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Basically this thread is here to serve a couple purposes. Firstly I just want to hear how other people have been enjoying this (IMO) great vehicle. The second is to discuss how people are using their ghost arks.
Let me start off by saying I am loving my two units of warriors in arks. The extra armor, being a skimmer, guns, living metal, and repair rules make this vehicle worth the pricy cost for a dedicated transport. I guess my issue is that I have been seeing more and more people suggesting using 2 necron warrior squads to maximize usage of the repair function. I guess I have a couple issues with this tactic after giving it a shot in a practice game.
Basically it came down to a couple things. First of all using it this way slowed it down to infantry footslogger speeds and nearly defeated the purpose of taking transports in the first place. This led to my opponents just torrenting fire into the ghost ark firs thing and leaving me with two squads on foot on my side of the board. Slow movement also took away some of the effectiveness of my solar pulse's. Normally I use a pulse or two to cover my advance while I get into position to maximize my 24 inch firepower. With moving so slow to keep the necron/ark blob together, this became less than optimal.
Then I realized that just using them the way I originally was actually got me the most use out of all of their functions. My typical use of the ghost ark was to move up 12 inches, disembark warriors, and then broadside and rapid fire. Then my opponents would usually try to take out the warriors to deny me a scoring unit, then I would either repair the warriors and reimbark and float away, or rinse and repeat with rapid fire and broadside.
So I was using both the speed of having a transport and the repair functions since a squad can't fire out of a vehicle that has moved 12 inches without disembarking.
Has anyone else had different experiences than this? And if so how did you make the warrior/ark blob work?
"I am the architect of fate!"
I couldn't agree with you more on everything your saying about the ghost ark. I can't help but ask though, why are you disembarking them? Since it's open topped and can repair embarked troops I have found it much more effective just to leave them in there and rapid fire away.
If you move more than 6", embarked troops cannot fire, so you have to disembark if you want to shoot. If you can get into firing range by moving 6" or less, then by all means, remain embarked and fire away.
He's disembarking them because the opponent cannot hit the embarked Warriors. By disembarking, he is providing a target besides just the Ghost Ark, forcing the opponent to prioritize. I disagree that this tactic will work for much longer though, I think people will realize that the Ghost Ark has more damage potential than just 1 unit of Warriors /because/ of it's ability to repair the damaged unit, ergo making their shots pretty much worthless unless they feel confident they can wipe the unit before they get RAP rolls.
When I have money to invest in Necrons again, I plan on testing out an adapted Flying Fish strategy (Flying Fish: Robot Rock). It will look like this:
When supported by two units of Warriors on Foot, the whole formation can reliably advance under cover of Nightfight for 1-3 turns (depending on Courts and HQ chosen), and the Ghost Arks can still take advantage of their 12" movement leaving its accompanied footslogging unit to run or break off in a different direction to be later teleported by the Monolith.
/or/ two fully mechanized formations of 2 (4 Arks) positioned like this:
To then disembark warriors behind the formation for a cover save, thus denying the opponent a guarantee that they can prevent RAP rolls, providing an even more difficult task of prioritizing targets.
I can't say whether it'll be effective or not, but I'm definitely going to run at least a pair of Ghost Arks, they're one of my favorite units in the new Dex! Whether it'll be in either formation shown above or not, I cannot say.
Last edited by BossGorestompa; December 2nd, 2011 at 15:12.
The tactic I'll be trying on 2 Warrior Squads and 1 Ghost Ark depends on getting Relentless for the footslogging squad. Basically I'll be lugging a Phaeron with the footbound Warrior squad to give it the full range. If I deploy Ghost Ark and Warriors side by side I can go cruising speed of 12" forward with my Ark, disembark out the front and rapid fire for a full 26" range (counting the 2" disembark move). Meanwhile the Warriors footslug 6" forward, can shoot single shots for a full 30" range (counting the movement and Relentless) and still end up within full support range of the Ark (if they started on the same line with Ark they should be within 6" as they moved 6" and Ark moved 12"). This would allow me to get 40 to 50 shots to any enemy which was 24" away from my starting deployment. Not bad, I'd say.
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
I don't think there needs to be much concern about keeping footsloggers in formation with the Arks early game. With Nightfight rules in effect while advancing (which I'll mention frequently, it's an integral part to my strategy), there's nothing stopping the Ghost Arks from racing ahead while the footsloggers run. If they're left a turn behind, that's fine, you're only really talking about 1 turn displacement until they reach enemy lines and at that point a lot of the movement should be tactical 6" movement.
With that being said, I do really like the Phaeron advancing with the footsloggers to extend their range while they catch up. My only qualm with that is that I (personally) will already be spending a lot of points on Royal Courts for Warscythe Lords and Harbingers, I don't know if I can fit the extra points for a Phaeron. I want to do this because it's a radical change from my norm, and I think I'll enjoy it. Being primarily an Ork player I'm used to spending minimal points on individual models for more quantity over quality. And really, I dropped out of the hobby for a while because such quantity got to be too much for me to manage.
Like karnij stated, I am mostly disembarking because I tend to get the most out of movement which means going faster than combat speed. If I happen to stay within combat speed then my warriors remain embarked and just fire out of the open top.
I think what I might try next is 15-20 warriors with a phaeron with ResOrb followed by a ghost ark. I didn't use a phearon with my other test group and that caused the warrior/ark blob to almost never get shots off when moving due to short range.
"I am the architect of fate!"
I haven't crunched many numbers with the new codex, but I think the optimal size for a large squad is 14 models like in the old codex. Upwards of 20 models precludes you from being able to shoot at a small but necessary target with only a few easy wounds. The reasoning being that there might be a high priority target nearby, but the large squad is the only unit in range of a unit of 3x melta vets in range of your Ghost Ark after all other shooting has been resolved, that's 15-30 shots into a 3-man unit if you want to keep your Ark alive. It also opens you up to a huge loss if you get swept by a CC specialized unit. I personally would prefer 2x 10 Warriors to be able to split fire and support each other (if one is wiped in CC, the assailing unit is open to rapid fire)
I'm considering a royal court in 1, moving 12, disembarking and then shooting and assaulting. It's a fairly efficient way to get them across the board alive, and they don't have to risk a turn in the open.
“The ultimate philosophical question, “Am I human or machine” is answered by many people, “I don’t care, as long as I am”
- Myron Krueger
I usually run 2 Ghost Arks with a Cryptek (Eldritch Lance) and 9 Warriors alongside 2 15 man squads of Warriors.
I've had excellent results running them in a Imotekh list. Usually bring a Monolith so I can port the footsloggers around as needed. But I will agree that that movement speed becomes an issue.
You essentially have to guess where on the board the majority of the fighting is going to be and go there. That's easy to do in an objective game. I usually find my opponent's way too eager to meet me at my destination trying to get me into assault.
But other than movement speed, the Ghost Ark exceeds my expectations.