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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
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Originally Posted by
Selrahc
Tyranids? They used to be a pretty good option. Not read the new codex yet though.
Having read both the old and the new codex, I think they probably got even better in this regard.
Though a Khorne-CSM army shouldn't do too badly, either; decent transport capabilities would be a must, but the Battleforce box comes with both berserkers and a Rhino, so getting an effective Khornate army shouldn't even be overly expensive.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
You could wait for Blood Angels to come out. From what I've seen (rumours, mind you), they're like orks in power armour.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
Shas'aia Toriia
You could wait for Blood Angels to come out. From what I've seen (rumours, mind you), they're like orks in power armour.
Aren't Khorne Berserkers pretty much that already? Furious Charge, 2 Attacks base, close combat weapon and pistol, Fearless, Power Armour...
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Right, but the whole Blood Angels codex is like that. Just some have jump packs, others get tanks, and exalted are ridiculous.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
I suppose I'll just start saving, then. :smalltongue:
My little bro is stubborn, though. He doesn't want me to guy buy any more of those guys for him, even though they're a dollar apiece, because they're so badly painted and assembled and he'd rather not deal with it. :smallannoyed:
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Lycan 01: Just as a mention for the budget conscious Ork player, consider the AoBR Orks. Ebay and the like is swamped with them from people who have bought the starter set and sell the parts individually. It can provide a solid set of Slugga boys that can easily be converted to Kommandos, Storm Boys and provide the bodies necessary to make the additional Burna boys from the Loota box (with a bit of snipping).
Speaking of Burna Boys, I have seen the numbers run, and against nearly everything (bar 2+ saves) it is better to Flame then assault than use the power weapons, assuming each template hits at least 3 models (if you believe the Mathhammer that is).
And remember, you can flame with the front rank and still use the power weapons on Boys that didn't shoot. :smallsmile:
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
No Ebay account... :smallannoyed:
Although I was thinking about AoBR... Its cheaper than the Ork Battleforce, and it does have Nobz and Dethkoptas, but the Battleforce has Bikers and a Trukk. Both purchases have their strengths...
AoBR also has Space Marines, though, and I could either make my own little back-up Space Marine army (just so I don't feel left out :smalltongue:), or I'm sure my bro or SM friend would be willing to split the price so they can get some cheap marine units.
I dunno. For the time being, I'm going to focus on getting the Battleforce. I'm trying to catch up to my Space Marine buddy, and giving him another few hundred points from splitting the AoBR kit will put me right back where I started. :smalleek:
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
I was thinking about entering a 1500pt tournament next week, but at the moment my Imperial Guard army has almost nothing in the way of armor of any sort. How much face stomping would I receive if I fielded an almost entirely infantry army?
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Not as much as you might think. As long as you have some kind of special weapons for dealing with enemy armour.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
If you can get someone to split the AoBR box with you, then buying both would be pretty good idea. because well, that’s a lot of ork for a fairly small price tag (about $125).
Anyway I just played my first game with my space wolves (1750). (Well ok I borrowed the models, as I haven’t got them all on bases yet, and I don’t even have that much). I ran up against the ork nobz biker army and promptly got stomped. But there’s not a whole lot you can do about that particular army without heavy tank support, I sorta expected it to happen, though I did bloody its nose pretty well.
I’m still trying to figure out what I like and don’t like so I sorta brought a list that didn’t really focus on anything.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Hi everyone, we're about to run a 750 point format series of game set around objective taking missions at my local club, I have the following list for my Eldar in mind and I would love a little bit of critique.
Spoiler
Show
Autarch w/ Melta Gun and Power Sword - 90pts
5 Fire Dragons + Exarch w/ Firepike and Crack Shot - 121pts
Wave Serpent w/ Twin-linked Scatter Laser and Shurkien Cannon - 125pts
5 Eldar Pathfinders - 120pts
8 Dire Avengers + Exarch w/ Dual Avenger Shuri-cats and Bladestorm - 140pts
6 Guardian Jetbikes w/ 2x Shurken Cannons - 152pts
Basicly the pathfinders will infriltrate onto any remote objectives (well, as remote as one can get on a 4x4 Board), and sit pretty while adding their considerable stopping power to whatever is appropriate.
The Dire avengers will act as a more mobile short-to-mid-range objective grabbers, I feel a little naked without a power weapon on the exarch, but letting him get caught in combat isn't the best idea.
The Bikes will be backup fire for the Waveserpent, acting as late game objective grabbers/contesters if they cant find somewhere to settle before-hand.
The Wave Serpent will carry the Firedragon and Autarch payload, dropping 7 Meltagun shots that ignore cover onto most units is assured a speedy death, acting as an objective clearing unit, and tank-hunters where appropriate. the 7 S6 shots from the Wave Serpent itself should be enough to either add weight to clearing enemy units, or engaging a seperate unit while the dragons do their thing, or hit units hard that have been popped out of a tank.
Any comments, or recommendations will be greatly appreciated.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
One Step Two:
Well, first thing would be that in 750pts, fire dragons may be a bit of AA overkill. The low number of shots combined with short range means if people don't take stuff like landraiders, they aren't going to be to helpful.
Consider swapping them out and get some more objective grabbing troops.
Maybe take some dual purpose weapons, like missile launchers, that can still contribute if no armour is about.
Make sure the autarch is mobile, either in a transport or with a jump pack/jetbike (?), especially with such a short range weapon.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
I do have a concern that the shots may be a little underwhelming, I am toying with the idea of using a unit of striking scorpions with the autarch and infriltrate to harass enemy lines, and possibly keeping the waveserpent and use it for my Dire avengers.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Got a massive bottle of simply green since the nailpolish remover did nothing and the pinesol mix only got off a few patches. I'm going to let it soak over tonight, but I need to ask a few quick questions:
Do I need to add water and dilute it, or do I just soak them in straight Simply Green?
Do I need to worry about getting this stuff on me, or will it not deskin my flesh if I make contact with it?
If I put it in a plastic container, will it eat the plastic?
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
One Step Two
I do have a concern that the shots may be a little underwhelming, I am toying with the idea of using a unit of striking scorpions with the autarch and infriltrate to harass enemy lines, and possibly keeping the waveserpent and use it for my Dire avengers.
You could also take the Striking Scorps, turn the Autarch into an Avatar, and use the extra points to get another squad of Avengers.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
Lycan 01
Got a massive bottle of simply green since the nailpolish remover did nothing and the pinesol mix only got off a few patches. I'm going to let it soak over tonight, but I need to ask a few quick questions:
Do I need to add water and dilute it, or do I just soak them in straight Simply Green?
Do I need to worry about getting this stuff on me, or will it not deskin my flesh if I make contact with it?
If I put it in a plastic container, will it eat the plastic?
As I said earlier, its just a cleaning solution. Would you be afraid to touch Windex? Don't worry about it melting anything.
Don't dilute it.
The few times I used simple green, I soaked the miniatures over-night, then the next day took them out, and scrubbed off the paint in the sink under a cold tap. It won't just eviscerate the paint, just makes it easy to scrub off.
And it doesn't hurt plastic, so you can also strip plastic minis in it.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
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Originally Posted by
DCGFTW
You could also take the Striking Scorps, turn the Autarch into an Avatar, and use the extra points to get another squad of Avengers.
I don't think the Avatar is wholly efficient by himself, and the lack of assault grenades if he needs to assault into cover means he may have some trouble.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
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Originally Posted by
Selrahc
You could try making up some of your own [missions]? Or using some from previous editions.
Yeah, I've been doing that. But, really, those things are house-ruled in. And some players don't like playing anything except what's in the book.
I've been toying around with the idea of a Last Stand scenario, similar to the one in Dawn of War II. But, it's kind of hard to get unit balance right. And, given the differences between DoW and the real game; Things get tricky.
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Pariahs aren't that good. With just 1 WS4 I3 attack each they don't excel in close combat despite their warscythes and as ranged elite they are completely usurped by immortals.
False. They have the exact same BS, Guns and Toughness and save as Immortals. They only lack the We'll Be Back rule.
You also neglect to mention that even at Initiative 3, Pariahs are Toughness 5 with a 3+ save. They don't go down to anything except Power Weapons (which all things in the game go down to, and most will wound on 5s anyway. And, as a Bike player, I laugh at Power Weapons. Toughness 5 is awesome) and Power Fists, which Pariahs strike before and will kill.
They don't need more than one attack. S5. No save.
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They're decently but not excessively tough. They're a real jack of all trades master of none unit.
Exactly. An actual unit that can do anything is great. People also forget that when Pariahs see a unit that even might be better than them at Assault; The answer is to move backwards and shoot with their S5 Assault 2 weapons, until the Pariahs have the upper hand.
Against a player who knows that 'move backwards' and 'stay out of LoS until later' are valid tactics, the only viable weapons vs. Pariahs are Ordnance weapons. Which defeats everything. So, doesn't count.
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But to cap that off they steal away a big chunk of your points, but don't count towards the phase out limit.
You mean as opposed to Tri-Monoliths or C'Tan? Also, 'contributing to Phase Out' is not a criteria for 'best unit'. :smallconfused:
Against a dedicated assault unit? No. They wont do very well as an SM Assault Squad that lays down 30 attacks. Orks? Not so much. The plan would be to move Pariahs backwards and unleash 20 'Pulse Rifle' shots into a Mob per turn until the numbers start to favour Pariahs. Or unloading 20 S5 shots into the Trukk. :smallamused:
Against a dedicated Shooty unit? No, they don't too well there either.
But, all of the above can be said of Tyranid Warriors and Grey Knights too.
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Decent enough in big games
I never said 'take them in small games'. That's a bad idea. Everyone knows. But, unit-for-unit; Pariahs are (one of) the best units in the game.
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Originally posted by Winterwind
I'm pretty surprised how fond Cheesegear is of them, since just about every other WH40k player I've ever read on any forum, especially Necron players, either considers them the worst unit in the game period, or second-worst after Mandrakes.
From what I have actually played with and played against, and having actual experience with said units, is that Pariahs are scary if used right. They are not a blunt object you throw at your opponent like Nob Bikerz.
Most players I know who have Necrons run their Pariahs forwards straight into an Ordnance Template to the face. Then they cry about how their single-blister models - that they spent their first-born to buy - suck arse.
My tournament-Necron player friend hides his Pariahs for the first two turns. While things firefight with other things, or something gets stupidly close enough for the Pariahs to assault them. A Pariah's 'sweet spot' is 19-24" away from their opponent out of LoS from Ordnance.
There's a right way, and a wrong way. The wrong way - that most people use them for - is to use them as SM Terminators and run them up centre field getting shot at. That is what basic Necron warriors are for.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
The problem with Pariahs is that they compete with Immortals. Which are cheaper, more durable (due to same toughness and armour, but having We'll Be Back), just as capable in ranged combat, and who, unlike Pariahs, have a modicum of mobility as they can be teleported via Monolith or Veil of Darkness. The former making them even more durable. And they count towards Phase Out.
Sure, Immortals may not get to ignore saves in close combat. But the answer of most Necron players to close combat doesn't seem to be replacing a unit that is not that good therein with another that is slightly better (but still not exactly good), it is to stay out of close combat altogether while also messing up the opponent strategically, which they can do quite well with their teleports.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Pariahs are immortals with added close combat utility, who lose the advantage of being a necron.
Not being a necron hurts them immensely since they lose a lot of synergy and utility, while actively being a drain on the army. Part of being "one of the best units in the game" is the ability to work well within the army you're in.
The advantage of Pariahs over Immortals is their close combat ability. The close combat ability is poor. With one attack per model it is just not up to snuff, even if the attack is S5 no save.
T5 is not a panacea. They aren't even much harder to kill than standard necrons despite being hideously expensive.
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False. They have the exact same BS, Guns and Toughness and save as Immortals. They only lack the We'll Be Back rule.
I would say that a unit is usurped at a role if it has an exact equivalent who is actually better at the job for significantly cheaper.
When I said they were decent in high points games, I don't mean good. I mean not crippling. At 3000+ the flaws in the Pariahs won't have such a big effect on your army and they might serve as a counter assault force more easily. I wouldn't call them optimal even then.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
Winterwind
[Immortals] unlike Pariahs, have a modicum of mobility as they can be teleported via the help of other units. And they count towards Phase Out.
So, what makes Immortals good is other units. And, as I've already said, Phase Out doesn't mean anything when you're talking about individual units.
Otherwise I can just counter with 10 Pariahs plus Destroyer Lord with Nightmare Shroud.
When I say 'best unit', I say
"Here is a unit that can do anything and everything perfectly fine (read; Better than most things doing only one role) on it's own."
Immortals, without Teleports (other units) are just as slow as Pariahs. Only slightly more durable (anybody who's anybody will be carrying Meltaguns), and are asking to be Assaulted.
Immortals can shoot and take some amounts of fire. That's about it. If they get Assaulted, they're boned. Pariahs are also Fearless. If they lose an Assault, they take Armour Saves on 3+. Immortals lose an Assault, they take a check. They fail that, they take an opposed Initiative check or they all die. No WBB.
Tyranid Warriors can shoot (mutliple shot, medium/high strength weapons) and Assault (WS5, multiple attacks each) perfectly well. Even without upgrades. Have 3 wounds each and a 4+ save. Also Troops. This is a good unit.
Grey Knights (in Power Armour) have 2 attacks each. Strength 6 combat weapons. Storm Bolters. And funky rules that stop them getting shot at from every other unit. Troops. Incinerators and Psycannons have good strength, AP4 and ignore Invuls. Kill tricked-out Nob Bikerz. This is a good unit.
You can get them to Teleport in too (Storm Bolters come in handy here) to get them where you need to be. But they wont be Troops.
You can just about double their points cost to give them Terminator Armour (and the ability to Teleport as well) and Relic Blades, or Thunder Hammer and (3rd Ed. :smallannoyed:) Storm Shield.
Grey Knights - of any stripe - are good units.
Dark Eldar Incubi (so, not including the Lord) can take Dedicated Transports (which Immortals don't have) that are open-topped for easy Assaulting. 3+ Save. Means they don't die to Bolters.
WS 5, Initiative 5, Strength 4 Power Weapons, 2 attacks each.
...Access to the Incubi Master (Sergeant), which is an HQ-level statted character, except for his nine wounds (he's part of a squad, you know), the Incubi Master can also take Wargear to make him (and, by extension, the whole squad) even more ridiculously powerful.
(As a 3rd Ed-style retinue, Incubi will always be accompanied by a Lord...But, that's ruining the exercise. Incubi don't really need him. The Incubi Master will kick arse all by himself)
Incubi can also take Blasters. Which are to Dark Lances, as Meltaguns are to Multi-Meltas.
...If your opponent goes first, and moves forwards, Incubi can first turn assault. If not, they'll just hide for a turn or so.
...Incubi are not that good at shooting. Argument? They really don't need to be.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
On the other hand, when I hear 'best unit', I think of a unit that is always or at least usually a good addition to the army, especially if one doesn't know what one is going to face.
Which means being good in every role is not enough (and I would contest the Pariah are even that - their close combat capabilities are far too sub-par for that). The unit also has to work well with the rest of the army, not be overshadowed in its roles by better units, and have a reasonable point cost.
The Pariah lack synergy with most of the army (one notable exception being Flayed Ones, and just about the only Necron players I've read comments of who did not speak about Pariahs with complete detestation were the ones using this synergy), especially due to not adding to Phase Out, are overshadowed by Immortals as a far more durable unit for less points (by the way, what is your comment about Meltaguns supposed to mean? Meltaguns do not prevent We'll Be Back for Immortals - Immortals have enough toughness to not be instantly killed, and We'll Be Back does not have the AP1/2 limitation of Feel No Pain!), and are quite overpriced for a unit that does not add to Phase Out and does not excel at close-combat (the only thing where they are better than Immortals). In my eyes, that makes them quite distant from being the best unit in the Necron codex, much less the entire game.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
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"Here is a unit that can do anything and everything perfectly fine (read; Better than most things doing only one role) on it's own."
Well that seems like a totally counter intuitive definition to me. I'd like the best units in the game to actually be useful to an army.
You seem to be looking not for the best units, but merely the most well rounded ones.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
It makes sense, in a strange way. WH40k is a game where each unit tends to have a blatantly obvious strength, and then... well, Emperor help you if you try to use that unit differently. That's at least how it seems to me.
To cross genres, in D&D I'm a huge fan of playing bards; to me, they are the best. Why? They can do a little bit of everything. They probably can't do everything well (though I've had a few come close), but they CAN take a crack at everything without (usually) suffering too harshly for it. Which, I think that's where Cheese is coming from on Pariahs.
On top of that, it IS an opinion, and according to Cheese, one based on his own experiences. You can talk about what units have what stats all you want; I've *watched* units do things that they simply should not have been able to do by the numbers just as often as anyone else who's played WH40k. If Cheese thinks Pariahs are great, then hey, why keep telling him that he's wrong? :smallconfused:
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
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Originally Posted by
MountainKing
On top of that, it IS an opinion, and according to Cheese, one based on his own experiences. You can talk about what units have what stats all you want; I've *watched* units do things that they simply should not have been able to do by the numbers just as often as anyone else who's played WH40k. If Cheese thinks Pariahs are great, then hey, why keep telling him that he's wrong? :smallconfused:
I can't speak for Selrahc, but for me, it's mostly because this is the Tactics thread, and from a discussion about the merits or lack thereof of any unit, a lot can be learnt about the way other players think, how and why they decide a unit is good or bad, how they use it, why they use it, why they don't use it, etc. When I tell Cheesegear why I think Pariahs suck, and he tells me why I am wrong, I've learnt something about the game; when Selrahc affirms that I am right and further elaborates why, I've learnt something about the game as well. In other words, it's an opportunity for myself to learn more about strategy in general and WH40k in particular. :smallwink:
Also, people come asking into this thread asking for advice and which units to get, many of them addressing Cheesegear directly or are redirected to him; for the sake of these people, I'd prefer to make sure the advice these people receive is correct. Which is not to say Cheesegear's opinion about Pariahs is necessarily wrong right now, even though it vastly differs from that of Selrahc and myself; but questioning it, and discussing Pariahs together, we can hopefully determine with greater certainty whether Pariahs are something to be recommended to Necron players, or told them to shy away from.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
One Step Two
5 Fire Dragons + Exarch w/ Firepike and Crack Shot - 121pts.
I'm always leery about fielding Fire Dragons unless I know darn well that the enemy is very, very tank heavy. There are other things you could toss in there that could do the job nicely, but I'm pretty new to Eldar myself. If this is working for you, stick with it, but i've had nothing but bad luck with Fire Dragons myself.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
Winterwind
I can't speak for Selrahc, but for me, it's mostly because this is the Tactics thread, and from a discussion about the merits or lack thereof of any unit, a lot can be learnt about the way other players think, how and why they decide a unit is good or bad, how they use it, why they use it, why they don't use it, etc. When I tell Cheesegear why I think Pariahs suck, and he tells me why I am wrong, I've learnt something about the game; when Selrahc affirms that I am right and further elaborates why, I've learnt something about the game as well. In other words, it's an opportunity for myself to learn more about strategy in general and WH40k in particular. :smallwink:
Also, people come asking into this thread asking for advice and which units to get, many of them addressing Cheesegear directly or are redirected to him; for the sake of these people, I'd prefer to make sure the advice these people receive is correct. Which is not to say Cheesegear's opinion about Pariahs is necessarily wrong right now, even though it vastly differs from that of Selrahc and myself; but questioning it, and discussing Pariahs together, we can hopefully determine with greater certainty whether Pariahs are something to be recommended to Necron players, or told them to shy away from.
*shrug* For me, strategy doesn't have much to do with the stats on the unit; it has everything to do with how I use the units I have. Who knows? I could well be very wrong, but that has never stopped me from trying things anyway (and often enough, the fact that I did it *anyway* was enough to achieve victory). That's one of the biggest reasons why I have absolutely zero faith in Mathhammer; no matter how much logical sense it makes, I've watched logic and reason fail in the face of chance countless times over the last (almost) eight years of various types of tabletop gaming I've enjoyed.
EDIT: Acanous: How on earth can you be leery about 10 Melta shots with Fleet? That... that seems odd to me... I mean, even if the enemy ISN'T tank heavy, it's... it's ten Melta shots with Fleet... :smallconfused:
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
MountainKing
*shrug* For me, strategy doesn't have much to do with the stats on the unit; it has everything to do with how I use the units I have. Who knows? I could well be very wrong, but that has never stopped me from trying things anyway (and often enough, the fact that I did it *anyway* was enough to achieve victory).
You misunderstand. It's the 'how to use the units' that interests me the most, too, and it is precisely what I hope to discern from this discussion. Obviously, Cheesegear has found a way to make a unit work when it appears to me it should not, and I hope to understand how he does that and why it works, or find the mistake therein, if it does not.
If I think a unit is bad, then either it truly is bad, or I am using it wrong. I'd rather hear how people who think the unit is good are using it; either I'll have learnt how to use such a unit then (and my understanding of strategy will grow), or at least I'll understand better how other people think and what strategies they conceive (even if they don't work), and be likewise enriched.
Quote:
Originally Posted by
MountainKing
That's one of the biggest reasons why I have absolutely zero faith in Mathhammer; no matter how much logical sense it makes, I've watched logic and reason fail in the face of chance countless times over the last (almost) eight years of various types of tabletop gaming I've enjoyed.
That's because it's the deviations from the average that have the greatest impact on the game and are the most memorable. Also, the amounts of dice rolled in WH40k, while large when compared with most other games, are still low enough for the law of large numbers to not fully apply.
If you'd add up all rolls and all results thereof over a long enough time, it would end up in Mathhammer working out precisely (either that, or the dice you are using are loaded), but that does not make Mathhammer any more reliable a tool when applied to singular events. It does, however, give you an objective and quite reliable idea of what is generally speaking good against what; you are free to disregard it and go up with units against other units when Mathhammer predicts it to end poorly for you; you may even get lucky and come out of it with the upper hand, but if you keep repeating it, you can rest assured it will end poorly for you more often than not. Which is not a reason to never try it nonetheless; I take risks often enough in strategy games, when I think it might be advantageous to do so or when I simply feel like it. Still, having an understanding of the average outcomes can be quite useful (as can the ability to calculate them on the fly).
Statistics don't lie. One just should not overestimate their usefulness for predicting singular events.
That's just a sidenote though, as Mathhammer is not what we are talking about in the first place.
Quote:
Originally Posted by
MountainKing
EDIT: Acanous: How on earth can you be leery about 10 Melta shots with Fleet? That... that seems odd to me... I mean, even if the enemy ISN'T tank heavy, it's... it's ten Melta shots with Fleet... :smallconfused:
You have to consider the competition. Howling Banshees, Striking Scorpions, Harlequins, Wraithguard... these are all great units to have as well. If I was playing Eldar (and I well might, at some point, if I ever grow tired of Chaos), I'd have trouble deciding what to get for my very limited Elite slots, too.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
The guy I play a lot with uses Eldar frequently, and every time he puts Striking Scorpions on the table, they don't seem to ever *do* anything... except add to the casualties list. For his side. :smallwink: For me, you (probably; depends on the circumstances) couldn't pay me to field Striking Scorpions in an Eldar army; I've stamped out enough of them to feel that they're probably not worth their points.
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Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
Quote:
Originally Posted by
One Step Two
I don't think the Avatar is wholly efficient by himself, and the lack of assault grenades if he needs to assault into cover means he may have some trouble.
He's still a WS 10 S6 T6 W4?5? Monstrous Creature with +3/+4 saves, AND a BS6? melta on top of that. I've always found the Avatar extremely effective, especially in low-point games when in all likelihood, he's the only MC on the field. He's only 65 points over your Autarch, and a great deal more effective at... just about everything. Just about the only thing the Avatar is missing is wings.