Ghazghkull Thraka: How to kill? - Wargaming Forum and Wargamer Forums
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post #1 of 39 (permalink) Old 07-13-12, 08:24 PM Thread Starter
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Default Ghazghkull Thraka: How to kill?

I've had some lucky draws against Ghazghkull, but thats really what they were, luck. I can't seem to find anything in the Necron codex that would really wreck Ghazghkull on a consistent and reliable basis. His 10 Leadership makes MSS iffy, his 4 Inititive makes Time's Arrow iffy, the only S10 we have is a shooting attack which can only be put on him on a to-hit of 6, and its a one-shot weapon, he has a 2+ so power weapons are right out. I was thinking Praetorians, but they are expensive and strike at the same time he does. Thoughts?

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post #2 of 39 (permalink) Old 07-13-12, 08:37 PM
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Even throwing Praetorians at him would be risky as everyone i know, including myself, runs him with a MegaNob bodyguard. Thats more 2+'s for you to worry about.
And if i recall correctly, Gazghkull and the MegaNobz would strike first as they are I4 and 3 respectively and Praetorians are I2.

Your best bet, as is generally the case with most Ork units, is to drown him in fire and outroll his Sv.

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post #3 of 39 (permalink) Old 07-13-12, 08:38 PM Thread Starter
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I though Ghazghkull had a Power Klaw? Wouldn't that turn him I1/S10?

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post #4 of 39 (permalink) Old 07-13-12, 08:44 PM
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Yes! You are correct, somehow i over looked that for his staline 'I' value. My bad

Still, if he comes with a bodyguard, you have to get passed all them and their 2+'s. It will get messy and take a while for you to kill them if they don't kill you first even given your first strikes.

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post #5 of 39 (permalink) Old 07-13-12, 08:49 PM
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Destroy his vehicle and ignore him, He's slow and purposeful means he's unlikely to zoom around the battlefield and worst case is he contests an objective, Destroy everything else first then shoot him with whatevers left.

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post #6 of 39 (permalink) Old 07-13-12, 08:50 PM
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Not only that, but he is immune it instant death. So given that you have chewed up the meganobs, you still have 5 wounds to kill off.

The IG are proof that good things come to us who wait. I've been Guard since 3rd ed. I been in the store and remember getting 5 boxes of men (when they came in 20 man boxes) 3 Commissars and praying that I might survive til turn 4. I've stuck it out, and you know what I have to say? WHO'S DYING NOW HA HA HA HA HA HA!!!!

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post #7 of 39 (permalink) Old 07-13-12, 08:51 PM Thread Starter
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According to my mathhammer, a Destroyer Lord stands the best bet in CC. 4 attacks on the charge, 2 success, 2 rerolls, for 3 hits. S7 wounds his T5 on a 2+, meaning 2.49 successes and .51 rerolls, meaning 2.913 wounds. Conversely, Ghazghkulls innate 4 attacks need a 3+ to hit, which is 2.6 hits, and then a 2+ to wound, which is 2.2 wounds. I actually out-wound him, statistically, but he also has 4 wounds. In the second round of the challenge he will be dead first- Lets also not forget that MSS succeeds against LD10 about 48% of the time, meaning if the first failed, the second has good odds of succeeding, and he'll just ID himself with his Power Klaw. Unless he has Eternal Warrior? In which case he will probably already be dead or down to one wound anyway since you strike before him.

As for shooting, Monolith looks nice, as its S8 pie plate will Instant Death his Nobs, denying them any FNP if they have a Painboy.


Last edited by Iron Angel; 07-13-12 at 08:54 PM.
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post #8 of 39 (permalink) Old 07-13-12, 08:56 PM
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I didnt really account for anything other than the Praetorians. I also didn't factor in abilities. It was a general 'this is what you have to get passed' thing.

Not sure i have seen anyone use plain Nobz with him as he would slow them down. And MegaNobz can't take a Pain Boy.

I guess drowning him in fire is a sure fire way to do it, i have come across few HQ's that killed him outright, most take two or more turns when accounting for his Sv/W and Bodyguard.

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post #9 of 39 (permalink) Old 07-13-12, 09:05 PM Thread Starter
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Well, Slow and Purposeful changed a bit in the new edition, for the better in most cases, since instead of 1d6 movement you just can't run.

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post #10 of 39 (permalink) Old 07-13-12, 09:17 PM
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That and if you take mad dok then your 5 meganobs can take a 5+ invol for peanuts. Gaz also get 7 attacks on the charge, and is immune to instant death. He also comes with the invol for the times when you do have AP2 weapons.

I for one am bringing a converted one of him to the next tourniment as we have 4 necron players and I want to show them the true power of the WAAAGH!

Bare in mind that IF, and its a big if, they get first turn that battle wagon the meganobs bring is moving 13 inches with RPJ. You blow it up and they disembark 6 inches twards you. Now what? He also gets a big shoota, not bad. WS 6 makes it so you need 4+ unless you have WS7 or better I think. That said, he can still be killed and its not like he is going to do too much tricky shit. The problem is you almost never fight him alone.

My buddy tried to force weapon him with mafiston and ended up getting power klawed to death in a chalange. Math hammer can tell you odds, but if Gork and Mork are watching, Gaz will fuck you up every time.

Best advice is to blow up the transports and get him down in wounds as much as you can prior to his charge, and when you can, charge him first and deny the +2 attacks on the charge. Have a character chalange him if you can so the mega nobs cant lend weight of number to him in the combat (they have to kill the other stuff).

Alternatively you can allow him to deploy first, see where he puts him, and with the new premeasuer rules you can work to isolate him on the other side of the board. If he cant charge you remove everything that is really good about him.

The IG are proof that good things come to us who wait. I've been Guard since 3rd ed. I been in the store and remember getting 5 boxes of men (when they came in 20 man boxes) 3 Commissars and praying that I might survive til turn 4. I've stuck it out, and you know what I have to say? WHO'S DYING NOW HA HA HA HA HA HA!!!!

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