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Necrons "Their Number Is Legion, Their Name Is Death!"

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Old May 11th, 2005, 00:09   #1 (permalink)
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Default Along came a Tomb Spider...

For months now I've been at war with the task of creating a solid 1500 pt. force of Necrons and have found some dificulty finalizing some unit choices. In particular the Tomb Spider. The general premise of the army list is to create an overall good force of crons capable of handling most anything, and I was wonering if tomb spiders even belong? Would they be overall good or overall bad? Need help!


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Old May 11th, 2005, 00:26   #2 (permalink)
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What type of armies do you regularely play. Tomb spyders are good powered armored killers and are VERY tough to kill with out a power fist or equivalent. It will last in combat for a long time if your smart on who you are charging/counter-charging.
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Old May 11th, 2005, 00:35   #3 (permalink)
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whats the rest of your force look like? IF you have some other units that could compliment it, then I'd say yes. but of course it depends on the armys you will fight too.
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Old May 11th, 2005, 00:44   #4 (permalink)
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-it depends on the type of army you normally play, if you face lots of marines and other power armor people, and you dont have any other heavy armor cutting(heavy destroyers, 2 lords, pariahs) then 2-3 tomb spriders are a good idea for your army. they provide valuable CC support, giving multiple S6 monstrous creature attacks, and 6-8 scarab attacks, allong with 13-16 extra outnumbering bonus. however if your group still follows the majority tougness rule(extremely stupid and illogicall) then they become T3, which sucks
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Old May 11th, 2005, 00:55   #5 (permalink)
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Don't forget that they are a Monsterous Creature!!! (last I checked)

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Old May 11th, 2005, 00:58   #6 (permalink)
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Yep. MC's rock. You can make a monolith sheild with them too. XD As mc's can block los to vehicles, you can either make it hull down (which if kinda useless, as it is already almost never gonna get a pen hit) or totally block it, while they will not block you at all. If i remeber right, mono needs Los, but nothing can block it...heh
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Old May 11th, 2005, 02:58   #7 (permalink)
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Quote:
Originally Posted by tiaxrulesall
-it depends on the type of army you normally play, if you face lots of marines and other power armor people, and you dont have any other heavy armor cutting(heavy destroyers, 2 lords, pariahs) then 2-3 tomb spriders are a good idea for your army. they provide valuable CC support, giving multiple S6 monstrous creature attacks, and 6-8 scarab attacks, allong with 13-16 extra outnumbering bonus. however if your group still follows the majority tougness rule(extremely stupid and illogicall) then they become T3, which sucks
Tiax, he said he wanted an army that could take any enemy. "Normally play" seems like a pretty odd question.

Also, since tomb spiders are monstrous creatures, they retain T6 when they're with the scarabs.
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Old May 11th, 2005, 03:05   #8 (permalink)
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I think they are stupid. I dont want to roll a d6 every turn to build a swarm and risk getting a wound? What if I dont have the swarm bases to do it? Its just a retarded Idea. Why does it have to make scarbs otherwise I'd use them.
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Old May 11th, 2005, 03:14   #9 (permalink)
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you don't HAVE to make the scarabs. It's optional you know...
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Old May 11th, 2005, 03:14   #10 (permalink)
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you don't have to, but it's not that bad of an idea. it provides them with multiple weak attacks, which offset their few strong attacks, it further increases the massive help to outnumbering in CC, and if your oponent is nice, you can proxy something untill some of you scarabs die. as for the roll, if you try it every turn untill you get a wound, you can produce a horde of scarabs, and still have a live tomb spider. also don't equip them with guns, it is stupid with BS2
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