Diluculo ex Milites

User avatar
Kitwulfen
Regular Poster
Posts: 55
Joined: Sat Nov 26, 2005 12:56 am
Location: VA
Contact:

Post by Kitwulfen »

As I remember, the Nightbringer is a special character. We generally don't play with special characters, only regular army lists.

ETA: And I'd probably just concentrate on making you phase out. Wouldn't bother trying to kill every single one of your units.
Logic is often nothing more than a way to err with certainty.

Better to die on your feet than live on your knees. - Emiliano Zapata

Eat, drink, and be merry; for tomorrow, we die.

User avatar
Axelgear
Regular Poster
Posts: 235
Joined: Wed Nov 22, 2006 3:30 am

Post by Axelgear »

That'd make it impossible to play against the Necrons. Their options for a command unit are both Special Characters (Necron Lord or Nightbringer).

As to Phasing Out, Necrons are tougher than a coffin nail. I walk my units up behind the Monolith, making them invulnerable to all but artillery, which isn't likely to hit anyway. When they arrive, they're ready to attack. Often I don't even need to send them out, I just send out the Nightbringer and if, by some freak circumstance of unluck, he is defeated, then I deploy the troops out the front of the Monolith.

Another fun method is to move the units into a line and let the enemy just march towards you, then move every Necron up around them. Follow up with Deep Striking in the Monolith and you're kinda trapped.
Astronomer. Sketch Artist. All-around generally creative and useless guy.

User avatar
Kitwulfen
Regular Poster
Posts: 55
Joined: Sat Nov 26, 2005 12:56 am
Location: VA
Contact:

Post by Kitwulfen »

My apologies for this late reply.

Necron Lords are not special characters. The Nightbringer and the Deceiver are both special characters. On page 27 of the Necron Codex, it lists special characters you can take. This reads as 0-1 C'tan. So you may take either the Nightbringer or the Deceiver. You incorrectly listed the stats for the Nightbringer here:
Or there's the Nightbringer. Toughness 10, Strength 8, WS 6, instant damage weapon, 4+ invulnerable save.
This is incorrect. He's S10, T8, 5 Wounds. The 4 Lascannons I currently field would definitely have him below half his wounds by the time he got into close combat. My Wolf Lord is ST5 (Mastercrafted Frostblade, +1 strength, no armor saves) WS5, but he always hits on a 3+ in close combat (Wolf Tooth Necklace) and has initiative 5. He also has something like 6 attacks. He would hit you first, and there is a good possibility he would finish off your Nightbringer after my tanks have had their way with him and your monolith.

Your monolith also must face my 4 lascannons. Taking into account the fact that 2 of them are twin-linked and my BS4, odds say that at least 3 of them will hit a turn. STR9 AP2 versus 14/14/14 means I need a 5 to glance and a 6 to penetrate. With 3 hits, odds say I'll get either a 5 or a 6 each turn. You know the damage charts as well as I do; you know you won't last long against that firepower.

The Particle Whip likely won't help you. 48" range on my lascannons versus your 24" inch range Particle Whip. It'll take you 4 turns to close from my max range to your max range (given the monolith's speed of 6 inches a turn).

Given that the Deathbringer is a special character, he cannot be given any wargear and thus lacks a resurrection orb. I may not have many weapons that are double toughness, but I've got a metric shitton of power weapons (2 per squad), so your We'll Be Back rolls will give you sad faces. My units are just as tough as yours and are much better in close combat.
Space Wolves aren't too useful against Pariahs or the Nightbringer. Warscythes ignore ALL saves automatically, no matter what. It's more than likely you can score a hit or two but their high saves and toughness whether you kill one is another story. Then, their Strength and instant-damage weapons take effect and gut your command squad.
The fact that you say I have a "command squad" shows you have little idea about how Space Wolves armies are laid out. Did you know that I can take more than 2 HQ choices? I'm required to take 1 HQ choice for every 750 points (or portion thereof) that I play with. Nowhere do I have a "command squad" listed. I may take 4-9 Wolf Guard as a bodyguard per character, up to 20 Wolf Guard total in my army. Wolf Guard have just about full access to the armory, at reduced costs. Still feeling confident?

Your Pariah's might give me trouble, but you can have a max of 10 of them, and you strike after me. When they do strike, they'd need a 4+ to hit, and a 3+ to wound. So, at best, 5 hits, then maybe 4 wounds dealt. That's assuming you lose no models from my attack, which would have landed first. Assuming that this was just a squad of Pariahs versus it's equal number of points in Grey Hunters, I'd have 16 Grey Hunters, 4 of them with Power Weapons. Versus 10 Pariah's. Can you weather 32 attacks like that, 8 of which ignore your armor save (that's no charging bonus there, my marines get 2 attacks in CC)?

Say that you're up against my Wolf Lord with your Pariahs. I strike first because, again, I'm faster. My Wolf Lord is worth about 160 points. We'll give you the benefit of the doubt and give you 5 Pariahs, or 180 points worth of units. Assuming a shootin war, you've got a high likelihood of killing (or at least Wounding) the Wolf Lord. If it was close combat, it'd be a very different story.

I5 versus your I3 means that the Lord goes first. He has 6 attacks at S5. Always hits a 3+. Going by averages, this means that 4 of his attacks are likely to hit. 2 of those will wound. No armor saves. You strike back. You have a 4+ to hit, and only 3 attacks. Again, benefit of the doubt, you'll hit twice. You've then got a 2/3rds chance of causing a wound (S5 versus T4). So you score a wound. No armor saves. This will carry on; the Wolf Lord's effectiveness will not diminish, yours will. On the second round of close combat, he will still score 2 wounds, and then you might score 1. Then you will be gone, and he'll still be standing with 1 wound.
As to Phasing Out, Necrons are tougher than a coffin nail. I walk my units up behind the Monolith, making them invulnerable to all but artillery, which isn't likely to hit anyway.
Or, I could, y'know, send my landspeeder up along the table edge and fire it's heavy bolter into your backside. That might be fun. Given that it's only 1 landspeeder, it'll probably die rather fast, but your units are not invulnerable, merely harder to hit. You also mention the following:
He's gutting enemies in melee, while the Monolith is... Well, it's doing the same. D6 attacks to every unit within 6 inches.
In the Q&A, this is clarified. The Monolith will not shoot at units currently engaged in melee. So no, it's not really doing the same, because it can't. And only an idiot would engage the Monolith in melee willingly; since it's a skimmer, it requires a 6+ to be hit in close combat. Much better to shoot it.

Necrons are not the be-all/end-all of 40k. They have their weaknesses just like everyone else. They have no long range, and they suck in close combat (except for a couple specialised units). My weaknesses are a lack of infantry-based heavy weapons, I have fewer marines than other marine armies due to the higher point cost per model.
Logic is often nothing more than a way to err with certainty.

Better to die on your feet than live on your knees. - Emiliano Zapata

Eat, drink, and be merry; for tomorrow, we die.

Post Reply