Wargaming Forum and Wargamer Forums - Reply to Topic
Thread: Necrons 7th Edition - Decursions and shenanigans! Reply to Thread
Title:
Message:
Trackback:
Send Trackbacks to (Separate multiple URLs with spaces) :
Post Icons
You may choose an icon for your message from the following list:
 

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










  Additional Options
Miscellaneous Options

  Topic Review (Newest First)
02-04-15 04:38 PM
ItsPug
Quote:
Originally Posted by Vaz View Post
Then facotr in look out sir.
Just to be clear the figures I listed above are for non characters, because as correctly pointed out, most special weapon carriers are non charcters, so i didnt include LOS

Quote:
Originally Posted by The Sturk View Post
I'm currently limited with what I can type, but replacing the a-nexus and d- scythes with destroyers wasn't what I was going for in this list. I don't question their effectiveness though and will likely use the formation in another list.
No problem. I was merely pointing out that 6 Deathmarks wont cut it, but if thats all you can afford after taking the rest of the army you want thats fine. Sub-par selections are better than not having anything at all.
02-04-15 03:50 PM
The Sturk
Quote:
Originally Posted by Vaz View Post
Then facotr in look out sir.
True, but with some exceptions, the wielder of special weapons aren't characters meaning no Los.

I'm currently limited with what I can type, but replacing the a-nexus and d- scythes with destroyers wasn't what I was going for in this list. I don't question their effectiveness though and will likely use the formation in another list.
02-04-15 03:23 PM
Vaz Then facotr in look out sir.



100% free webcam site! | Awesome chicks and it is absolutely free! | Watch free live sex cam - easy as 1-2-3
02-04-15 03:15 PM
ItsPug
Quote:
Originally Posted by The Sturk View Post
The goal of the is to remove specific threats from units. As I said, I suspect the doomsday ark to be targetted by droppod Marines with meltaguns. If they can remove the meltaguns from said unit, then they would have done their job.
6 deathmarks rapid firing will kill 3.1 marines in total, of which 0.78 will be due to precision shots. You're better off killing the squad with overwhelmimg firepower rather than pinning your hopes on sniping the special weapons.

It takes 31 shots to kill 2 non character MEQs with synaptic disintegrators when wounding on a 2+, those 31 shots would also kill 8 marines total...
02-04-15 03:03 PM
The Sturk
Quote:
Originally Posted by ItsPug View Post
Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.

As the Hunters from Hyperspace special rule only applies to the player turn the unit arrives from deep strike reserve, you need to be able to kill or seriously damage the unit you target in one turn of shooting. With the loss of the ability to attach Crypteks with AP2 flamers, I just dont see Deathmarks being able to do enough damage on the first turn.
The goal of the is to remove specific threats from units. As I said, I suspect the doomsday ark to be targetted by droppod Marines with meltaguns. If they can remove the meltaguns from said unit, then they would have done their job.
02-04-15 11:16 AM
ItsPug
Quote:
Originally Posted by Shadow's Fury View Post
True, but as part of a decurion detachment, don't you need to get three units of destroyers and a destroyer lord? That will take the price way over that of deathmarks
True, but I wouldnt have chosen the Deathbringer flight, or the Annihilation Nexus

My list would be
Reclamation Legion: (809)
Overlord - Warscythe
Immortals - 5, Tesla
Warriors - 10,
Transport - Night Scythe
Warriors - 10,
Transport - Night Scythe
Tomb Blades - 6 Particle Beamers, Nebuloscopes

Destroyer Cult: (690)
Destroyer Lord - Warscythe
Destroyers - 4
Destroyers - 5
Destroyers - 5

Night Scythes provide the same anti air ability as the Deathbringer Flight, but add more mobility to the troop squads, Immortals would start in reserve and walk on to hold the home objective. Destroyer lord joins the Tomb blades for some CC punch and preferred enemy, with 6 blast weaposn and ignores cover they'll handle light infantry in cover and hordes, destroyers handle 3+ armour saves. Vehicles are brought down by gauss inflicted glancing hits, even a land raider will take 2.2 HP from a 10 man warrior squad rapid firing.
02-04-15 10:32 AM
Shadow's Fury
Quote:
Originally Posted by ItsPug View Post
For almost the same amount of points you can get 3 destroyers who will cause 1.8 wounds on a TMC, each turn, every turn, from beyond 24". The destroyers are more mobile, better against MEQ, GEQ, light vehicles etc, not subject to interceptor fire and can JSJ.
True, but as part of a decurion detachment, don't you need to get three units of destroyers and a destroyer lord? That will take the price way over that of deathmarks
02-04-15 10:23 AM
ItsPug
Quote:
Originally Posted by Uveron View Post
AT 1500pt game 3 wounds is quite effective, esspicaly if you have a little bit of shooting in the rest of the army to finish it off if needed.
Sorry, what I mean is that there is multiple points of failure...
1) You need to get the deathmarks on from reserve. (66.66% chance, 0% on the first turn)
2) You need to deepstrike them within 12" of the target and not scatter outside of this range. (otherwise you're only inflicting 1.6 wounds on a TMC)
3) The Deathmarks are left within 12" of the enemy unit they failed to kill, and the TMC should be able to wipe them in CC.
4) On the second and subsequent turns, even if the Deathmarks are at full strength, they inflict 2.2 wounds (or 1.1 if outside of rapid fire range).

For almost the same amount of points you can get 3 destroyers who will cause 1.8 wounds on a TMC, each turn, every turn, from beyond 24". The destroyers are more mobile, better against MEQ, GEQ, light vehicles etc, not subject to interceptor fire and can JSJ.

The only time the Deathmarks are better is the turn they deep strike, as long as they are within 12", any other time the destroyers are a better choice assuming you have free slots for them
02-04-15 09:15 AM
Uveron
Quote:
Originally Posted by ItsPug View Post
Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.
AT 1500pt game 3 wounds is quite effective, esspicaly if you have a little bit of shooting in the rest of the army to finish it off if needed.
02-04-15 09:05 AM
ItsPug Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.

As the Hunters from Hyperspace special rule only applies to the player turn the unit arrives from deep strike reserve, you need to be able to kill or seriously damage the unit you target in one turn of shooting. With the loss of the ability to attach Crypteks with AP2 flamers, I just dont see Deathmarks being able to do enough damage on the first turn.
This thread has more than 10 replies. Click here to review the whole thread.

Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

 
For the best viewing experience please update your browser to Google Chrome