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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

nordsturmking wrote:
 CthuluIsSpy wrote:



Monoliths lost their ability to draw necrons to their gate too, which is something they had for 5 editions. At least they can now be deepstruck, I guess. As they should be.


What do you mean by that? Necrons can still use Monolith to enter the battlefield.

I really like the 8th necrons more than the 7th. except for maybe the Spyder which is to expensive now for what is does and can be kill with just 3.1 las cannon shots. in 7th it took 5.5 to kill it and it was 35% cheaper.



I wasn't talking about entering from reserves, I was talking about how the monolith used to summon a unit on the table to its gate.
From 3rd ed until now, the monolith had an ability where you would select a unit on the table within a certain distance from the monolith, and place them infront of the monolith's gate. That is how necrons used to, and should, get around. Its not the same as using the monolith to enter the field from reserves.
Now it doesn't do that anymore, and that's a bit of flavor and utility lost.

This message was edited 3 times. Last update was at 2017/06/07 18:58:38


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Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in de
Mighty Chosen Warrior of Chaos






 CthuluIsSpy wrote:
nordsturmking wrote:
 CthuluIsSpy wrote:



Monoliths lost their ability to draw necrons to their gate too, which is something they had for 5 editions. At least they can now be deepstruck, I guess. As they should be.


What do you mean by that? Necrons can still use Monolith to enter the battlefield.

I really like the 8th necrons more than the 7th. except for maybe the Spyder which is to expensive now for what is does and can be kill with just 3.1 las cannon shots. in 7th it took 5.5 to kill it and it was 35% cheaper.



I wasn't talking about entering from reserves, I was talking about how the monolith used to summon a unit on the table to its gate.
From 3rd ed until now, the monolith had an ability where you would select a unit on the table within a certain distance from the monolith, and place them infront of the monolith's gate. That is how necrons used to, and should, get around. Its not the same as using the monolith to enter the field from reserves.
Now it doesn't do that anymore, and that's a bit of flavor and utility lost.


Ah ok my bad you're right. I now what you mean. I havent used a monolith for a while i forgot about that ability.

This message was edited 1 time. Last update was at 2017/06/07 19:06:47


 
   
Made in us
Longtime Dakkanaut







In 3rd edition, the Monolith notably had the ability to pull Necron units that were in melee out of melee. Units that went through a gate could reroll failed WBB rolls.

Which led to hilarity like the Wraithwing comedy lists but that was a rather silly era.
   
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on the forum. Obviously

 MagicJuggler wrote:
In 3rd edition, the Monolith notably had the ability to pull Necron units that were in melee out of melee. Units that went through a gate could reroll failed WBB rolls.

Which led to hilarity like the Wraithwing comedy lists but that was a rather silly era.


Yeah, I remember that. That was a fun ability. I kind of understand why they dropped the withdraw from melee aspect, because that was a pretty potent power, though with the new fallback rule they can probably bring it back.
I wouldn't want the rerolls back, because the ghost ark and res orb already do that now; having 3 sources of RP rerolls would be excessive.

This message was edited 2 times. Last update was at 2017/06/07 19:12:27


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Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Longtime Dakkanaut







Agreed. Really, the more I think of it, the more I really appreciate the design of 3rd ed Necrons. They had very little variety but the army was very focused in purpose. Little things, from Immortals being your "Fire Support" Elite to Pariahs being your troubleshooter (Fearless but no WBB), to Tomb Spyders letting you have Necrons from a wiped-out unit potentially join another identical unit...

All in all it led to an army that was definitely more than the sum of its parts.
   
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Evasive Eshin Assassin






sorry if this has been asked but what happens when a multi wound model is returned via reanimation, does it come back with full wounds?
   
Made in fr
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on the forum. Obviously

 usernamesareannoying wrote:
sorry if this has been asked but what happens when a multi wound model is returned via reanimation, does it come back with full wounds?


No one really knows. Its not actually clear, as usually GW specifies if they come back with all wounds or not.
I'm assuming that they come back with all wounds, as there is no specification, but it could be an oversight on their part.

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Westwood lives in death!
Peace through power!

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Made in us
Evasive Eshin Assassin






it would seem odd to have a bunch of single wound models reappear to mix in with other multi wound models.

this one is a definite ugh...!
   
Made in us
Clousseau





East Bay, Ca, US

Yes, TAC marines cannot kill Necrons at full strength without battleshock.

It actually goes further than this.

10 terminators firing storm bolters at rapid fire range into Necron warriors that don't fight back, also can't kill the Necrons unless there are godawful rolls on the Necron player's part.

The Necrons in this case stabilize around 7 warriors.

If we continue going up, if everyone rolls over time at the expected value, 58 boltgun or equivalent are needed to kill the necrons. Basically that's where you get your casualties per turn to be above 9.49.

If we just *set* the casualties per turn to 10 - you just snap your fingers and 10 necrons die - it would take you an expected 5 turns of finger snapping to eliminate a squad of 20 necrons.

And this is about 58 boltgun shots.

Are necrons broken? who knows. if they're not affected by battleshock and can reanimate on 4s, hell yes. this is absurd.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Auspicious Aspiring Champion of Chaos






 Marmatag wrote:
Yes, TAC marines cannot kill Necrons at full strength without battleshock.

It actually goes further than this.

10 terminators firing storm bolters at rapid fire range into Necron warriors that don't fight back, also can't kill the Necrons unless there are godawful rolls on the Necron player's part.

The Necrons in this case stabilize around 7 warriors.

If we continue going up, if everyone rolls over time at the expected value, 58 boltgun or equivalent are needed to kill the necrons. Basically that's where you get your casualties per turn to be above 9.49.

If we just *set* the casualties per turn to 10 - you just snap your fingers and 10 necrons die - it would take you an expected 5 turns of finger snapping to eliminate a squad of 20 necrons.

And this is about 58 boltgun shots.

Are necrons broken? who knows. if they're not affected by battleshock and can reanimate on 4s, hell yes. this is absurd.


Some people read that math and think "Necrons are broken". I read it and think "guess I shouldn't try to table Necrons". Our mobility isn't great. Play the mission.

edit: and that was not necessarily directed at you, Marmatag. Just general advice to anyone complaining that my armies is hard to kill. Yeah. We know. That's kind of our thing. It's like saying Orks have a lot of models on the table or Tau are good at shooting. That's kind of the point.

This message was edited 1 time. Last update was at 2017/06/07 20:43:37


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Little Rock, Arkansas

I also looked at warrior math.
A tac squad armed with the best loadout for fighting them in a shootout against equivalent points of warriors (15) with no aura buffs, ie grav cannon, plasma gun, and combi plas, will die in 3 turns even if the marines get to shoot first. The warriors end up winning turn 3 with 8 standing.

a squad with plasma pistol power sword sarge and nothing else charging into combat lasts quite a bit longer, but doesn't even get the equivalent 12 warriors to fall below 8 at any point. The crons will also outnumber the marines at all times, which means they will control any objective the squads are squabbling over.

That doesn't mean they're better in all situations, but in a direct competition, even when loaded out efficiently for the job, the tacs cannot beat their own point value of warriors.

Although it is hard for me to say they're not better in all situations when they have much higher LD, better durability, and a better gun, while being cheaper.

Obviously the way to beat a squad of warriors is to overwhelm it with excessive force, IE other units, but that brings up the question of exactly what the rest of the necron army is doing.

After playing a bit against a necron friend who is also a tourney player like me, I've come to the conclusion that if the crons are played carefully, and no squad is left isolated, with no repercussions to the opponent attacking that squad, the cron army is a wee bit strong for its points.

This message was edited 2 times. Last update was at 2017/06/07 21:02:17


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 niv-mizzet wrote:
I also looked at warrior math.
A tac squad armed with the best loadout for fighting them in a shootout against equivalent points of warriors (15) with no aura buffs, ie grav cannon, plasma gun, and combi plas, will die in 3 turns even if the marines get to shoot first. The warriors end up winning turn 3 with 8 standing.

a squad with plasma pistol power sword sarge and nothing else charging into combat lasts quite a bit longer, but doesn't even get the equivalent 12 warriors to fall below 8 at any point. The crons will also outnumber the marines at all times, which means they will control any objective the squads are squabbling over.

That doesn't mean they're better in all situations, but in a direct competition, even when loaded out efficiently for the job, the tacs cannot beat their own point value of warriors.

Although it is hard for me to say they're not better in all situations when they have much higher LD, better durability, and a better gun, while being cheaper.

Obviously the way to beat a squad of warriors is to overwhelm it with excessive force, IE other units, but that brings up the question of exactly what the rest of the necron army is doing.

After playing a bit against a necron friend who is also a tourney player like me, I've come to the conclusion that if the crons are played carefully, and no squad is left isolated, with no repercussions to the opponent attacking that squad, the cron army is a wee bit strong for its points.


Would you mind posting the math you used? I'd be interested to see it, and it would add to the discussion

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Ute nation

Necrons suffer battle shock just like everyone else, and RP on 4's only happen when they are within 3" of a cryptek.

Also at 10 warriors dead a round battle shock is getting another 3.5, so it would actually take 3 turns to kill a warrior blob. The cutoff for RP to be a loosing battle is 7 dead a turn, or 8 with a cryptek nearby.

Once again though you can completely bypass this, by doing around 14 casualties and letting battle shock finish the job. We are not talking about 7th ed crons where you would figure out the amount of bullets required and then double it, we are talking about units as difficult to kill as a scout marine in the open. The amount of effort you are spending on this thread seems disproportionate to the actual challenge of dealing with the problem on the game board.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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Little Rock, Arkansas

 Grimgold wrote:
Necrons suffer battle shock just like everyone else, and RP on 4's only happen when they are within 3" of a cryptek.

Also at 10 warriors dead a round battle shock is getting another 3.5, so it would actually take 3 turns to kill a warrior blob. The cutoff for RP to be a loosing battle is 7 dead a turn, or 8 with a cryptek nearby.

Once again though you can completely bypass this, by doing around 14 casualties and letting battle shock finish the job. We are not talking about 7th ed crons where you would figure out the amount of bullets required and then double it, we are talking about units as difficult to kill as a scout marine in the open. The amount of effort you are spending on this thread seems disproportionate to the actual challenge of dealing with the problem on the game board.


Necron handbook page 1 paragraph 1 line 1
Thou shalt not spend command points except to save units from dying to morale, and shattering the enemy's plan after he can no longer do anything about it.

in other words, your clever plan doesn't work.


Automatically Appended Next Post:
 EnTyme wrote:
 niv-mizzet wrote:
I also looked at warrior math.
A tac squad armed with the best loadout for fighting them in a shootout against equivalent points of warriors (15) with no aura buffs, ie grav cannon, plasma gun, and combi plas, will die in 3 turns even if the marines get to shoot first. The warriors end up winning turn 3 with 8 standing.

a squad with plasma pistol power sword sarge and nothing else charging into combat lasts quite a bit longer, but doesn't even get the equivalent 12 warriors to fall below 8 at any point. The crons will also outnumber the marines at all times, which means they will control any objective the squads are squabbling over.

That doesn't mean they're better in all situations, but in a direct competition, even when loaded out efficiently for the job, the tacs cannot beat their own point value of warriors.

Although it is hard for me to say they're not better in all situations when they have much higher LD, better durability, and a better gun, while being cheaper.

Obviously the way to beat a squad of warriors is to overwhelm it with excessive force, IE other units, but that brings up the question of exactly what the rest of the necron army is doing.

After playing a bit against a necron friend who is also a tourney player like me, I've come to the conclusion that if the crons are played carefully, and no squad is left isolated, with no repercussions to the opponent attacking that squad, the cron army is a wee bit strong for its points.


Would you mind posting the math you used? I'd be interested to see it, and it would add to the discussion


Just standard shooting math. I did round at the end of turns for casualties, just because I hate mathing out that ".33 of a marine also shoots." But the result was one-sided enough that rounding a quarter or third of a casualty couldn't make a difference.

As a side benefit, I found that, at least in this situation, a combi-plasma double-firing at -1 to hit is actually SLIGHTLY better than just firing the plasma. Like .89 wounds from a plasma gun and .92 from a combi double firing with penalty, so EXTREMELY slight.

This message was edited 3 times. Last update was at 2017/06/07 21:15:37


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Insane bravery is expensive, and I've only seen it delay the inevitable. Beyond that you only get to spend command points once per player turn, so if I rerolled a die earlier in the turn I'd be out of luck.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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Clousseau





East Bay, Ca, US

How about this - without doing the math beforehand, come up with what you believe is the optimal loadout for a squad of 10 TAC to fight a squad of 20 Necron Warriors. Or, just pick another squad. It doesn't have to be TACs. The ideal marine unit to engage and win a fight against necrons.

I will do the math and share the results.

This message was edited 4 times. Last update was at 2017/06/07 21:31:38


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Longtime Dakkanaut




Ute nation

If it's any range, Heavy bolter, Flame thrower, combi flamer.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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Snord




Midwest USA

 Marmatag wrote:
How about this - without doing the math beforehand, come up with what you believe is the optimal loadout for a squad of 10 TAC to fight a squad of 20 Necron Warriors.
How about three options from someone who was lurking on this thread:
Option 1
Tactical Squad
- Sgt. w/ Combi-plasma
- Plasma gun
- Plasma Cannon

Option 2
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Heavy Bolter

Option 3
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Missile Launcher
   
Made in gb
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I rather like the look of spyders with the repair claws healing d3 wounds to squishy(ish) necron vehicals as it could really keep out fire power going and maybe chucking out scarabs to replenish a unit nearby which can act as bubble wrap against assault on the armour. Sure there 80ish pts each(&only heal once per turn) but if you have a vehical heavy list could prove useful.
   
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BunkhouseBuster wrote:Option 2
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Heavy Bolter

Option 3
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Missile Launcher


Options 2 and 3 aren't viable.

You have to be within 8 inches to use a flamer, and flamers only deal 1d6 S4, no rend hits.

Which means that the marines will already have had to have weathered necron gunfire.

And then there's the problem:

Do we charge the necrons or not?

1. If we charge the necrons, then we can't do sufficient damage to ensure that necrons don't get back up. And point for point, we are at a disadvantage. We're using a more expensive unit to tie up a less expensive unit.

2. If we don't charge the necrons, then not only do we lose more models to necron guns, but we likely get charged anyway.

No. The only viable way to put necrons down is at range, but we can't put out enough shots to matter.

This message was edited 2 times. Last update was at 2017/06/07 21:56:11


 
   
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Blood-Drenched Death Company Marine




Little Rock, Arkansas

 Grimgold wrote:
Insane bravery is expensive, and I've only seen it delay the inevitable. Beyond that you only get to spend command points once per player turn, so if I rerolled a die earlier in the turn I'd be out of luck.


Incorrect. You may use EACH stratagem once per PHASE. pg 215 box under the mission tables detailing matched play rules.

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Really, what is consistently infuriating to me, as a marine player, about necrons, is that necrons and marines basically both pay for the same thing: durability.

Marines pay their points cost for the 4s on their statline and that 3+ armor save.

Necrons are even MORE durable and have better basic guns than marines, but consistently are undercosted relative to marines.

This message was edited 1 time. Last update was at 2017/06/07 21:58:06


 
   
Made in us
Snord




Midwest USA

 Traditio wrote:
BunkhouseBuster wrote:Option 2
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Heavy Bolter

Option 3
Tactical Squad
- Sgt. w/ Combi-Flamer
- Flamer
- Missile Launcher


Options 2 and 3 aren't viable....
It is a perfectly viable option, and I have seen players (and myself) take those Tactical Marine loadouts before. It is possible that the target Necron unit was focusing on other targets, or the Marines made all of their saves on their way into range, or the Marines just disembarked out of a Rhino that protected them until they got within range. There are many variable that can take place that can change the situation.
   
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Blood-Drenched Death Company Marine




Little Rock, Arkansas

 Marmatag wrote:
How about this - without doing the math beforehand, come up with what you believe is the optimal loadout for a squad of 10 TAC to fight a squad of 20 Necron Warriors. Or, just pick another squad. It doesn't have to be TACs. The ideal marine unit to engage and win a fight against necrons.

I will do the math and share the results.



I did it already for tacs. it's grav cannon plasmagun combi-plasma. On t4 w1 the GC's greater number of shots than a plasma cannon makes it strictly better in this situation. (both wounding on 3's no save, and the GC is 4 shots.)

It did not turn out well for the tacs.

You could try a quad grav cannon dev squad with combi plasma sarge and full compliment of meat shields? That's 257 points.

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 Grimgold wrote:
Insane bravery is expensive, and I've only seen it delay the inevitable. Beyond that you only get to spend command points once per player turn, so if I rerolled a die earlier in the turn I'd be out of luck.


Its once per phase not player turn...
   
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Clousseau





East Bay, Ca, US

Let's start with flamer, heavy bolter, combi-flamer.

I've not seen all the rules, so correct me if i make a mistake in my assumptions.

Assumptions:
1. The combi-flamer sergeant fires both the flamer and the combi-gun.
2. The heavy bolter does not move, and hits on 3s.
3. Flamers are strength 4, -0AP, 1 wound, with D6 hits.
4. All boltguns are in rapid fire range.
5. The rapid fire combi-flamer boltgun portion hits on 4s.
6. The TAC squad shoots first.
7. The Necrons are not allowed to fire Rapid Fire, and fire 1 shot per Necron.
8. The Marines are in cover.
9. I will round up in favor of the marines, and against the Necrons. (for example, necrons dealing 1.67 wounds means 1 wound).
10. Necrons only reanimate on their turn.
11. The Necron player horribly misplays and doesn't charge the marines, which would take away their cover & heavy/special weapon advantages in this scenario.

We'll be looking at expected values.

This TAC squad expects to do 4.78 wounds per shooting phase. Let's round this to 5.

TAC Marine Volley 1: The Necrons are dropped to 15.

Necron Volley 1: Necrons deal 1.67 wounds, for a total of 1 marine dead. It kills a bolter marine. Necrons reanimate 5/2 = 2, for a strength of 17.

TAC Marines Volley 2: Necrons are dropped to 12. The expected wounds is 4.44, which we round to 5.

Necron Volley 2: Necrons deal 1.34 wounds, for a total of 1 marine dead. It kills a bolter marine. Necrons reanimate 8/2 = 4, putting their total at 16.

TAC Marines Volley 3: Deal 4.11 expected wounds. We'll round this to 5. Drops necron total to 11.

Necron Volley 3: Kills 1 more bolter marine. 9/2 = 4. Total necrons =15.

Marine Volley 4: Now they're only killing 4 necrons. Dropped back to 11.

Necron Volley 4: Kills 1 more bolter marine. 9/2 = 4 total necrons 15.

Marine Volley 5: 3.44 expected wounds, we'll say they kill 4. Necrons back to 11.

At this point we're at a stable state where the wounds expected by the necrons is less than or equal to what they will heal. Over time, Necrons win this fight, even with the assumptions totally favorable for marines.

If Necrons are allowed to rapid fire in this edition they slay the marines horribly. Further if you take away the cover save of the marines this is a joke.

This message was edited 3 times. Last update was at 2017/06/07 22:02:08


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
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BunkhouseBuster wrote:It is a perfectly viable option, and I have seen players (and myself) take those Tactical Marine loadouts before. It is possible that the target Necron unit was focusing on other targets, or the Marines made all of their saves on their way into range, or the Marines just disembarked out of a Rhino that protected them until they got within range. There are many variable that can take place that can change the situation.


"...the marines made all of their saves on their way into range"?

No.

That's not how you measure whether or not something is viable. The exception is not the statistical norm.

The fact that it was technically possible to kill a flyrant in one turn with boltguns in 7th edition did not make boltguns a viable answer to flyrants.

It's true that rhinos can be part of the equation, but then we're not dealing with a tactical squad. We're dealing with a tactical squad IN ADDITION TO a 70+ point vehicle.

Which means that the load-out is even LESS viable, because we're talking about spending hundreds of points to MAYBE (not guaranteed) deal with a much less expensive unit.

This message was edited 1 time. Last update was at 2017/06/07 22:04:30


 
   
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Clousseau





East Bay, Ca, US

Now, let's redo this with some more realistic assumptions:

Assumptions:
1. The combi-flamer sergeant fires both the flamer and the combi-gun.
2. The heavy bolter does not move, and hits on 3s.
3. Flamers are strength 4, -0AP, 1 wound, with D6 hits.
4. All boltguns are in rapid fire range.
5. The rapid fire combi-flamer boltgun portion hits on 4s.
6. The TAC squad shoots first.
7. The Necrons are allowed to fire Rapid Fire, and fire 2 shots each.
8. No one is in cover
9. I will round normally.
10. Necrons only reanimate on their turn.

Turn 1 Marines. Marines deal 5 wounds.
Turn 1 Necrons: Necrons deal 5 wounds, and regenerate to 17.
Turn 2 Marines: Marines deal 3 wounds.
Turn 2 Necrons: Necrons deal 4.67 wounds. We'll call it 4. Necrons regenerate to 17.

marines are basically dead.

This message was edited 1 time. Last update was at 2017/06/07 22:06:09


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
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Blood-Drenched Death Company Marine




Little Rock, Arkansas

 Marmatag wrote:
Now, let's redo this with some more realistic assumptions:

Assumptions:
1. The combi-flamer sergeant fires both the flamer and the combi-gun.
2. The heavy bolter does not move, and hits on 3s.
3. Flamers are strength 4, -0AP, 1 wound, with D6 hits.
4. All boltguns are in rapid fire range.
5. The rapid fire combi-flamer boltgun portion hits on 4s.
6. The TAC squad shoots first.
7. The Necrons are allowed to fire Rapid Fire, and fire 2 shots each.
8. No one is in cover
9. I will round normally.
10. Necrons only reanimate on their turn.

Turn 1 Marines. Marines deal 5 wounds.
Turn 1 Necrons: Necrons deal 5 wounds, and regenerate to 17.
Turn 2 Marines: Marines deal 3 wounds.
Turn 2 Necrons: Necrons deal 4.67 wounds. We'll call it 4. Necrons regenerate to 17.

marines are basically dead.


Try the grav cannon devs + combi plasma sarge and meat shields. I think it's a lot closer of a match if the crons don't charge, like if they don't want to leave an objective.

Also I think you can assume the cron player is willing to spend at least 2 cp on the squad once, out of his easily obtained 6 or probably higher.

Failing that I don't think any of the standard infantry units in marines have a prayer without a character.

This message was edited 1 time. Last update was at 2017/06/07 22:13:20


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 niv-mizzet wrote:
 Marmatag wrote:
Now, let's redo this with some more realistic assumptions:

Assumptions:
1. The combi-flamer sergeant fires both the flamer and the combi-gun.
2. The heavy bolter does not move, and hits on 3s.
3. Flamers are strength 4, -0AP, 1 wound, with D6 hits.
4. All boltguns are in rapid fire range.
5. The rapid fire combi-flamer boltgun portion hits on 4s.
6. The TAC squad shoots first.
7. The Necrons are allowed to fire Rapid Fire, and fire 2 shots each.
8. No one is in cover
9. I will round normally.
10. Necrons only reanimate on their turn.

Turn 1 Marines. Marines deal 5 wounds.
Turn 1 Necrons: Necrons deal 5 wounds, and regenerate to 17.
Turn 2 Marines: Marines deal 3 wounds.
Turn 2 Necrons: Necrons deal 4.67 wounds. We'll call it 4. Necrons regenerate to 17.

marines are basically dead.


Try the grav cannon devs + combi plasma sarge and meat shields. I think it's a lot closer of a match if the crons don't charge, like if they don't want to leave an objective.

Failing that I don't think any of the standard infantry units in marines have a prayer without a character.


Grav cannon dev squad fires 12 boltgun shots and 16 grav cannon shots per round. The expected wounds this deals to the Necron warriors is 9.

Assuming the Necron player doesn't fire back because he just doesn't even care to.

Turn 1: 9 wounds
Regenerate: 4 necrons (15 total)
Turn 2: 9 wounds
Regenerate: 7 necrons (13 total)
Turn 3: 9 wounds
Regenerate: 8 necrons (11 total)
Turn 4: 9 wounds
Regenerate: 9 necrons (11 total)

stable state.

So the expected outcome is that the grav dev squad is unable to kill 20 warriors.

Again, I don't know how battleshock affect Necrons & their RP

And, again, if the Necrons fire first, they're going to win even against grav dev squad handily.

it's also worth pointing out that it would really be 40 necron warriors equivalent to cost of the grav squad, lol.

This message was edited 4 times. Last update was at 2017/06/07 22:19:46


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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