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458 Posts
It's even better in reality, especially since it's only one unit in your army.Stealershock looks good in numbers.
Eh? Stealers infiltrate, i.e. deploy last and closer. They get to see your deployment then stick themselves in the most annoying spot. Against necrons this will probably involve a turn two charge.However, you need to set up turn two to be effective.
With large numbers of bods you can very easily leave a trail of bods back to the 18" range of the tervigon catalyst (or 12" if you feel you need to be fearless).The the tervigon has to be in range. It is base almost 300pts and if you take toxin sacs, more than 300.
If there is a phaeron with the group there is a single combat phase then the warriors are run down and dead, or even worse you pass the Ld2 test (or the stealer player gets clever by stringing out to lower the number of attacks) and you die in the second combat phase.If there is a phaeron in the group, point to point you will die.
Will somebody else explain how combat works because this is getting silly.It will take awhile but when your points ard gone, the necron player will still be alive.
I assume you are referring to an old skool monolith wall. Newsflash- infiltrate means you are generally responding to the stealers, not the other way round. The monolith is too slow to be an effective assault blocker, and even if it gets in the way I'll assault it to get an extra 6" movement while moving round it.A monolith could wreak all your plans.
Sigh- you havn't come up with a single counter strategy to what is a very worrying and competitive unit. For what it's worth these are my counter strategies (I play both armies at a high level):Let alone that guy with the staff who might wipe out a large percent of your unit with one wound depending on the FAQ. This is a short list. There are more counters than this and all are cheaper point wise than the stealer horde.
Triarch Stalker tieing them up in cc- stealers hate (HATE) av13 walkers. Open topped makes this more risky than I'd like but if the two units flail handbags for the rest of the game (likely) I'd call this a very fair trade.
Scarab assault blocking- It's going to take 15-16 scarab bases to take a full stealer charge and survive for one combat phase so a farm might be a valid delaying tactic.
Vehicle blocking- a lot of points invested into a wall in the form of arcs or barges. Night sythes run the serious risk of being hive guarded thus putting a hole in your skimmer wall (so use the tougher vehicles).
In reality you'll probably have to use a combination of the above to keep the nastyness at bay.
With that I'm bowing out of this thread. I'm honestly amazed that I've had to spend so long explaining basics.