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The move and doubletap is nice but if you shoot at all you can't assault, so my tactic of teleporting warriors forward, shooting once into the enemy and then assaulting wont work as I will have to just assault, not too bad but a bit frustrating since we have initiative 2.
The removing of meatshields is really going to hurt us as immortals, paraiahs, destroyers and other valuable (as well as expensive) units cant hide behind warriors anymore. We dont have long range units so keeping out of the enemy's range will be hard.
Jump packs dont effect us but the jetbike rule gives some VERY interesting possibilities. The fact that destroyers are jetbikes means that they can now move 24" (not all that useful as I keep mine with the army) BUT they can now move in the assault phase meaning that if I bring a monolith I can pop destroyers in and out from behind it with the 6" assault move. It is the same if they are behind terrain. So destroyers still have a chance at being good fire support.
But what really will be interesting is that fact that our necron lords with destroyer bodies are going to become far more dangerous. 24" movement and assault phase movement means that they will become increadibly mobile. get 2 destroyer lords out on the battlefield (and now that shooting does not negate charing attacks you can both shoot their staff of light AND charge AND get the +1 charging attack). 2 destroyer lords will throw a panic into the enemy if you can get them around his flaks, hiding them in cover until the moment of striking, that should be interesting, too bad we dont have any close combat destroyers
(actually come to think of it, is a tomb spider considered to be on a jetbikes, I believe it does but can only move 12", does that mean that it benefits from the 24" movement and 6" assault? and scarab swarms move just like jetbikes! Hell yea I'm getting like 20 scarab swarms and charging them 24" accross the table first turn supported by tomb spiders, that will be even more deadly than a tyranid guant rush, second turn they charge into the enemy units and tie them up until my warriors arrive, that will be really fun.
If you all got any more ideas on how the rules will effect necrons just stick them up
Well, after a turbo boost you may not assault, that means movement too. The turbo boost takes away the extra movement. (at least thats my interpretation)Originally posted by Elgrun@Jun 11 2004, 20:27
But what really will be interesting is that fact that our necron lords with destroyer bodies are going to become far more dangerous. 24" movement and assault phase movement means that they will become increadibly mobile.
Though, this seems more like more GW wording problems than your fault... <_<
Jet Bikes can only move 12". Check page 94 of the rulebook. They don't count as being fast vehicles just the equivalent of a jetbike wqhich only goes 12". Being able to move an extra 6" in the assault phase is great though and effects all the Necron fast units finally giving the Necron force the degree of mobility that has always been lacking in my opinion.
Oops I forgot this part... :lol:Originally posted by SlimeyUK@Jun 12 2004, 06:42
Jet Bikes can only move 12". Check page 94 of the rulebook.
wow, turbo boosting scarabs the initial turn would sure draw a lot of fire towards those scarabs that first turn. And with a strong unit of 10 bases that makes 30 wounds they can soak up allowing those warriors to slog their way up the field. That would be a very effective tactic.
Blood for the blood god!
Depends on the leadership of the troops doing the shooting. You have to pass a leadership roll to fire at anything that isn't the closest unit now. If they pass their leadership they could well ignore the scarabs and go for the warriors.
I think you may ignore scarbs as they are considered a small target much like ripperswarms and nurgling, though I'm not sure, have to wait to get the rulebook,
Still 2.5 months too gooo