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Post by Norton on Apr 17, 2007 0:34:07 GMT -5
I'm OK with 1 monolith, I would NEVER like to see a 2nd one taken though.
On the same point, I am slightly MORE annoyed by taking ONE veil of darkness.
And i'm downright discouraged when i see both in the same army.
The veil lets you dance around way more then should be allowed in 40k, taking entire shooting squads with it, this can and is over abused all too often.
At least the monolith only lets you summon units to it, instead of taking them wherever you want on the table...
The lord is a fine fighty choice, with or without the scythe. Of course destroyer body helps a bit too. Oh noes, your lord only hits on 4's boo hoo, he's still T5 with an option for T6 and jetbike speeds, can have a weapon that say no armor OR invuln. yah, he's a real HTH slacker there alright... /sarcasm.
CCourtney has a very competitive list, very well painted (if you like that white, crisp lines with smooth finish look ;D) and he has managed to take everything in the list, more armies should look to this as inspiration. Not to mimic his army, but to see an option that isnt obvious otherwise.
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Post by skyth on Apr 17, 2007 17:08:56 GMT -5
I'm annoyed when I don't see multiple ways for Necrons to take things out of close combat. It isn't fun for me to play against someone that doesn't have that as it's less of a challenge, plus the teleporting out is part of the 'flavor' of Necrons much like having buffed-up daemon princes is part of the 'flavor' of Chaos.
The more mobility an army has the more fun it is to play and play against (In my opinion). Probably why I prefer mechanized armies.
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Post by Wolf Lord Snorville on Apr 17, 2007 22:55:35 GMT -5
The point that is trying to be made by Norton is that when you read more of the necron codex than
Monolith, C'tan, veil, orb, lord, warrior, immortal, destroyer
it is possible to create an army that is more tacticly flexible and has other options when close combat presents itself.
When adding "flavor" to an army, Norton prefers to use all the spices, not just empty out the pepper shaker because it's the easiest to use.
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Iron Warrior
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Post by Iron Warrior on Apr 17, 2007 23:41:20 GMT -5
Mmmmmm, spices. ;D
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Post by Catachan Colonel on Apr 18, 2007 7:56:39 GMT -5
I'm annoyed when I don't see multiple ways for Necrons to take things out of close combat. the teleporting out is part of the 'flavor' of Necrons much like having buffed-up daemon princes is part of the 'flavor' of Chaos. Just like the large unit of flayed ones running into close combat is in the flavor of necrons. Necrons love flayed ones cause they are scary lookin. Just like the large unit of Pariahs leading supporting units of flayed ones is even more in the flavor of Necrons. Necrons love Parias even more cause its part of their BIG plan. I expect to see both of those next time you play. because you are arguing that the reson to take teleporters is Flavor and tactical adaptability. (which more varieties of infantry have) and not that its rock hard and tougher to face, and has more power than a Chuck Noris roundhouse kick.
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Post by skyth on Apr 18, 2007 11:16:00 GMT -5
Actually, I don't play Necrons. I was commenting on what I would like to play against.
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Post by Brinan The Barbarian on Apr 18, 2007 16:49:33 GMT -5
Tom, why use pariahs? Theyre not good!! Theyre sisters with warscythes and gauss blasters!! (Initiative 3) Theyre not Necrons, meaning no portal!
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Post by Catachan Colonel on Apr 18, 2007 16:56:40 GMT -5
Why use them, see the conclusive study on this topic that...
[glow=red,2,300]PROVED ME RIGHT![/glow] but to sum up...
Warscythe = good High toughness & strength = good Drops opponent leadership = good Good armor save = good
Thetrefore pariahs = Good
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Post by skyth on Apr 18, 2007 17:32:39 GMT -5
The biggest thing is that
A) They're a slow walking assault unit B) They're more expensive than immortals C) (And the biggest reason) Is that they are not Necrons, so no We'll be back, no portal, and they don't count towards phase-out.
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Iron Warrior
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Post by Iron Warrior on Apr 18, 2007 18:38:22 GMT -5
Tom you have to remember, Skyth is a power gamer (as he said in the other post) and Brian is still a Young Padowon. He will learn. Just because its no uber in all situations does not make them a bad choice.
Besides, last conversation/study said tom was right. You cant beat that.
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MajorSoB
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Post by MajorSoB on Apr 18, 2007 18:43:19 GMT -5
Why use them, see the conclusive study on this topic that... [glow=red,2,300]PROVED ME RIGHT![/glow] but to sum up... Warscythe = good High toughness & strength = good Drops opponent leadership = good Good armor save = good Thetrefore pariahs = Good You forgot.. 34 points a model = bad Do not count torward phase out numbers = bad No "We'll be back" roll = bad Sound like someone needs to start a Pariah based Necron army to prove us all wrong! ;D
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Iron Warrior
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Post by Iron Warrior on Apr 18, 2007 19:20:57 GMT -5
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Post by skyth on Apr 18, 2007 19:59:39 GMT -5
It's not that Pariahs are horrible units that are useless. It's just that Immortals are SO much better and occupy the same slot.
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Post by Norton on Apr 18, 2007 21:32:18 GMT -5
oh woes is you... Pariahs don't have WBB, let me count the stack of other stuff that dosnt....hmm assault cannons, nope never seen one of those with WBB, wraithlords? nope, no WBB there either... C'tan? hell! he's even in your army, no WBB on him either though.
Being a "necron" and having to have "WBB" does not prevent you from being a good unit. They can still be pulled through a monolith can't they? (i'm actually asking here, i don't know)
And besides, isnt counter assault all the rage these days anyways?
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Post by Wolf Lord Snorville on Apr 18, 2007 22:28:23 GMT -5
I think the thing to remember is that pariahs are good when used with flayed ones... on their own, they're kinda mediocre
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