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Just like some thoughts in few area concerning the following:
1) Tomb Spyders. How many people use them, and do they uses the 'Artificier' ability? To me seems cool, but completly destoys majority toughness. Also, is it ever worth giving them the Particle Projector (staff of light)?
2) Monolith. What game sizes do people use them in and, also, do many people hold their spare Warriors in reserve and pump them out of the Lith?
3) Pariahs. I love the look of this unit, but the fact they aren't Necs turn me off them. Who uses them out there, and how successful are they?
Thats it for now.
Also from Sydney, where do you normally play? I get my gaming fix in the City Battle Bunker.
1) Tomb Spyders: I have two without particle projectors. I don't think I've ever used them. They're just too slow to get into combat. Artificer just nerfs them when they get shot at (especially since they're monstrous creatures and can be targeted as such).
2) Monolith: I'd say minimum 1000pts. I've seen 750pt armylists with them but I just think it's suicide.
I usually don't use them to support my warriors (2nd chance WB. I usually deepstrike them into enemy formations and unleash the pieplate of doom (AKA the Particle Whip) or Gauss Flux Arcs.
3) Pariahs: They are very good at what they do but my army doesn't compliment them, thus I don't use them. You really need them in combination with Flayed Ones for the well documented Fear army.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
Ive just moved to Brisbane. Ill prob be going to the Hendra gaming club as soon as Im sorted out.
Thanks dude. Pariahs + Flayed ones sure are a killer combo. Lots and lots of points however.
G'day to you too. (I couldn't resist. )
With regards to how many people use them, I've never seen anyone but me actually field one.
Pariahs need to have a unit that supports them, or a unit to support. They cannot function on their own. With the Flayed Ones, their Terrifying Visage now becomes viable. With the Gaze of Flame, they become very good at receiving charges. They're T5, so it still takes a Battle Cannon to Insta-kill them.
Plus, their psychological impact on your opponent cannot be overstated. Most opponents have never seen them, so when they briefly glance at the Pariahs' stats, they grow pale in the face and spend half the game trying to shoot them to bits. I like to think that spending half the game making 500 points' worth of units shoot at 200 points' worth of units is a good trade-off in favor of the Necron player.
Hope this answers your questions.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Some good info there quick, thanks.
Sorta makes sense puting pariahs into that style of list, coz then the points usually taken up by destroyers, immortals, and the rest, can be spent on a big phat unit of Pariahs. Shame they're 0-1 really...
Man Ill be temtped to go that way now...but I wouldnt use the deceiver. The whole 'special character' thing bugs me a bit.
As for the Spyders, pretty sure when theres a tie in the case on majority toughness (So, 1 Spyder at T6, and one Scarab at T3), you have to go with the lowest anyway, so only creating one base isnt really all that good. You'de be better off going with as many bases as possible, then if the Spyder dies, you then have a free unit of Scarabs to turbo boost around.
Fair point about the particle projector. It really does need to be a Gauss Cannon or similar to warrant taking. 12 inch range means they are in assault range just to shoot, and 3 shots at BS2 traded for 1 attack every round doesnt seem very good at all. Then again, maybe if you took 3-6 of them? The All or Nothing approach should see some pretty heavy damage dealt, even at BS2. Thoughts?
Thanks again guys.
Just my quick thoughts:
1) Tomb Spyders, i only have one, but rarely use it unless i am struggling to spend points elsewhere. I just dont think its worth it. Pretty good in combat, but quite vulnerable to fire. Not enough wounds on its profile. Also Monstrous Creatures should be US10 all the time, not just in combat.
2) Monolith, i take mine in any game above 1K. Too awesome not too.
3) Pariahs, i dont have any of these. When I first started Crons, i was told they were an instant 'no' for an army. However looking back now, i think id have liked to pick some up. They arent that bad, just different from the rest of the army. You just have to accept the fact that they cant get back up, much like any other armies models. Once dead they are dead, but so long as they are still alive, they are pretty nasty! Same firepower as Immortals, and on the charge they will take on almost anything with their Warscythes. Especially Powerfist Termies!
double check your majority toughness rules in the main rulebook. when there is no majority toughness it reverts to the lowest toughness. so when artificing even one scarab base it drops the squad to the scarab toughness. spyders act independently from one another. they aren't independent characters.
1. I've got a list with 9 Tomb Spyders and 30 free floating scarabs in it. I took it to Games Day Atlanta last year. I've experimented with Tomb Spyders in basically all configurations, and I've arrived at the following conclusions.
A. Don't give them the particle projector. Tomb Spyders should stick with their claws. While the PP is a little better on the turn you charge in, it loses if you get charged, or on successive rounds of combat.
B. Artificer isn't awful. Sure, t3 bites, but only vs. bolter fire and the like. If you are taking lascannon/railgun fire it is priceless, as instant-killed bases are preferable to wounds on the big bug. Further, when you get into combat you'll be thankful for those extra wounds. Basically every Scarab is one more combat phase before the Spyder gets hit, and it eats one or 2 marines per combat phase.
Tomb Spyder Turbo-boost: Move, create a scarab in B2B with the Spyder (on the front) and then charge, you end up going about 14", rather than the 12" infantry move + charge. The extra 2" will get you into combat much more often than you'd think.
If you intend to use Artificer, however, make certain you've talked with the other player pre-game, and that they share your understanding of all the absurdities of the unit. It is probably the most troublesome unit, rules wise, in the entire game. Its interactions with cover alone can generate two or three separate arguments. Once the two of you have arrived at how you are going to run the ability, decide whether or not you are going to use it.
2. Monoliths: I rarely use them, playing offensive Necrons myself, but when I do I like to get a pair of them in an 1850 or 2000 point game. There isn't much of an advantage to leaving warriors in reserve, if you need them someplace just port them through the Lith after it deep strikes.
3. I've used a unit of 4 Pariahs instead of a unit of 5 Immortals a couple of times, it rarely works out better. The only time I'd put them in was if I was expecting Drop Pod marines, against whom they are excellent.
On top of that, the Artificer abilty isn't compulsary, so you do what you need to to adapt. If the enemy has plenty of bolters, then maybe dont creat any. If theres lots of AP2 staring down at him, maybe do so,
By the way, how did 9 SPyders perform anyway?