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I'm running an Apocalypse game at our Hobby Shop and some problems with rules popped up that may affect you down the line, so I need some even-handed advice on this topic. Picture this: A 1450 point Reaver Titan is walking up and out of a nearby building come 45 points of Scarabs. The Scarabs attack and with Entropic Strike bring the armour of the Titan to it's knees. In that scenario, add more Scarabs and it is completely possible for about 135 points of Scarabs to destroy the Titan. In my view, it is completely unbalanced and needs to have special Apocalypse rules attached to it. I really think Entropic Strike has to have some kind of trouble with Super Heavies, as Super Heavies are designed to be a huge cut above other units. I think for Apocalypse games ONLY, Entrpic Strike needs 6's to lower armour of a Super Heavy. This reflects the superior armour a Super Heavy possesses. What do you think?
Just make it a custom rule if you are the Organizer. Just like poison/sniper weapons only wound Gargantuan Creatures on a 6+.
Also, beware of Solar Pulses. Most Apoc games only go up to 4-5 turns. Necrons could potentially make it night-fight the whole game. That will really screw up shooty armies and will most likely render the titans inert, as they are usually all the way to the back.
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Good Point. It's these things I have to know and have rules about. Expanding on your thought: Imotekh's Lightning Storm. I'm not sure, but I'd have to look at it as well.
6's on the scarabs might be a bit of a knee jerk reaction. Protect your titan. Fire dragon squads do a number on titans, are you going to make it so they only hit on a 6?
Hardly anyone at my game store plays titans because they die so quickly to units a quarter of their cost. Titans look and sound awesome but are nothing more than a huge point trap against smart and experinced players.
Yes necrons can make the entire game night fighting but that is what necrons do. You take that away from them and you are taking away a large part of their armies defense.
You may not like what an army is capabale of but that is no reason to change its rules.
I may want to play 10000 points of scarabs but since its apoc and i know you can bring 10000 points of bal preds with flamers should I remove the rule that says swarms are vulnerable to templets/blast?
Scarabs killing titans is now part of the game. Players need to adapt.
But this is all just my opinion... so carry on
The other side to the Necron "turn the lights off" ability is that the NIght Fight also affects them unless they have a couple of Solar Pulses, and they are only able to have one of those per Royal Court.
As for the Entropic Strike rule taking down Titans: Titans tend to be targeted asap by the opponent and seem to be disposed of rather easily. It's the usual theory: enough shots will take anything down. The Scarabs have this ability to munch armour, but you still have to roll to hit first, then roll to reduce armour, so each stage is a diminishing return. Hence the general theory of making the biggest Scarab unit you can before unleashing it on the targets.
Scarabs die horribly easily to templates, Str6 ranged weapons, blast markers and force weapons (I hate Grey Knight squads!), and the best way to deal with them is to destroy the basic unit before it gets a chance to benefit from the Farm technique of massed Canoptek Spyders. Yes, in Apocalypse you can have multiple units but they still have a maximum number of bases initially and those units are what the Necron player's opponent needs to target asap.
I don't think it is fair to neuter the Necron units just because they seem to be extremely "overpowered" in their respective abilities. It is really up to the opponent to have strategies and tactics in place for him to deal with these abilities.
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A good unit of infantry around the titan's feet should protect it, and most apoc scale weapons would mop scarabs up pretty quickly.
That having been said, last apoc game I played was pretty much a waste of time for all involved when the stormlord turned up with his 10 minutes of lightning per turn and nightfighting crippling everyone on both teams.
Ya, in theory a 45 point scarab squad could bring down any titan, but lets think about this for a second. 3 scarabs have a combined total of 9 wounds, and instant die from strength 6 or more. A titan will usually have at least a strength 6 blast on it, or something in the allied armies should have something, so 1 turn the scarabs die. Picture this, 10 scarabs charge at the titan, titan fires a strenght 8, 7" blast, scarabs instant die and titan player laughs. Even a normal blast will cause 6 wounds because they are swarms. With a boltgun taking out the armour save, squad or two of marines will kill them in 1 turn, and the scarabs are only effective in close combat. So put the rule in if you feel like, but i think that it will cause someone to be unhappy for a relivetivly non-threataning situation.
The things that you should be scared of are the ability of necrons to run night fight for almost as long as they want and the ability to make all terain dangerous for the enemy. Hope this helps.
and trust me thats nothing compared to the opponet who thinks 3 green tides is a great idea every game. It takes him 30-45 minutes just to complete his move phase if no one helps.
Well, first off, Scarabs are not the only things with Entropic Strike but they are known for it. Super Heavies and Gargantuan creatures DO have special concessions made for them against some items in 40K. Take psychic powers for example; they only affect Super Heavies and Gargantuan creatures if they have a Strength value. There are other examples. In this game, I've decided to take into account that Super Heavies and Gargantuan are made of superior stuff, so Entropic Strike will work on 5-6's instead of 4-6's. It is a very hard decision and I hope maybe there could be a clarification from Games Workshop at some time about it. I guess I could see why this may be unpopular with some people, but we are just seeing how it goes this time around.
The stormlord will basically win the game for necrons regardless. Use solar pulses in your turn and don't bother with the lightning. Giving your entire opponent's army night-fighting should do the trick.
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