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Hidden Wolf

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I'm really curious what the source of this statement about seeing under a monolith is. One of the friends I regularly play with has a necrons army and he has 5 monoliths, none of which are on bases. I'm not saying I disagree about them floating or anything, i'd just like some black and white text to point to from a GW source when I bring that up.

20 necrons and it was over points. Not a person interested in fun it seems. Even in friendly games, some people just have to be watched. Might want to make sure you can see his list so your not getting cheated in future games.

 

To Hallbjorn: Its the unit type. The monlith is a skimmer so it should be on a proper base. So yeah, it should be possible to shoot through the hovering area with true LoS.

my list that i used was a test list. he dident have bases for his monoliths and he was so packed in the corner that i could not use scouts or DPs. i think i am gonna fight him on sunday but i am gonna take a Dp heavy list with BC and 2 RP and 2 WP with sky claws and scouts. maby a vindi or a pred destructor but he told me about living metal that you can only attack with unagumented strength and so fists cant do anythng to them and caan u resycle out of two monoliths after failing one he did that twice for like 11 necrons a turn
my list that i used was a test list. he dident have bases for his monoliths and he was so packed in the corner that i could not use scouts or DPs. i think i am gonna fight him on sunday but i am gonna take a Dp heavy list with BC and 2 RP and 2 WP with sky claws and scouts. maby a vindi or a pred destructor but he told me about living metal that you can only attack with unagumented strength and so fists cant do anythng to them and caan u resycle out of two monoliths after failing one he did that twice for like 11 necrons a turn

 

I don't know about unaugmented strength, you still attack the monolith at S 8, however monoliths are armor 14 all around and are skimmers, meaning you need 6s to hit in CC. That and living metal rule makes it so melta guns don't get their extra d6 same for the OLD rending, however with the NEW rending that doesn't apply because its +d3. If he's recycling his warriors from the monoliths he's not shooting with them. So you don't have to worry as much.

 

That's all I remember but i could be wrong I haven't played with necrons in forever.

He can only cycle the warriors through a Monolith ONCE to reroll WBB's. He can cycle one squad per Monolith, but then the liths aren't particle whipping you... ;)

 

Check his list for points before you play him and make him base his liths properly.

 

If he doesn't like the flimsy flight stands that come with most GW models (I don't!) he can probably modify a Valkyrie flight stand with minimal effort.

my list that i used was a test list. he dident have bases for his monoliths and he was so packed in the corner that i could not use scouts or DPs. i think i am gonna fight him on sunday but i am gonna take a Dp heavy list with BC and 2 RP and 2 WP with sky claws and scouts. maby a vindi or a pred destructor but he told me about living metal that you can only attack with unagumented strength and so fists cant do anythng to them and caan u resycle out of two monoliths after failing one he did that twice for like 11 necrons a turn

 

I don't know about unaugmented strength, you still attack the monolith at S 8, however monoliths are armor 14 all around and are skimmers, meaning you need 6s to hit in CC. That and living metal rule makes it so melta guns don't get their extra d6 same for the OLD rending, however with the NEW rending that doesn't apply because its +d3. If he's recycling his warriors from the monoliths he's not shooting with them. So you don't have to worry as much.

 

That's all I remember but i could be wrong I haven't played with necrons in forever.

 

 

I for one consider that "loop hole" a bit crooked and would never use it myself assuming it is actually even legal.

 

one way to deal with the liths... a bit out of the context of your list i think is longfangs with multi meltas led by grimnar str 9 ap1 guns yay, but you gotta commit alot of points and a transport to it.

I feel i gotta step back in and say a few things, heh.

 

Well, First off, The monolith, such a fun and NASTY little critter eh? well, lets go threw its strong and then weak points. Strong point A) Flux Gauss Weapons, hits -everything- within 12" of the monolith. Roll a D6 for how many times each unit is hit. You can't Glance this thing to death, because each weapon destroyed Result just knocks of 1 attack from that d6, to a min of 1. You -can- immobilize it, but that is still a -meh- thing. :teehee: Partical Whip, this weapon is nasty, Devestating, and well all about brining in pain. That being said, its Ordanince, so remember the rule, when you fire Ordy, you can't fire anything else. Also The partical whip has two functions, one to shoot you to death, two to bring necron warriors threw the portal for a second WWBB, or to suck em threw from reserves, if their are -any- necron warriors in reserves, and they get the roll to come in, he -has- to bring them threw the monolith. Its part of the rules on the monolith. If he does ANY sucking of warriors from reserve or for WWBB or to just get them out of a Close combat, he -cannot- shoot the Party whip. C) living Metal, All this does is make this sucker much harder to kill, it makes the 14 Front/side/rear vehicle that is a floating skimmer that can only move 6" immune to Melta, Lance, or anything else that gives you a bonus against popping armour. Ordinance weapons still roll 2 dice and choose the better one. Chain fists and Rending weapons do -not- get the extra dice against it, But things that give you a plus 1 on the damage chart (lysanders thunder hammer for instance) still work. you still get the power fists/thunderhammer/chainfist Str bonus (making you 8 or 10 depending on model) but do not get any extra dice for penetration. thats all Living metal does, limits any extra bonus from Penetrations. you still get the bonus for ap1, and any other special things.

 

They are slow, and have quiet a few "Quirks" So keep out of range, and just ignore it if you can, but if not, then make him suck warriors threw or loose them perminitly, keep that whip of you.

 

Second, the Nightbringer, is a -waste- of points, Yeah i said it, and ill say it again, two lords is much scarier then this floating craphead. He is "tough" yeah, but a couple powerfists/chainfists/thunderhammers and he is mush just like the rest. He is good at taking down low Toughness critters (tau/eldar) but orcs/marines make him take time. So just keep away from him, he is slow too.

 

 

Other then that, if he dosn't have a res orb with his Lord you will mince his army pretty quick. i admit Destroyers seem scary, but in reality just send a pack of blood claws or Grey hunters with Power weapon or two (via wolfguard) or mark of the wolfen and i assure you you can drop them pretty easy, No armour saves kills.

 

 

Remember he doesn't get a WWBB if you wipe out an entire unit of Necrons and no other unit is within 6" of them. Also on that note, Same thing happens to the Necron lord if he has a Res orb, if he -dies- to a power weapon, or something that doesn't allow an armour save, then he to dies, even with the res orb, unless another Lord is withing 6" and has a Res orb too.

Meh... that castle is cheese but worst case scenario is removing those models or getting to the Necrons behind them. I would roll out 3 Vindicators :-P. Str 10 to potentially beat AV14 and if it scatters behind, well, you get to burn a big chunk of warriors. Or you can bring Rune Priests and JotWW him to death. Either way if that is his trick its a pretty straight foward fight. Incidentally my reading of current vehicle assault rules (after rereading twice) says that skimmers follow the same rules as other non walker vehicles in CC and therefore the Monoliths should be hit on no higher than 4+ as they can only ever move up to 6' if am not mistaken, which also makes dreads a viable option to clear the way.
i am gona try one DP with 4 rune priests in a squad with 6 BC Drooping in next to his wariours

I would think grey hunters better for the drop (better shooting potential when you land). Other than that, sounds like a nasty way to kill anything (but especially necrons)

I played a Necron Player last night (admitidly an inexperienced gamer) and did very well. I pretty much ignored his monolith and just went after his troops. I used a 15 strong BC pack with WGPL to take down 2 x 10 Warriors with only 1 loss. My 3 Swiftclaws defeated 3 wraiths, but by far the most successful was my Rune Priest.

 

JoTWW claimed 3 destroyers and a heavy destroyer, 6 immortals and another 15 Warriors. My Lord and his WG bodyguard took the other 5 warriors and the 3 scarb swarms. My biggest disappointment (as usual) was my LF only hitting the a destoyer once in 3 turns and it made its WWBB roll :tu:

 

Having killed 75% of his force they phased out. I'd managed to kill 50 of his models and only lost 1 BC, 2 SC and had my rhino stunned so I couldn't get my GH near enough to do anything!!!!!!!!

 

Part of my success was better tactics, part was better dice rolls. JoTWW was able to hit too many at once and with I2 on most he failed all the rolls.

 

If you are facing a skimmer heavy army (Destroyers and Liths both count as skimmers) then I would try Tempests Wrath with your RP forcing him to take difficult and dangerous terrain tests.

my list that i used was a test list. he dident have bases for his monoliths and he was so packed in the corner that i could not use scouts or DPs. i think i am gonna fight him on sunday but i am gonna take a Dp heavy list with BC and 2 RP and 2 WP with sky claws and scouts. maby a vindi or a pred destructor but he told me about living metal that you can only attack with unagumented strength and so fists cant do anythng to them and caan u resycle out of two monoliths after failing one he did that twice for like 11 necrons a turn

 

I don't know about unaugmented strength, you still attack the monolith at S 8, however monoliths are armor 14 all around and are skimmers, meaning you need 6s to hit in CC. That and living metal rule makes it so melta guns don't get their extra d6 same for the OLD rending, however with the NEW rending that doesn't apply because its +d3. If he's recycling his warriors from the monoliths he's not shooting with them. So you don't have to worry as much.

 

That's all I remember but i could be wrong I haven't played with necrons in forever.

 

Fists work against monoliths, I believe it is even in the necron FAQ. lance weapons and melta gain no benefit against them. Fists, furious charge, etc all still work against living metal.

 

As per 5th ed skimmers are no longer auto-hit on 6 but work as any other vehicle does. Meaning you can never have to hit a monolith on anything more than a 4+.

JamesI

 

Again from what I hear from necron players that desroyers count as infantry and only move as jet bikes, so then can be effected by JOWW.

 

Edited -

At least this is what i was told but if they are wrong iwould like to help them out.

 

I didnt see anything except below in their FAQ

 

Wraiths (p. 19)

Q. Are Wraiths classed as infantry or jetbikes?

A. Despite moving as jetbikes, Wraiths are still

classed as infantry.

 

So maybe the player confused the rule above with destroyers. So anyone who knows this definately if necrons can or can not be effected by JOWW, let me know.

 

Thanks

 

PS

I took out a monolith with a wolfguard who had a powerfist in a unit with ragnar. He had strength 9 after furious charge and averaged 4 attacks each round against the monolith.

 

Didnt kill him the first round, backed away and charged back in and deatroyed in it.

well guys, destroyers are infantry but count as jetbikes for just movement purposes. But i have a hard time finding in the rule book how jetbikes are actually any different from bikes. Reason being is in the rulebook it mentions that jetbikes are the same as bikes with exceptions. Also each category of unit type is listed as seperate entries while jetbikes are boxxed off seperately under the bike section of the unit types. If jetbikes are immune, then one could also say that jetpacks are a seperate category from jump infantry as well. The reason i state this is by the rule book, there is only infantry, jump infantry, bikes, beasts/calvary, Artillery,Monstrous Creaters and Vehicles. So in that reguard, jetbikes are just simply bikes with a few exception rules, and jetpacks are still jump infantry just with exceptional rules.

 

If they have actually clarified this that jetbikes are a seperate unit type than bikes completely will someone please let me know where they did, because i would really like to get access to that source myself for knowing the rules correctly.

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