Solar pulse vs. Res Orb, your thoughts? - Warhammer 40K Fantasy
 

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  1. #1
    Member Final Fortune's Avatar
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    Solar pulse vs. Res Orb, your thoughts?

    Hi follow Cron players

    Im having a big debate with my self, over which is the best? I normally use in 1500p battles, 3 squards of warriors/immortals, which each have a "baby sitter" necron lord (Res orb+warscythe). But I dont have any experince with solar pulse.
    I could give the troops a Cryptek each with a solar pulse to protect them. what do you guys think? one or the other, or a mix?

    My normal opponents are Guards, Nids and Chaos.

    Thanks in advance
    FF

    Last edited by Final Fortune; April 16th, 2012 at 14:34.

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  3. #2
    Double Clutching Weasel Klajorne's Avatar
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    I love me some solar pulse. Never leave home without it.

    Remember, though, with Crypteks, you can only have one bit of wargear per royal court. So if you only have one royal court, you're only going to have one solar pulse in the mix. The nice part of this is that you really only have to lose a single lord if you want to give a solar pulse a try. Pick your squad that sits in the backfield guarding home objectives, since you'll not only get the solar pulse, but also be able to have some long range shooting because of the destro.tek's lance.

    In my personal experience, solar pulse effectively removes any shooting retaliation your opponent has first (and sometimes second) turn. If you're army is focused on the 24" game (immortals and annihilation barges), it lets you get in that sweet spot without fear of retaliation. Or, if you have doomsday arks or somesuch, you can get a turn or two of free shooting where the opponent can't shoot back.

    Not super-great against assaulty armies, but the bee's knees against shooty armies.

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    The solar pulse cryptek doesnt need to be in the squad, its armywide för a player turn.
    so for 55pts you can have a harbringer of destruction somewhere on the table and use his 1 time ability to either skip nightfight in your round, or make your opponent fight as if it was nightfight in HIS playerturn..

    also as said above, only 1 solarpulse / overlord used in the game as you can only have 1 of that wargear / royal court

  5. #4
    LO Zealot andrewbeater's Avatar
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    To me if it came down to points and you (for whatever reason) could not afford to have both a res-orb and a Solar Pulse, I'd go with the res-orb. But that's just me. I've only used the Solar Pulse a handful of times with mixed results. The Res-Orb has pulled me out of the fire many times. But this scenario should never happen, because you should be able to tailor a list so you can enjoy the benefits of both of these useful items and you should take both; in multiples if you can.

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    i would have to say it depends on what the squad will do. If it will sit back, getting a cover save and is relativly safe, take the pulse because the squad shouldn't need the orb to last, and the pulse will help your army out more. If the squad is going to move up and be shot at alot, take the orb for the 4+ WWB save, it will help more than the 1 turn of nightfight.

    Also if you usually customise your lists against opponents, the orb will be better against nids due to the fact that the nightfight will not really harm them.

  7. #6
    Senior Member Dark Trainer's Avatar
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    Personally I only take 1 solar pulse (you can take 2 max if you have 2 courts). The reason I only take one is if I'm moving 10 immortals, triarch stalker, ghost ark, etc from the 12" deployment, or table quarters, I'll be inside 21" range (which is EASY to roll a 7 on 2d6, assuring 21" is common) by turn 2! That said, the only other one that I would be 'further' from is Dawn of war, and in that case Night fighting is already on, so negating it yourself, and then acting it in 2nd turn for the opponent is fun, but I don't think 2 is 'required'. One however is AWESOME, watch the survivability of turn one shooting as your guys can't be hit.
    "There is only do, or do not. There is no try." - Yoda

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