Necron Night Scythe the worst transport in the game? - Page 3 - Wargaming Forum and Wargamer Forums
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post #21 of 37 (permalink) Old 07-06-12, 06:59 AM
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Originally Posted by Iron Angel View Post
I am not implying that pissing off the opponent is a good thing. It might make it very hard for you to find a game if you run such a broken list. What I'm saying is, it is in fact broken, and your enemy will get angry, so you might as well enjoy it before changing your list to ensure people will still play you at all.

The list is engineered to win, and win it will, which is what will piss your enemy off. In a WAAC competitive environment, this is irrelevant because winning is the only item on the plate.
I don't equate building a list to win with building a list to piss people off though the two are not mutually exclusive. If you're in that environment, its pretty much expected. I'll play tournaments but I'll play for funsies and to see people, etc. If you put yourself in that arena, you better expect that kind of list. But making it, regardless of where you play it, just to frustrate and annoy is just fucked up.

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post #22 of 37 (permalink) Old 07-06-12, 07:20 AM
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I don't think the Night Scythe is bad. It's the only transport that can move that far and still deploy something. And the embarked unit can fire when it gets out. The FAQ says if the Night Scythe moved 24" or less they can shoot normally, between 24" and 36", they can snap fire. Lychguard can survive the turn they can't assault. It does stink that it can't carry Jump Infantry and Jet Bikes now, as it specifically mentions how to carry them. Perhaps that's an over-site. I see no reason why Jump Infantry and Jet Bikes could not "leap up" to embark. Or maybe Invasion Beams should work in reverse too; who knows.

But at least those on-board won't suffer a gruesome, S10 death when it goes down. It makes me seriously re-consider my Storm Raven for my Blood Angels. Too much can go wrong.

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post #23 of 37 (permalink) Old 07-06-12, 07:26 AM
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Originally Posted by Archon Dan View Post
I see no reason why Jump Infantry and Jet Bikes could not "leap up" to embark.
I got a great image of a unit of Triarch Praetorians leaping up to embark and the Night Scythe earning its name by decapitating all of them. As their bodiless heads plummet to the ground...

Toby: Did you account for target velocity when you jumped?
Dave: Nope.
Toby: Dammit, Dave...

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post #24 of 37 (permalink) Old 07-06-12, 09:17 AM
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Getting really tired of units moving faster than the "fastest army in the game." I understand that Necrons perform raids too, but Dark Eldar have perfected striking like lightning. We strike so quick and leave so few wittnesses that many mistake our raids for regular Eldar attacks and that pleases us.

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post #25 of 37 (permalink) Old 07-06-12, 11:52 AM
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Sure necros move fast once!(except one unit per turn for monolith) Where as the true eldar can keep it up all game.
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post #26 of 37 (permalink) Old 07-06-12, 11:56 AM
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Originally Posted by MadCowCrazy View Post
Hmm, made a new list with 2 units of 10 Lychguards in Night Scythes joined by my Overlord with Warscythe and 1 Lord with Warscythe in each. So basically 23 models with Warscythes will be jumping into the Tyranid deployment zone. Only problem is that every single one of his gaunts will have poison weapons so ignore my toughness 5.

I really wish there was a lord that made Flayed Ones Troops, then you could make a complete close combat Necron army...

We are playing 1850pts. Got 6 units of 5 Necron Warriors, because I had to fill out slots as you can only deploy 50% of your units in reserve.
Quick note- unless I misunderstand your list you only need 3 units of Warriors. A unit in a Dedicated Transport only counts as one unit for this purpose. (p. 124) So your two units of Lychguards are 2 choices, the Overlord and Court are another choice. (Or maybe 2 more choices, don't have the Necron book so not sure on that front.)
Anyway, you have 3, or at most 4 units in Reserve for the purposes of the 50% rule, not 6.

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post #27 of 37 (permalink) Old 07-06-12, 11:57 AM
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Units can move before embarking, right? So it should not be too hard to embark on a Nightscythe even if it is zooming.

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post #28 of 37 (permalink) Old 07-06-12, 12:03 PM
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Originally Posted by darklove View Post
Units can move before embarking, right? So it should not be too hard to embark on a Nightscythe even if it is zooming.
You cannot Embark in a Zooming Flyer.

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post #29 of 37 (permalink) Old 07-06-12, 12:05 PM
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Interesting to have a transport that you can't get into at all... Perhaps this will be updated in the revised FAQ for the Invasion Beam.

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post #30 of 37 (permalink) Old 07-06-12, 12:07 PM
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Please tell me that the FAQ will have the 'Run Away' beam

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