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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Ok so I've built a Necron list and it relies in my <span class="glossaryitem" onmouseover='gp(574);'>GA</span>'s reviving my warriors a lot and besides that they seem to have not her purpose but a vulnerable transport <br /> <br /> Is there something I'm missing here?? Or am I right about their untended purpose <br /> <br /> <br /> About the <span class="glossaryitem" onmouseover='gp(6);'>ap</span><br /> So basically all I can find are the guns equipped in destroyers which are to expensive for their stats or a doom scythe or doomsday ark for semi reliable ap2/3 <br /> <br /> Am I missing something or is weight if shots enough to kill terminators?? ]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2014 23:03:56]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ YES!!!!! People might say im crazy but i love ghost arks. You can call this luck of the dice but last week i took out an astra vet squad and then a vendetta in the same game.  Ghost arks are beast!!!! They are like 10 man warrior squads that repair other warrior squads. Except cheaper. I laid into my gfs 20 man warrior unit with pask and had her down to 13. After reanimation and repair  barge she was back up to 20. I was butthurt. She took down pask the same turn haha]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2014 23:15:52]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Ok so it did the same stuff a regular warrior squad did??]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2014 23:31:15]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ well i mean yes  it does. but it does more as well. It has the repair barge special rule which is awesome. I mean if ur going against armor then d3 extra warriors with gauss aint nothing to sneeze at. it gives cover to ur warrior unit if you use it correctly. it also has all the other advantages of a skimmer. Im a guard player so the guard equivalent to the ghost ark is a chimera. a ghost ark is hands down better than a chimera <span class="glossaryitem" onmouseover='gp(71);'>imho</span>. although a chimera is i think is about 70 pts less base. but if ur gonna add camo netting, dozer blade , and a weapon upgrade they are close. Im not sure what it is youre expecting it to do? but, for a transport you cant ask for anything more. What exactly is the issue your having with it and what part of av13 is weak? most guard is 13 12 10 for battle tanks and 12 10 10 for most everything else. <br /> <br /> Im wiliing to be helpful, but is this just a joke?<br /> <br /> as far as <span class="glossaryitem" onmouseover='gp(6);'>ap</span> I mean who cares? 20 warriors with rapid fire hitting on 3s? thats 40 shots that hit on 3's. I dont remember termie stats but i think they are t5? so you wound on 5s. then the invuln but termies are never easy.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 00:29:55]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ No it's not a joke <br /> <br /> <br /> And besides ghost arks what about good ap2/3 weapons?? ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 00:59:09]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ as far as <span class="glossaryitem" onmouseover='gp(6);'>ap</span> I mean who cares? 20 warriors with rapid fire hitting on 3s? thats 40 shots that hit on 3's. dont remember termie stats but i think they are t5? so you wound on 5s. then the invuln but termies are never easy.<br /> <br /> necrons arent  the easiest to play you definitely need to choose targets wisely. if ur facing termies then Scarabs scarabs scarabs everywhere. full units they soak up fire like crazy if your opponent knows whats good for him. and we are just talkin bread and butter necron units here.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:08:35]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Vulnerable? AV13, 4 hull points, jink for 4+ cover.  Open topped does reduce their durability some and expose the warriors to flamers but its not all that bad.  But a relatively cheap for its durability objective secured transport that also heals warriors and has decent shooting to boot?  They are good enough that many Necron players have started to take them over the previously auto-take night scythe.  A mix of both is best though.<br /> <br /> As far as ap2/3 weapons -- some armies are built around volume of fire ap4 to <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>- weapons.  Necrons are such an army.  That is why they have gauss rule, tesla, entropic strike, haywire, etc.  They are not meant, nor do they need much AP2 or AP3 as long as you aren't taking tesla to the exclusion of all else.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:11:48]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Well I use them with a 20 warrior squad with 3 Annhilation barges as my main gunline in the army and people have just been focusing all their fire and popping 1 of not both of them by turn 2 <br /> <br /> <br /> No my only tesla is in my night scythes and Annhilation barges everything else is gauss ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:18:48]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ what are they taking it out with? are you using scarabs? also less barges more warriors<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:22:41]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ @<span class="glossaryitem" onmouseover='gp(280);'>OP</span>, <br /> I'm also curious how the opponent is taking out 2 <span class="glossaryitem" onmouseover='gp(574);'>GA</span> in a single turn, particularly in T1 if you have night fight.  (Drop melta?)<br /> <br /> In 7th ed, Ghost arks are amazing.  They have objective secured, are AV13, can Jink and can also repair warriors.  Plus they have two gauss arrays which can shoot at different targets, which is really valuable against mech <span class="glossaryitem" onmouseover='gp(308);'>msu</span>. <br /> <br /> Thing is, you have to need those benefits in your list for it to mean anything.  In any Maelstrom mission, they are gold.  <br /> <br /> As an example, a <span class="glossaryitem" onmouseover='gp(574);'>GA</span> is 9" long.  So, if you take a <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, put 5 warriors and a couple of lanceteks in it, you can control 2 objectives with ObSec at the same time.  One is controlled by the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, the other controlled by the unit in it (in 7th, the restriction on controlling objectives while embarked was removed).  <br /> <br /> So, in your case, you are using the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> to support your blob, and it's empty.  <br /> <br /> Therefore, it is a perfect opportunity to put 4 Lanceteks in it (Harbringers of Destruction) - 35pts each for S8 AP2 on an everliving character (so can precision shot).<br /> <br /> If I feel a need for AP2, Lanceteks are my general choice.  <br /> <br /> As you are running a gunline, a stalker may also be a good option, because you get more AP2, plus twinlinking for the Lanceteks.  <br /> <br /> Other sources of possible equivalent AP2 is rending, which you get on wraiths, but also on Deathmarks.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(58);'>hth</span><br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:42:03]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Leman russes fire prisms, crisis teams, hammerheads, lascannons anything high strength really <br /> <br /> No I don't know how to use scarabs effectively yet so I don't play them <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> This is the list I am running to a decent record of 34/9/13 win tie loss <br /> <br /> Necrons 2000<br /> <br /> 185 Zandrekh <br /> <br /> 20 warriors 260 (Zandrekh)<br /> <br /> 2 ghost arks 230<br /> <br /> 20 warriors 260<br /> <br /> 2 night scythes 200<br /> 2x10 warriors 260<br /> 2 stormteks (50) voltaic staff<br /> <br /> Triarch Stalker (heat ray) 150<br /> <br /> 3 <span class="glossaryitem" onmouseover='gp(447);'>Ab</span>'s 270<br /> <br /> Royal court 160<br /> 1 vieltek (2 stormteks) 110<br /> <br /> <br /> So I basically do a gunline <br /> <br /> 10 warriors in each ark supporting 20 warriors with Zandrekh giving tank hunter or counter attack sometimes. And I put my barges in the line as high S heavy support and it's the stalker to <span class="glossaryitem" onmouseover='gp(126);'>TL</span> my warriors <br /> <br /> I use the royal court as a suicide vehicle popper squad and the warriors in the scythes as enemy deployment zone fighters <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> We mostly play purge in my store <br /> <br /> But my list usually does great at objective games as well ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:42:55]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ You must be having some pretty bad luck!<br /> <br /> Except for haywire equipped crisis suits, everything else needs to hit, a 4+ to glance (assuming S9 on front/side), then you have to fail your jink (4+, 3+ nightfight) and then they have to roll a 4+ (assuming AP1, 5+ for AP2) in order to explode it.  <br /> <br /> If you take lanceteks, you can take a solar pulse which will stack with your jink, so potentially you get 2 turns of 3+ protection.  <br /> <br /> Course, the upside is that if they are directing that much shooting at the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, they aren't shooting your <span class="glossaryitem" onmouseover='gp(447);'>AB</span>. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:52:52]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Ok no problem thats easy. take a unit (or 2)of 10  scarabs and run them at your opponent. I mean to start out with you dont really even need strategy. get them into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and let entropic strike peel away armor points. they have 3 wounds and 4  attacks but they are NOT SURVIVABLE so you need a few. If nothing else it will buy you at least a turn or to while ur opponent goes nuts trying to take them down. they are CRUCIAL!!!! if the people at ur <span class="glossaryitem" onmouseover='gp(38);'>flgs</span> dont mind go by i bag of 1 1/2 round wood circles from hobby lobby to use as their base to try them out with. itll cost you like$1.99. you will never stop using them.<br /> <br /> also, unless the other players at the place you play are competitive to the point that these games arent fun I would be asking why they hadnt suggested scarabs sooner rather than wreaking havok on your army a few times and staying quiet. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> maybe you just werent listing upgrades but youre taking res orbs right?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 01:52:58]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Good list.  <br /> <br /> Scarabs would be useful in your list as a counter <span class="glossaryitem" onmouseover='gp(19);'>CC</span> tarpit, but I don't really think you need them as more anti vehicle, there is plenty of gauss for that.<br /> <br /> You could make the <span class="glossaryitem" onmouseover='gp(546);'>NS</span> warrior squads 5 man, freeing up 130 pts.  That's 8 scarab bases, which I'd split into 2 groups of 4.  4 are easy to hide and still pack enough hits on the charge to do something useful.  Key thing is that they are fearless.  <br /> <br /> So, hide them near a blob, then if something nasty comes near, jump them out of hiding (remember they are beasts, so move 12") and tie that unit up.  Use Z to give them furious charge for the +1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, because that makes them nasty.<br /> <br /> Also, Z can give stealth, so you could potentially give one of your arks a 2+ save (Jink, nightfight, stealth) if you needed it.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 02:05:14]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ I definitely dont come on here to argue, i come to help. I think Mark is giving sound advice and is obviously very knowledgeable. The only thing I will say is that scarabs are T3. Where I play there is ALOT of guard and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> . meltas and lascannons and.... well alot of other weapons will instant death scarabs... to death hahaha. I have to run more than 4. that may not be the case in every meta.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 02:17:03]]> GMT</pubDate>
				<author><![CDATA[ i38steelrain]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/603333/6989828.page"><b>i38steelrain wrote:</b></a><br/>I definitely dont come on here to argue, i come to help. I think Mark is giving sound advice and is obviously very knowledgeable. The only thing I will say is that scarabs are T3. Where I play there is ALOT of guard and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> . meltas and lascannons and.... well alot of other weapons will instant death scarabs... to death hahaha. I have to run more than 4. that may not be the case in every meta.</div></blockquote><br /> <br /> Absolutely agree - I'd prefer to have larger squads of scarabs as well and you are absolutely right - there is a lot of stuff out there that will <span class="glossaryitem" onmouseover='gp(269);'>ID</span> them.  Also, flamers or templates of any description are bad news.  From a tactics/playability perspective, I'm always amused by the terror caused by small scarab units - it's surprising how often firepower that could be much more usefully devoted to something else goes towards killing 60pts of scarabs.  However, as they are essentially tarpits/distractions, if the opponent wants to waste flamers/melta etc on 3-4 bases of scarabs, well, I'm good with that.<br /> <br /> The primary advantage of groups of 3 or 4 scarabs is that they are really easy to hide out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.  And, in this case, the primary role is to simply tarpit a unit for a turn, which they should do providing they get the charge.   However, <span class="glossaryitem" onmouseover='gp(274);'>ymmv</span> applies big time - it does take some practice to develop a technique that works for you.  <br /> <br /> However, we may be getting a little <span class="glossaryitem" onmouseover='gp(415);'>OT</span>.  The 130 points would buy another <span class="glossaryitem" onmouseover='gp(574);'>GA</span> with change, or if you dropped a warrior from each blob, you could get another stalker.  I always prefer my stalkers in pairs.  I also prefer them with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss cannons, but that is a personal preference for longer range. <br /> <br /> Depending on how your Veiltek, 2xstormtek unit is working, you could also rework to take deathmarks.<br /> <br /> So, drop 2x5 warriors (+130), take 5 deathmarks for veiltek (-95), change 2 stormteks to Lanceteks (-20), stalker to <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss (-15).    Lanceteks go into an ark for protection.<br /> <br /> The advantage of Deathmarks is that you get the 2+ wounding mark on 1 squad (this makes a real mess of lascannon devastators <span class="glossaryitem" onmouseover='gp(17);'>btw</span>) plus rending 4+ rapid fire sniper rifles after that (which can be handy against riptides, wraithknights etc).   Plus, you get a couple of AP2 weapons and <span class="glossaryitem" onmouseover='gp(126);'>TL</span> on the Stalker.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 02:42:31]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Y'all have solid advice and I thank you ill definitely use it in the future <br /> <br /> And from what you have said I seem to be using them correctly so I guess I can't complain <br /> <br /> But again thanks for y'all's advice but sadly I'm out if money do no new models for awhile hehe ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 02:59:30]]> GMT</pubDate>
				<author><![CDATA[ BlackConsulBrother]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b3d5f45758f70650314a9503dc1e4362.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/603333/6989704.page"><b>winterman wrote:</b></a><br/>Vulnerable? AV13, 4 hull points, jink for 4+ cover.  Open topped does reduce their durability some and expose the warriors to flamers but its not all that bad.  But a relatively cheap for its durability objective secured transport that also heals warriors and has decent shooting to boot?  They are good enough that many Necron players have started to take them over the previously auto-take night scythe.  A mix of both is best though.<br /> <br /> As far as ap2/3 weapons -- some armies are built around volume of fire ap4 to <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>- weapons.  Necrons are such an army.  That is why they have gauss rule, tesla, entropic strike, haywire, etc.  They are not meant, nor do they need much AP2 or AP3 as long as you aren't taking tesla to the exclusion of all else.</div></blockquote><br /> Winterman's analysis is correct.<br /> I've never used Ghost Arks in the 6th ed. But with the new scoring rules, they become useful in a Necron army.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 06:59:58]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ Ghost arches are useful, a 20 man squad is already very durable in its own right so a decent armor save and re animation protocols, but with a ghost arch it is virtually indestructible. Armor 13 frount and side with 5+ jink if you move, and with one of the smallest rear armor zones in the game I find them quite effective. Putting 9 warriors and a haywire cryptech in there make it a very capable anti armor platform as it is open topped.<br /> <br /> As far as <span class="glossaryitem" onmouseover='gp(6);'>ap</span> weapons are concerned I've seen doomsday archs on a skysheild work wonders, also along the same lines were sentry pylons with focused death rays, and Warsythes are generally awesome but for the most part us robots rely on weight of wounds rather than high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> weapons. Tesla destructors, can't say enough good things about these weapons wounds for days and capable anti flyer because of tesla special rule.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 13:13:32]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/603333/6989764.page"><b>MarkCron wrote:</b></a><br/>@<span class="glossaryitem" onmouseover='gp(280);'>OP</span>, <br /> <br /> Therefore, it is a perfect opportunity to put 4 Lanceteks in it (Harbringers of Destruction) - 35pts each for S8 AP2 on an everliving character (so can precision shot).<br /> <br /> </div></blockquote><br /> <br /> No longer true. Char lost precision shot in 7Th.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 13:59:18]]> GMT</pubDate>
				<author><![CDATA[ Spoletta]]></author>
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				<title>Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/603333/6990985.page"><b>Spoletta wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/603333/6989764.page"><b>MarkCron wrote:</b></a><br/>@<span class="glossaryitem" onmouseover='gp(280);'>OP</span>, <br /> <br /> Therefore, it is a perfect opportunity to put 4 Lanceteks in it (Harbringers of Destruction) - 35pts each for S8 AP2 on an everliving character (so can precision shot).<br /> <br /> </div></blockquote><br /> <br /> No longer true. Char lost precision shot in 7Th.</div></blockquote><img src="/s/i/a/a0063ed0e1a62441a38f6206bd3f5ad7.gif" border="0">  thx for pointing that out.  I missed that! That's sad  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 14:09:26]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Re:Are Ghost arks worth taking/ do necrons have any competitive form if ap2/ap3 </title>
				<description><![CDATA[ I think Night Scythes are better transports. Stick a squad of warriors or immortals in one and drop it on an objective.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2014 14:17:18]]> GMT</pubDate>
				<author><![CDATA[ Random Dude]]></author>
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