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Post by jackedup on Feb 10, 2015 2:55:31 GMT
for that many points, you could bring a heirduyle and actually have a threat. I'd try it if I had the money and the rules... I only have Codexes...I don't even *know* how to use those Apocalypse Lord of War things
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Post by jackedup on Feb 9, 2015 7:18:35 GMT
many people have opinionated views on what is the "worst" tyranid in our book, and it really depends on what they are constantly facing. there are BAD choices: pyrovores, warriors, haruspex, sky-slashers, rupture cannon t-fexes, things like that, but they can be used as great units if you choose to. a brood of 3 pyros can be podded in and bring havok to a squichy backfield unit like fire warriors, pathfinders. one unit that is usually seen as a reliable is the hive crone. and while i usually still bring one to my games, i dont get TOO much use out of it. sure it keeps a stormraven away from its flying arc, and jinkimg to avoid haywire missiles, but once its trick is used up, there isnt much use out of it besides its flamer. I havent seen anyone use sky-slashers or rupture cannon t-fexes, so I'd say that those are our closest things to "worst" tyranid I like rupture Cannon T-fexes! I bring THREE. Opponents are seldom sure whether to shoot them (six S10 shots per round is no joke to vehicles), they can shoot and then electroshock grub vehicles, and have a 2+ armour save.
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Post by jackedup on Feb 7, 2015 13:23:30 GMT
At first I wasn't really interested in this idea. After giving it some thought.. isn't it completely viable to spam tyrannocytes? given they aren't included as part of your heavy support restrictions, how many can one actually play? If there's really no restriction to the number you can play, you could practically use up to 15 pods in a 1500 point game. that's a lot of MCs. granted they wont really get to shoot but if your opponent can't handle getting rid of them and they just sit around objectives then isn't it possible to win via objectives? just being curious here There are some people in my area who do this, and one guy does have a few Tyrannocytes with FIVE venom cannons. Doesn't carry anything. I do wonder if that would actually work; it sounds like it would be really great for breaking up mobs.
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Post by jackedup on Feb 7, 2015 8:26:47 GMT
Just asking around peeps - how many of you are using tyrannocytes to just float around and shoot people, or are using it more for that purpose than to really transport things (e.g. you have way more Tyrannocytes than things to drop)?
How well is that working out overall?
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Post by jackedup on Feb 5, 2015 9:41:54 GMT
Wraith will be the bread and butter of necron armies... I dont like how stupid good they are and seeing wraith spam will make things very difficult indeed. How will most of you deal with such a thing? I mean, before I would shoot it to death and charge with gargoyles who would then hit first and maybe kill some off before they struck. Now they hit first, are harder to wound and still have 2 wounds... yup... hurtfull Two broods of 30 gaunts with devourers.
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Post by jackedup on Feb 4, 2015 3:09:21 GMT
I used to strip the paint properly and everything but now I just paint over it. I'm too lazy and there are too many to do!
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Post by jackedup on Feb 2, 2015 4:09:25 GMT
Guys, quick question. Can the Wraiths charge through a unit towards the unit behind it? (Assume there will be enough space to place the wraiths)
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Post by jackedup on Jan 28, 2015 16:31:21 GMT
Thanks Jackedup for all those tasty news! I wanted to ask though if it's posible to get details on weapon stats. Many recently revised books have had some of the old weapons reinvented (salvos, range change and what not). So could you tell us the stats for the 3 weapon famillies in the necron family - Gauss, Tesla, Particle? Gauss - All Gauss weapons are 24", except for heavy gauss cannon (36") Auto wound and glance on a 6 (to wound) Gauss Blaster S5 AP4, Rapid Fire Gauss Flayer S4 AP5, Rapid Fire Gauss Flayer Array S4 AP5, Salvo 5/10, Independent Targeting Gauss Cannon S5 AP3, Heavy 2 Heavy Gauss Cannon S9 AP2, Heavy 1 Gauss Flux Arc S5 AP4, Heavy 3, Independent Targeting ______ Particle (all 24" except the caster, which is 12") Particle Beamer S6 AP5, Heavy 1, Blast Particle caster S6 AP5, Pistol Particle shredder S7 AP4, Heavy 1, Large Blast Particle Whip S8 AP3, Ordnance 1, Large Blast ______ Tesla (all 24") Tesla Cannon S6 AP- , Heavy 2 Tesla Carbine S5 AP- , Assault 1 Tesla Destructr S7 AP- , Heavy 4 Tesla Sphere S7 AP- , Heavy 5 To-hit rolls of 6 inflict two additional hits
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Post by jackedup on Jan 28, 2015 16:20:46 GMT
jackedup, sorry to bother you, but I was wondering if you could confirm something? Over on Dakka, one poster states that they've seen the book, and the new Decurion detachment gives a couple of benefits. These benefits are: +1 to reanimation protocols for all models in the Decurion, and an improvement to Living Metal. Apparently these benefits are listed in the Decurion double-page spread in the bottom right hand corner. Would you be able to look at your book and see whether that is correct? Command Benefits: Models in this detachment with the Reanimation Protocols special rule receive +1 bonus ti Reanimation protocol rolls. Models in this detachment with living metal ignore the effect of crew stunned and crew shaken, but still lose a hull point.
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Post by jackedup on Jan 28, 2015 16:18:06 GMT
Answering some quick questions. Guys, for stuff like technoarcana gear, it was answered somewhere in the thread earlier. Do browse back and I'm sure you'll find it. And now, as to some other questions...
Canoptek Spyders (50 pts, MC)
WS3 BS3 S6 T6 W3 I2 A2 Ld10 Sv3+
Fearless
Once per friendly movement phase, add 1 scarab base to any scarab swarm within 6". Roll a D6, and the Spyder takes a wound on a 1.
May include up to two additional Spyders (50pts per model) Any model may take a Fabricator Claw Array (5pts) Any model may take a gloom prism (10 pts) Any model may take a twin linked particle beamer (10pts per model)
Doom Scythe (160 pts, Flyer)
BS4 AV11 all around, HP3
Death Ray, Twin Linked Tesla Destructor
Living Metal, Supersonic
Necron Lords are 50 points, stats same as before, can take the wargear, artefacts, etc.
Warscythe is +2 Strength, AP2, Armourbane, Two-Handed
Necron units are still Ld.10 all around
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Post by jackedup on Jan 28, 2015 4:23:41 GMT
except only warriors and IC's can go in ghost arks according to the leaked pics I can confirm this. I just saw it in the "transport" section of the ghost Ark. Only wariors and IC can ride the ark.
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Post by jackedup on Jan 28, 2015 4:22:42 GMT
Uhg, with this force org stuff. It reads like japanese stereo instructions. It was confusing in the 7th ed BRB, and this only muddies the waters. Who designs a game where you need a forum of people deciphering intent, just to put together the army you want to play with?! Between this and the insane retail price points, it's like they're TRYING to firewall the hobby against new players... -trip Honestly, I think the new method is easier for new players than it is for those of us with previous editions stuck in our heads. It's not inherently difficult, but it's completely different to how it worked before, which messes us up. I agree in the sense that new players can aim to collect certain formations, and won't be stunned by the variety of choices available. Previously a new player would have to consider hundreds of factors in building a list, and there was a worry they'd waste money buying the "wrong" figures. Formations provide a general guideline on which models for them to collect.
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Post by jackedup on Jan 28, 2015 3:24:05 GMT
Thank you again Jackedup! Could you provide the Obelisk entry including cost? Obelisk (300 points, Superheavy vehicle, skimmer) BS4, AV14 all around, HP6 Four Tesla Spheres: 24", S7 AP-, Heavy 5 Terrain within 18" is dangerous terrain, even for FMCs and Flyers that don't usually take DT tests. An Obelisk can come into play as "powered down", in which case it has 3++, and cannot move or shoot. During the movement phase it can power up, and once powered up it cannot power down again. An Obelisk entering from deep strike is always powered up.
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Post by jackedup on Jan 28, 2015 3:18:21 GMT
Where I stay, the game store is an hour's drive, and it can be troublesome bringing our stuff down. So I notice one of the other players lives about two blocks from me. Last week I got his number, and today I called to ask if he wants a lift to the store this weekend. There are some games going on.
Me: You want a lift? I can swing by and pick you up.
Him: It depends, are you playing?
Me: Yep.
Him: Then I can't.
Me: How come?
Him: You might see what I'm bringing and then tailor your list. It's happened before.
Me: I won't. And it isn't a tournament or anything.
Him: Sorry, but I don't know you well enough to trust you.
Honestly, it's like he was protecting nuclear launch codes or something. I can only imagine how he acts in an actual tournament.
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Post by jackedup on Jan 27, 2015 18:43:29 GMT
kay guys, last ones then I gotta run.
Tomb Blades (54 points, Fast Attack, unit of 3)
WS4 BS4 S4 T5 W1 I2 A1 Ld10 Sv.4+
Twin linked gauss blasters
Reanimation Protocols
May include up to sevena dditional tomb blades (18 pts per model) Any model may exchange twin linked gauss blasters fr twin linked tesla carbines(free) or particle beamers (2 pts per model) Any model may take shieldvanes (2 pts per model) Any model may take one of the following: Shadowloom (1pt per model), Nebulosocope (2 pts per model)
Warriors and Immortals can use Night Scythes as a dedicated transport.
The fluff in the Codex seems okay to me, if a bit simplistic (evil tomb kings in space) but I did not read the 5th Ed one.
Gauntlet of Fire: Template, S4 AP5, Assault 1
Void Blade: User Strength, AP4, Entropic Strike, Rending
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