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Posted: Wed Feb 27, 2008 4:29 pm
True. I remember being in an apocalypse mega battle (All the other team members kinda bowed down to me when I unloaded all of my models) I deep struck my monolith right next to a building that was an objective, then proceeded to unload a twenty-count unit that was also in reserves into it. I slaughtered everything inside. Of course, then the guy marched his thousand sons inside and killed off my whole unit in a round of shooting.
AP3 bolters FTL.
Generally I follow the good old phalanx strategy, by keeping my units tightly knit together so the res orb keeps them strong as well as being close to their units. However, with the recent additions of tomb spyders I have a little more room to get fancy, and fancy I shall get. I plan on continuing to increase my ranks until I have the strength of a whole tomb world at my disposal. twisted
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Posted: Sun Mar 02, 2008 6:55 pm
yep, tomb spiders do rock.
but you know what else rocks? Wraiths in tight-nit cityscapes. Their jetbike-movement Through terrain and phase shift. They just hop through terrain, tearing into foes, using their phase shift to give the advantage and protect them when they arrive. Then they hop away before the enemy can bring their guns to bear. fun stuff.
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Posted: Tue Mar 04, 2008 4:32 pm
Oh yeah. On top of that rapid fire weapons dominate CoD games, so gauss flayers ftw. Another great thing to do is phase jump with monoliths. If you're playing an assault army like Khorne. They charge your lines only for your unit to get warped out of close combat and they get ripped apart by massed fire from your ENTIRE army. I've done that so many times. The look on their faces amuses me after we have the standard argument that I can't warp out of combat while the codex clearly says i can.
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Posted: Wed Mar 05, 2008 5:56 pm
monoliths are great because the Poderous rule and the power matrix rule, that and in apocalypse battles you hold them in reserve along with a few squads of warriors (one for each monolith) and when you hit a tight spot deep strike, take a turn and bring in your legion of death to rain down a terror upon the enemy, this is an awesome move and if your facing something. I find there is only one downfall in my last games and that was the phase out rule, I lost my units by the hands of the space marines led by my brother.
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Posted: Wed Mar 05, 2008 8:03 pm
I'll have to double check my codex to see whether or not that rule applies to the entire army or just the models on the table, but I'm inclined to consider the latter. Also, for monoliths, the Living Metal special rule is probably the best part about it. Only thing that gets an extra d6 to penetrate is ordinance blasts and monstrous creatures.
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Posted: Wed Mar 05, 2008 10:49 pm
[.Psycho.Doughboy.] I'll have to double check my codex to see whether or not that rule applies to the entire army or just the models on the table, but I'm inclined to consider the latter. Also, for monoliths, the Living Metal special rule is probably the best part about it. Only thing that gets an extra d6 to penetrate is ordinance blasts and monstrous creatures. See, that helps, but the best thing about the Monolith is sheer amount of misinformation that is out there for it. People think it's immune to all AT weapons, ignores Shaken and Stunned effects and can't be take weapon destroyed effects. Wheras in reality, it's no more durable against Lascannon or Railgun fire than a Land Raider
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Posted: Thu Mar 06, 2008 12:24 am
Well Oryn in truth, not all armies sport lascannons as they are so damn static, and depend on melta guns or similair weapons to do tank popping, which is where a monolith is truly scary.
Anyway, just to point out; Monsterous creautures do not get an additional d6 armor penetration on living metal, atleast, the codex says so.
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Posted: Thu Mar 06, 2008 12:41 am
Seraphine-Exalted Well Oryn in truth, not all armies sport lascannons as they are so damn static, and depend on melta guns or similair weapons to do tank popping, which is where a monolith is truly scary. Anyway, just to point out; Monsterous creautures do not get an additional d6 armor penetration on living metal, atleast, the codex says so. Every Guard and Space Marine army I have ever come up against have at least fielded a Missile Launcher (which loses no effectiveness vs. Living Metal) and las/plas is the current standard for Space Marine Squads. For other races, there's always at least one way to down the Monolith with some reliability without resorting to Melta effects, although granted for some races (Dark Eldar, Witchhunters) it's more difficult than the others.
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Posted: Thu Mar 06, 2008 12:47 am
Well, a missle launcher needs a 6 to glance which is kind of bad. Most MEQ melee armies come across bring either a dev / havoc squad with 1-3 lascannons, some obliterators or even a pred, other then that they sport power / chain fists, melta bombs and krak grenades and meltas / plasmas;
Sure, you have lascannons available, but more than 1 unit usually doesnt sync with a CC force, if such an army is made to face all commers, putting down that second heavy support squad will make necrons easier and all other armies harder. Dont missunderstand me, Im not calling the monolith "OP" or anything, just that armies made to face allcommers dont always bring lascannons en masse.
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Posted: Thu Mar 06, 2008 4:18 pm
I could have sworn monstrous creatures get 2d6+strength. The other great ting about the necrons is the mobility of some of their strongest weapons. Destroyers and Heavy Destroyers have some tough guns, and the ability to move and fire them, meaning a fair sized standard destroyer squad could come in and tear apart a devi/havoc squad before too much damage can be done to the monolith.
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Posted: Thu Mar 06, 2008 11:34 pm
Seraphine-Exalted Well, a missle launcher needs a 6 to glance which is kind of bad. Most MEQ melee armies come across bring either a dev / havoc squad with 1-3 lascannons, some obliterators or even a pred, other then that they sport power / chain fists, melta bombs and krak grenades and meltas / plasmas; Sure, you have lascannons available, but more than 1 unit usually doesnt sync with a CC force, if such an army is made to face all commers, putting down that second heavy support squad will make necrons easier and all other armies harder. Dont missunderstand me, Im not calling the monolith "OP" or anything, just that armies made to face allcommers dont always bring lascannons en masse. Most marine (loyal and chaos) I face have infantry based lascannons somewhere, and occasionally missile launchers. I actually see more of them than meltaguns (for whatever reason a lot of people seem to like plasma guns). Not so much IG and inquisition armies though. But even with them I dont see to many meltaguns. And chainfists i see even rarer, Ive maybe seen chainfists played twice since Ive been in the hobby.
Most people I meet seem to rely on heavy weapons and/or CC like monstrous creatures or P fists. Me personally I like meltas, but thats me.
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Posted: Mon Mar 10, 2008 8:16 pm
Yeah, I generally see people give tank busting duties to heavy weapon squads or monstrous creatures. As for chainfists, I think some don't care to bother, since they only can go on Terminators, if I remember correctly, and most people have better uses for them than punching tanks. Still, every so often I'll see chainfists. They're kind of popular among some of the people I see around my local shops.
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Posted: Tue Mar 11, 2008 4:00 pm
Interesting scenario I found with destroyers...
if you have a single destroyer and a single heavy destroyer, and both are within range of a rhino and a land raider. it is actually better to have the heavy D take out the rhino and leave the normal destroyer to take on the land raider. This is because the two weapons have similar penetration likelihood against the raider, (Gauss weapons rule and AP roll propability) but the normal destroyer has three shots, incresing the likelyhood of destruction.
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Posted: Tue Mar 11, 2008 6:10 pm
Intriguing. Especially knowing the first reaction is to use the big gun on the heavier armor.
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Posted: Tue Mar 11, 2008 10:01 pm
Lord Malkav Interesting scenario I found with destroyers... if you have a single destroyer and a single heavy destroyer, and both are within range of a rhino and a land raider. it is actually better to have the heavy D take out the rhino and leave the normal destroyer to take on the land raider. This is because the two weapons have similar penetration likelihood against the raider, (Gauss weapons rule and AP roll propability) but the normal destroyer has three shots, incresing the likelyhood of destruction. Eh.... well, it's true the Regular D has a greater chance to affect the target, but I'm pretty sure the Heavy D retains a greater chance to destroy. I'm pull a little Mathhammer here as I try and figure it. D vs. AV14: 3 shots x BS4 = 2 hits 2 hits x .16 (6's) = ~33% chance of affecting AV 14 .33 x .16 (chance to destroy) = 0.0528 or 5.28% chance of a single D destroying an AV14 vehicle with one round of shooting. Heavy D vs. AV14 1 shot x BS4 = .666 .666 hits x .333(glance/pen) = ~22% chance to affect AV14 Figure this as 11% chance to glance, 11% for pen. .11 glances x .16 = .0176 to destroy by glancing .11 pens x .5 = .055 to destroy by penning .55 + .0176 = .0726 or a 7.26% chance of a single Heavy D destroying an AV14 vehicle with one round of shooting. So yeah, If all you need is for the Land Raider to not shoot, or maybe it's badly damaged and you just need one more Weapon Destroyed, Immobilized or Vehicle Destroyed result, then yes, shoot the regular D at it. But if you need that LR dead, the Heavy D has a better chance to kill it.
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