What is the skinny about the Pariah? - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO andrewbeater's Avatar
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    What is the skinny about the Pariah?

    In other threads, I've asked for a bit of direction on models that are must haves and Pariahs don't come up. Also, in a thread about the worst model in the game, two people mentioned the Pariah as being the worst model hands down. The only other Necron player I know, doesn't use them even though he has about 3000 points of Necrons. So what is the skinny on these units? Are there people who really like them? Are Pariahs a psyker specialist only? How do they play in a game? I'd love to hear from people who have used them.


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  3. #2
    This is for the haters... CrownAxe's Avatar
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    They're terrible

    They are a terrifying combat unit since they they ignore all saves and all enemy units in 24" have Ld7

    The problem is they aren't Necrons. They don't benefit from WBB and can't use any of the teleporting we have. They are the most fragile unit in our army and they have to walk across the field to do anything. Because of this they're focused down instantly so never make there point up (which is an incredibly high cost).

  4. #3
    My backpack has JETS! Ravendove's Avatar
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    While Pariah have some great stats and abilities, the problem is that they can be very easily avoided or removed by the enemy. You can only move 6" per turn and you have no invulnerable save. That's a huge issue for what is essentially a close combat beat stick. The other, very significant, issue is that they have just one attack.

    Together, these factors play a part in ensuring the Pariah is never fielded. Statistically, a Necron Warrior is more survivable -- and he's half the points! If you do somehow eventually get the Pariah into an assault, they're only I3, meaning most things get to strike first. The perfect targets for Pariahs are slow, heavily armoured units like Terminators. But all it takes is a a single Power Sword or Lightning Claw to ensure that half your Pariah squad is gone before they even get a chance to attack.

  5. #4
    Son of LO Polaria's Avatar
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    I sometimes use Pariahs in a squad of 5 or 6 as Orb Lords bodyguard. In this role they do following things:

    1) Prevents losing Lord from single, primaris-psycher squad influenced, Ld check. A problem which does arise if I field my Lord in Warrior squad.
    2) Gives mobile firepower to phalanx
    3) Slices up terminators that come too close
    4) Negates enemy high Ld

    However, the problem is that Immortals do 1) and 2) for 8 points less/model and anyone running enough termies to be a real problem is usually smart enough to focus-fire Pariahs before it comes to 3). So basically only use left for Pariahs is 4) when you are running a "Terror" list (Pariahs, Flayed Ones and Nightmare Shroud...)
    Last edited by Polaria; September 8th, 2010 at 11:42.
    Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
    XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
    Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
    Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1

  6. #5
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    Pariahs aren't exactly bad... they're just not good at anything. They're decent shooting infantry with a good close combat weapon. For some reason they also have crappy I, bad movement, and abilities that make the enemy focus them without having the defensive capacity so survive being focused.

    If they'd be cheaper they'd be great. If they were a bit more expensive and Necrons, they'd probably be overpowered. As they are now, they're next to useless.

  7. #6
    Senior Member the_pariah7's Avatar
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    That's pretty much the case, pariahs look like an awesome unit on paper... at least until you reach the pts costs. Given where most of the other necron units are at in terms of survivability and utility on the battlefield, the pariahs are hit very hard by this because of the lack of WBB or inv save.

    Suffice to say, other units can perform in the same role for less pts or have the staying power to actually carry out that role. So that's it pretty much, they're not bad but they're not really the unit that you'd want to take in place of others.
    Necrons W68-D13-L10 (3rd edition codex)
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  8. #7
    Son of LO andrewbeater's Avatar
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    I often wonder if Games Workshop is in touch with the way people feel about certain units; with a new codex looming and all. I'd hate to see this unit, which really was designed to be the future of Necrons, go nowhere because it just doesn't do what it was meant to do. The way Necrons play and according to some of the "ideal" Necron army lists people have submitted, only a few of the units in the Necron army are really used. In some of these lists Immortals aren't used too much, Pariahs aren't used too much, Tomb Spyders are hit and miss and Heavy Destroyers aren't listed anywhere. Especially in 1500 point lists and under, lists are generally composed of Warriors, Destroyers, Lords, Monoliths and Ctans. From what I understand, the people who win and win a lot with Necrons have a very narrow list of units they use to get the job done. Is this right or am I over analyzing?

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    You're right. I'm playing a 3000 game in a few days, me being allowed two force charts since I'm facing two players (1000+2000). I'm running three Lords, a C'tan, two Monoliths, ten Destroyers, ten Immortals, ten Scarabs and fourty Warriors.

    I'm pretty sure most "good" lists at 3000 would look about the same (of course with less HQ choices, and some more Warriors/Immortals, I guess), so yeah, only a few of the Necron choices are actually viable if you plan on winning.

  10. #9
    The ORIGINAL Sniper Puss eiglepulper's Avatar
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    Although I have had reasonable success with Pariahs, I have to agree with much of what has already been posted here. They do suffer from not being Necrons, their combat skills should be better and they are slow but having said that, they are a very nasty shock to the new player who has not faced them before.

    You certainly need some form of mobile "shield" for them, so I usually have them follow the Monolith around, staying behind it as best and as long as possible. The games I use them in are mostly those where the Nightmare Shroud and Flayed Ones are in action, perhaps with the Deceiver also thrown in for good measure. Dropping a Leadership to the level they can is definitely useful.

    Joining them to a Lord with Solar Pulse, Nightmare Shroud, Gaze of Flame and Staff of Light can also help them a little both from in-coming firepower for one turn (Solar Pulse) and from extra attacks (Gaze) when charged. If these guys are doing the charging, then the enemy unit should be whittled down first by shooting - hence the Lord taking the Staff rather than a Warscythe - to reduce the number of attacks which will be dealt out before the Pariahs get a chance to swipe at anything. The higher toughness of the Pariahs make it slightly harder to hurt them with standard troops, while their better strength means that they will do damage back and with no save whatsoever allowed.

    It is important though to pick your battles. Going up against a unit of Lightning Claw-armed terminators is not a good plan, but against a unit of Thunderhammer/Storm Shield or Powerfist Termies is a different matter altogether. At the same time, the Pariahs' lack of sheer number of attacks does hamper them so a decent round of shooting is certainly a good idea before taking on the powerfist loonies.

    All in all, Pariahs are not a dedicated combat unit. They are definitely a dangerous unit which does however need to be used tactically and carefully in order to get the best out of them. Unfortunately though, they are also a bit of a one-trick-pony in that once you have used them against someone, you can be sure that the Pariahs will be eradicated post-haste next time you play the same opponent.

    Pariahs would most surely benefit from a slight change in certain stats so hopefully this will happen when the new codex arrives - whenever that will be.....!

    E.
    "Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"

  11. #10
    Son of LO Polaria's Avatar
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    Quote Originally Posted by andrewbeater View Post
    Especially in 1500 point lists and under, lists are generally composed of Warriors, Destroyers, Lords, Monoliths and Ctans. From what I understand, the people who win and win a lot with Necrons have a very narrow list of units they use to get the job done. Is this right or am I over analyzing?
    You are essentially correct, but it is a problem which persist almost every codex. Aside from HQs the necron codex has exactly three choices which never miss: Warriors, Destroyers and Monoliths. Now, I dare you, take ANY new codex and start to build a purely competitive list... How many choices you actually use? Well, there is 2 or maybe 3 which are "must have". Then there is 1 or 2 which augment the "must haves". Then there is the rest which are "nice but no use in this list". Necrons, being an age old codex, have smaller pool to choose from to begin with so instead of 2 or 3 viable competitive army types they have 1 competitive army type and not much room in choices. Still, the end result is the same. For example, last 40K codex (Blood Angels) can build exatly two (2) different competitive army types: Mechanized and Deep-Strike/Jump-Assault. For example here is you have only two (2) units which are "must have": Assault Squad and Sanguine priest. Hell, you can almost build a 1500 point competitive army using nothing else but those two units and a suitable HQ. Then you have a few units which augment these (like Baal Predators if going Mechanized) and everything else is "nice but not competitional".
    Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
    XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
    Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
    Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1

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