win-win situation. it's really good for You either if your adversary spends his (her) firepower to treat W3 13pts model or ignore it and have Ws3 A4 charge later.

It seems that the scarbs are bread and butter for the army nowadays.


I agree, but as they're screening units, you need enough of a screen to get your package into their lines safely. 3 bases just isn't enough. I'll be running 6-9 from now on

12,000
 
   
Made in jp
Proud Triarch Praetorian





davethepak wrote:
 skoffs wrote:
stu wrote:
use grand illusion to move a night scythe to deliver Zhandrekh then obyron over 10 Scythegaurd for turn 1 assault
Why take the Night Scythe? If Zahndrekh step out of it he can't move again that turn, so at most you're only going to get that 3" disembark.
You might be better off just taking him on foot (so he can at least move up 5" before Obyron Ghostwalks), or better yet, stick him and a Cryptek in a Ghost Ark and move it up with G.I., allowing them to disembark and move before using Obyron to Ghostwalk.
We really need this faq'd. It is pretty obvious that units coming out of a monolith and nightscythe are dsembarking - they should be able to act fully.
Well, if you know where to send these frequently asked questions so that they'll be seen by the right people, by all means, post it here so everybody can bombard them with comments about it. If we get enough they'll have to address it.

 
   
Made in us
Regular Dakkanaut




My Fellow Overloards

Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?
   
Made in us
Loyal Necron Lychguard




Blueguy203 wrote:
My Fellow Overloards

Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?


Nothing we have really "deals" with Guilliman other than maybe C'tan. They can MW him with Antimatter Meteor if he's the closest, and even with 3++ he'll fail some saves once you roll enough multi-damage attacks into him.

imo we deal with this army with the Gauss Pylon. It statistically drops a Stormraven per turn while we can whittle down the others.
   
Made in us
Regular Dakkanaut




Requizen wrote:
Blueguy203 wrote:
My Fellow Overloards

Now that we have dissected our troops and the possible combos we can play (for now) i think its time we start reviewing the combos and play style of our opponents and group together to figure out how we can tackle these challenges. For instance, the one that I know of is Gulliman and 6 storm ravens. The loadout for the storm ravens is 4 with plasma and 2 with AC. Because of the speed and sheer amount of fire power that the ravens can do , most of our High Str vehicles will probable be focus on them but what do we have to take care of Gulliman and his 3+ invul save?


Nothing we have really "deals" with Guilliman other than maybe C'tan. They can MW him with Antimatter Meteor if he's the closest, and even with 3++ he'll fail some saves once you roll enough multi-damage attacks into him.

imo we deal with this army with the Gauss Pylon. It statistically drops a Stormraven per turn while we can whittle down the others.


Yeah, i can see MW being the answer but just not seeing how we are going to be able to get close enough to do so unless we do a deciever bomb but that is risking alot. As for the storm raven, this is where i see the need for vehicles like the D-arks and stalkers. While yes, the Gauss pylon would be the perfect response, not every one has one so we need to have more options that most crons will have available at thier disposal.
   
Made in pl
Regular Dakkanaut




Morris782 wrote:
Doing a 750 point relic game at the store this weekend, debating my list. I am thinking as few units as possible with 1 unit of destroyers so I can go first and advance to the relic.

Debating:

Orikan vs DLord
6 Destroyers vs 5 Destroyers 1HD vs 3 Destroyers + Doomsday Ark
Balance in Warriors

Ori + warriors + 6 destroyers is what I started with, smash and grab and then turtle up. Worried it is very 1 dimensional and might get countered. Doomsday ark has won me almost every 8th edition game as the MVP, but is it worth trading off for destroyers if I am relic hunting? Also I am cursed on my heavy, I roll more 2s on him than anything even since 7th. I almost never bring him anymore but I keep thinking "Today is the day Cyquotus... today is the day you kill something." Also I just named him Cyquotus. Don't ask me how to pronounce that.

Take DDA. Put it in front. On 750 no one kill it in 1 or 2 turn. With fly and 20 atack in 12" it was very good counter for cc army. DC make it only better.
   
Made in us
Longtime Dakkanaut




Ute nation

 Klowny wrote:
 skoffs wrote:
That looks decent... though I'm wary of so many points devoted to Praetorians.


Same. I don't like their damage output. Sure they're fast and durable enough to survive attention, but 1 damage doesn't feel right. Hell even the warscythe's flat 2 damage doesn't feel right.

I've also found that while scarabs are good as screens, they fall very quick to multi-damage weapons. 3-4 is fine for a backfield DDA, but escorting a nightbringer, I'd bring 6-8 personally


Anything carrying a warscythe is slow as all get out, and the goal of an outrider lists is to be fast. I need a serious CC threat to accompany nightbringer, and the options were wraiths or prats, and prats are way more killy. Also in the warscythe comparison, RoC can shoot, so there are a lot of situations where the ROC will do as much or more damage, such as against single wound models, and/or on charge turns. The bulk of the army is already multi-wound weapons, so the loss of one damage per swing is not really that bad, and the ability to put out 30 s5 ap-3 shots in a round fills a gap in the list for large units like gaunts, necron warriors, or boyz.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gb
Regular Dakkanaut





My thoughts were to G.I the scythe 12" away teleport zhandrak 9" from the enemy for a long bomb bonus charge. Ghost walk obyron and lychguard with 6" of zhandrak making the main threat 3" from the target turn 1.

Warrior blob G.I to clear any chaff/bubble wraps and the ctan/sentinel as distractions
   
Made in us
Regular Dakkanaut




So another question I have is for those who have played against the tyranids, What combos are you seeing from them? i havent played against them yet so i am curious to see what others have been up against. Anyone know of any particular combos/units that they are running?
   
Made in se
Grisly Ghost Ark Driver





 JNAProductions wrote:
Lychguard are 2 Attacks base, right? At S7, AP-3, D2?

Whereas Flayed Ones are 4 Attacks base? At S4, AP0, D1, Shred?

If that's right, I can do the math.


I have set up a site to do napkin math, here: http://www.dice-hammer.com

... And rushed to complete a 'Melee' mode to it (top right button)... for tonight's discussion.

Skoffs: the attack count perhaps didn't get right?


Automatically Appended Next Post:
I wanted to get something out quickly and skimped on the quality checks, if someone tries it out and finds something that looks iffy, please give a holler

This message was edited 1 time. Last update was at 2017/07/12 18:36:26


 
   
Made in us
Evasive Eshin Assassin






hi all,
i hope that you dont mind a side question.
can you use wave of command on the same unit more than once from different sources?
My will be done specifically says that it can only affect a unit once per turn however wave does not.

Wave of Command - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 12" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can not be affected by Wave of Command and My Will Be Done in the same turn.

My Will Be Done - At the beginning of each of your turns, choose a friendly <DYNASTY> Infantry unit within 6" of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.

This message was edited 1 time. Last update was at 2017/07/12 18:52:54


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I'm pretty sure that two abilities that are EXACTLY the same, including name, do not stack.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nz
Dakka Veteran




I always feel bleh about running 10 Praetorians without Imotekh or Anrakyr. MWBD is too good on them.


Automatically Appended Next Post:
I always feel bleh about running 10 Praetorians without Imotekh or Anrakyr. MWBD is too good on them.

This message was edited 1 time. Last update was at 2017/07/12 18:54:59


 
   
Made in us
Loyal Necron Lychguard




Anrakyr is the only one who can give it to them, and he's not fast enough to keep up. I don't think it's really a good idea.
   
 
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