-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Talkkno
What do you guys think this list?
Spoiler
Show
1.5k points Blood Angels.
Librarian (125pts)
Shield of Sanguinius, The Sanguine Sword
Jump Pack Yes
Sanguinary Priests (x2) - 180Points
Power Weapons, Jump Packs Ok, just don't put them with the vanguard or you lose Heroic intervention
Assault Squad (x10) - 235 Points
x2 Meltaguns
Sergeant: Power Fist
Assault Squad (x10) - 235 Points
x2 Meltaguns
Sergeant: Power Fist
Assault Squad (x10) - 235 Points
x2 Meltaguns
Sergeant: Power Fist
Assault Squad (x10) - 225 Points
x2 Flamers
Sergeant: Power Fist
Scout Squad (100pts)
Missile Launcher, Sniper Rifles, Camo Cloaks.
Vanguard Veteran Squad (165pts)
5x
Jump Packs
1,500 points.
Comments in bold. Maybe you could lose the scouts and put the points into tooling up the vanguard some ? A powerfist / thunderhammer is far too useful to not take in my opinion and gives you the option of deep striking and going for a tank. 100 points is also enough to get some stormshields in. These are really handy..
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Squark
Hmm... I guess I do need more anti-horde gear. But what is available to Necrons at 150 pts?
Updated List reposted for reference
Spoiler
Show
Necron Overlord (Phaeron, Resurrection Orb, Warscythe) 150 pts
Cryptek Harbinger of Destruction with Solar Pulse 55 pts
C'tan Shard with Writhing Worldscape and... Transdimensional Thunderbolt 265 pts
20 Necron Warriors 260 pts
10 Necron Immortals with Tesla Carbines 180 pts
(150 pts left over)
EDIT: Tomb Blades with Particle Beamers, perhaps? The aforementioned Anihilation Barge and 3 Tomb blades? 3 Tomb Spiders?
TL tesla carbines is plenty on the bikes, and with shield vanes that's 150 points. the annihilation barge is 90, plus 3 tomb blades at 60 is 150. canoptek spyders are probably not worth it unless you have a scarab pack to reinforce though.
I don't see particle beamers on tomb blades as worth it. it's pretty much flat out anti-horde both ways, and 5 twin linked tesla carbines are quite likely to land 6 or 7 hits per round, and unless your opponent doesn't spread out the blast markers aren't likely to do much better.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I'm running the math on the Annihilation Barge right now, and I don't see how it actually functions as an anti-infantry platform. The Tesla Destuctor, on average, will get 5.6 hits each time it fires. Now, these shots are strength 7, so they'll wound Marines/weaker units on a 2+, so 5 wounds on average. That's not exactly great. That's not incredibly scary. 2 S6 AP- hits from the second gun means you are, on average, getting about 6 wounds each time you fire if you don't move.
And arcing... you have a 1 in 6 chance of getting d6 tesla carbine wounds on each unit within 6 inches.... I'll be frank.
In short, against mobs, it won't do enough to phase them, and against small units (say, terminators), they'll shrug most of the wounds off on their armor saves.
EDIT: 5 Tomb blades will get, on average, 7.5 hits each turn, actually. Gauss blasters, on the other hand, will give them 8.888 hits each turn at rapid fire range, or 4.444 hits at long range. (6.666 hits on average) Giving them the gauss blasters seems to be the way to go when you factor in AP 3.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I've always been pathetic with probablity calculation, but the annihilation barge's tesla destructor has the tesla rule and is twin linked, so there's plenty of 6 probability floating around. it ALSO has a tesla cannon. not twin linked, but it's 2 more S6 tesla shots if you don't move. this thing is is stronger than a dakka predator, just with shorter range and lower AP. it'll be plenty anti-infantry.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
I've always been pathetic with probablity calculation, but the annihilation barge's tesla destructor has the tesla rule and is twin linked, so there's plenty of 6 probability floating around. it ALSO has a tesla cannon. not twin linked, but it's 2 more S6 tesla shots if you don't move. this thing is is stronger than a dakka predator, just with shorter range and lower AP. it'll be plenty anti-infantry.
>.> I forgot the twin-linked part. Lemme re-run that. Looks like 5.55555 hits apiece. Not terribly impressive against 30 boys, 20 Genestealers, and with AP -, it isn't scaring any Terminators either.
EDIT: Actually, it's 6 shots even. My comment on enemy numbers and armor saves stands.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I have a crazy idea. Spoiler
Show
1500 points
Company Command Squad - 230
-Medi-pack, carapace armor
-Three plasma guns
-Astropath
-Chimera dedicated transport
Storm Trooper Squad - 140
-Chimera dedicated transport
Storm Trooper Squad - 90
-Grenade launcher
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer turret, heavy flamer
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer
Infantry Platoon - 420
-Platoon Command Squad
--Vox-caster
--Two flamers, heavy flamer
--Chimera dedicated transport
-Infantry Squad
--Lascannon team, power weapon
-Infantry Squad
--Lascannon team
--Vox-caster
-Infantry Squad
--Lascannon team
-Heavy weapon squad
--Three autocannons
Devil Dog - 140
-Multimelta
-Smoke launchers
Leman Russ Battle Tank - 170
-Heavy bolter sponsons
The heavy flamer turret on one of the Chimeras is necessitated by models owned, as is the weapon choice on the storm troopers. (I'm actually proxying a flamer storm trooper as a regular hotshot lasgun and pretending the sergeant doesn't have a power sword, but when present orders finally come in they'll have meltaguns.)
Anyway, the storm troopers both take Aerial Assault and deep strike onto some scary-looking power armored infantry. The Chimera that one of them has deploys empty and follows the melta vets in to pick them up when they inevitably get de-meched.
The veteran squads do what they do; find a likely looking vehicle that's come forward and toast it, and try to stay alive long enough to gun for objectives later. Chimeras fry whatever comes out if the vets pop a transport.
The blob does what the blob does; objective squat with the heavy weapons. I've given the command squad flamers and a Chimera this time; it'll hang around for rapid reaction to infantry threats to the heavy weapons, and gun for an objective late game having hopefully evaded notice since a platoon command squad is, after all, Troops.
The Devil Dog is for the obvious thing; early elimination of heavy armor. The Russ is long ranged fire support.
This list is for tomorrow. My opponent is guaranteed to be either Eldar or Space Wolves. I've never fought Eldar before, but I'm given to understand they're not T4 or higher the way everything else in the game is, so perhaps lasguns might do something for once. Usually they sit around being otherwise useless ablative wounds. :smalltongue:
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
The army could be jetbike-heavy or Wraithguard-heavy, in which case the troop toughness would be higher than the normal T3.
Still, might not be that way.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Squark
>.> I forgot the twin-linked part. Lemme re-run that. Looks like 5.55555 hits apiece. Not terribly impressive against 30 boys, 20 Genestealers, and with AP -, it isn't scaring any Terminators either.
EDIT: Actually, it's 6 shots even. My comment on enemy numbers and armor saves stands.
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
you don't need to kill things in one round, and forcing a pile of armor saves is enough in a single round. These 150 points are acting in a team, probably backed up by your immortals and possibly even the warriors, depending on the stiuation. as for terminators, a 2+ 3++ save set is always hard to get through, just keep lumping on the wounds.
and if they DO field genestealers, just get into terrain and blow a coupe raspberries.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
A Hellhound with a heavy flamer? :smalltongue:
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Renegade Paladin
A Hellhound with a heavy flamer? :smalltongue:
hmmm. no, not really. it kills maybe 8 of them if it's lucky, then they swarm it and glance it to death before the power klaw swings. not so much on a land raider, where swarming it just brings you closer to its guns and the army behind it.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
hmmm. no, not really. it kills maybe 8 of them if it's lucky, then they swarm it and glance it to death before the power klaw swings. not so much on a land raider, where swarming it just brings you closer to its guns and the army behind it.
Are boyz jump infantry now or something? :smalltongue: Hellhounds are Fast and the inferno cannon throws the template; they're hitting on 6s if they can run fast enough to catch it at all.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Renegade Paladin
Are boyz jump infantry now or something? :smalltongue: Hellhounds are Fast and the inferno cannon throws the template; they're hitting on 6s if they can run fast enough to catch it at all.
waagh + the 3 1/2 buckets of dice orks throw on assault will get you there. only one glance has to go through to nullify the thing.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
They assault more than 12" now?
Other things: A Manticore multiple rocket launcher. I'd also say a Guard ordnance battery, but that's technically three things. :smallbiggrin:
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
waagh + the 3 1/2 buckets of dice orks throw on assault will get you there. only one glance has to go through to nullify the thing.
Fire Prim. BS4, S5 Ap4 large blast. Not incredible, but it's a fast skimmer with an excellent range, so you're unlikely to get into combat with it any time soon. Allows cover saves, though.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
Stormraven? Upgraded Leman Russ? Full squad of Blood Claws? :smallconfused:
...Warhound? :smallcool:
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
Trazyn?
Sure, they attack at the same time as him. But that means he attacks at the same time as them. It takes only one wound to cause 15 or so more on the horde.
Sure, he probably dies in the process, but he gets back up on a 5, and teleports to someone else on a 2 if that fails.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Alright, let's put it this way. What do people Reccomend I use the last 150 pts for in this 1000 pt list?
Necron Overlord (Phaeron, Resurrection Orb, Warscythe) 150 pts
Cryptek Harbinger of Destruction with Solar Pulse 55 pts
C'tan Shard with Writhing Worldscape and Transdimensional Thunderbolt 265 pts
20 Necron Warriors 260 pts
10 Necron Immortals with Tesla Carbines 180 pts
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
Full units of scorpions attacking?
Hmm. 40 attacks, 25 or so hits... no, probably not enough.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
Purifiers and Cleansing Flame? Oh! Murderous Hurricane!
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I have 177 points to spend with chaos daemons.
Should I get Skulltaker on a Juggernaut, a Soul Grinder with one cannon upgrade, or a Daemon Prince with various upgrades? (Probably Mark of Tzeentch, Breath of Chaos, Daemonic Gaze, Master of Sorcery, and Soul Devouerer).
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
An Ironclad on it's turn. Then, in your turn, the one guy that can even scratch the Dread is only glancing it on 5s.
Thunderfire Cannons. Thunderfire Cannons love Orks not in a vehicle.
Sternguard with Heavy Flamers.
Whirlwinds (lol).
Dakkapreds.
Rune Priest with Murderous Hurricane.
Njal. Just Njal.
Furioso Dreadnought Blendernought.
Razorwings. Razorwings will mess you up.
That's just off the top of my head, mostly with the armies I play. And, of the above, only Whirlwinds aren't used commonly.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Provengreil
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
Blast: lemanrusses, biovores, hammerheads, mortar units.
Pure shots: tyrannofex wit fleshborer hive? lemanruss punisher, 20 guards with grenade launchers and ''first rank fire, second rank fire'', Some tacticals with heavy bolters, Baal predetor.
Assault: Purifiers, equal amaunt of hormagaunts, hormagaunts with FnP, Swarm of termagants, Canis wolfborn, Khorne bazerkers?
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Alright, let's put it this way. What do people Reccomend I use the last 150 pts for in this 1000 pt list?
Necron Overlord (Phaeron, Resurrection Orb, Warscythe) 150 pts
Cryptek Harbinger of Destruction with Solar Pulse 55 pts
C'tan Shard with Writhing Worldscape and Transdimensional Thunderbolt 265 pts
20 Necron Warriors 260 pts
10 Necron Immortals with Tesla Carbines 180 pts
What about 2 Spiders and 3 scarabs?
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Ninjaman
Blast: lemanrusses, biovores, hammerheads, mortar units.
Pure shots: tyrannofex wit fleshborer hive? lemanruss punisher, 20 guards with grenade launchers and ''first rank fire, second rank fire'', Some tacticals with heavy bolters, Baal predetor.
A) One large blast isn't really that scary to so many orks;
B) 20 guards even with FRFSRF aren't that scary either, and it doesn't work on grenade launchers, which are a bit underwhelming against orks.
Quote:
Originally Posted by
Tehnar
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.
You're missing Blenderclaw variant. It should be able to kill all orks before they strike, barring very bad rolls.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Ninjaman
Blast: lemanrusses, biovores, hammerheads, mortar units.
People use Biovores? :smallconfused:
Even 'average' Imperial Guard players don't use Mortars. Mortar-spam is a highly specialised variant of Infantry Spam that no longer works in the meta-game (people also may have noticed that I dropped my Scout Army a while ago). These days it's all Heavy Bolters, Autocannons and Lascannons.
...Lots of Heavy Bolters/Autocannons, filtered into Infantry Squads like they should be, along with FRF!SRF! will work.
Quote:
tyrannofex wit fleshborer hive? lemanruss punisher
Nobody uses either of those things. And Tyrannofecies, if kitted without a Rupture Cannon, is doing it wrong.
Quote:
20 guards with grenade launchers and ''first rank fire, second rank fire''
Try at least 30. With Heavy Bolters and Grenade Launchers. Most IG players are only fielding one blob of these though.
Quote:
Some tacticals with heavy bolters
I've not seen anybody with Heavy Bolters on a Tactical Squad in a long, long, long time. Heavy Bolters on Devastators, on the hand, is very nasty (esp. with Lysander). But, only because there are two units of Missile Launchers already.
All by itself? Probably not.
Quote:
equal amaunt of hormagaunts, hormagaunts with FnP,
Fighting hordes with another horde is a bad idea. And Hormagaunts don't have FNP without outside help. Personally, I'd go either lots of Termagants (which you did suggest, credit where it's due), or Warriors with Deathspitters.
On his own, no. He may have 11 or so attacks, but after that he's going to get hit by about 20 attacks. How long he lasts depends on who charged.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Tehnar
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.
Change that from assaulting a furioso, to assaulting a furioso who is armed with blood talons. They are scary! They have the ability to go through an entire 30 ork boyz so you don't even get an attack with your powerklaw. Sure bad rolls can mean you only kill a couple but when luck is with you they are devastating. Str 6 power weapons with re-rolls to wound is mean.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
lord_khaine
thanks a lot Winter, its really interesting to hear your oppinion on the new codex, though there is a lot i would like to discuss about it :smalltongue:
Firstly Regarding the royal court, did you considder just taking the lords and cryptecs as they are, and then using the staffs of light to blow stuff up?
Its a S5 Ap 3 Assult 3 weapon, 10 of those are going to blow most infantery without a 2+ save to kingdom come.
I hadn't considered this, but yeah, that sounds like a pretty effective choice, too. :smallsmile:
It would, of course, be pretty much anti-infantry only, and I think Necrons have plenty of other good anti-infantry choices already, while being a bit lacking in long-ranged anti-vehicle options, which is why I think that Harbinger of Destruction spam might still be generally preferable, but sure, if you want an absolute infantry killer, then mass Staffs of Light would be a great way to get it.
Quote:
Originally Posted by
lord_khaine
As for the Destroyer lord, i do think he would be a good choice as long as you have some wraiths, for he synergise really well with them, he brings the added kick in CC, while they provide him with a screen that can keep up with him.
Potentially, but firstly I don't think he would add enough to be worth the points, and secondly it would limit the kind of units the Wraiths could go after then - without the Lord, they can engage just about anything, with him, anything with good Strength that can ignore armour-saves in close combat becomes a rather non-favourable target (as the Lord will be directly targetable once they are in close combat).[/QUOTE]
Quote:
Originally Posted by
Provengreil
I just wanted to chime in, I've played a game as the necrons, used tesla immortals as my troops. I was consistently getting as many or more hits than I had shots with tesla weaponry. using gauss blasters may get you more hits, but to make it really good you need a phaeron, which, as you said yourself, is probably better used with 20 warriors.
At BS4, you score precisely one hit per Tesla shot on average. You have a 1/6 chance to get 3 hits, 1/2 chance to get 1 hit and 1/3 chance to get 0 hits. (1/6)*3+(1/2)*1+(1/3)*0=1.
And yeah, I obviously agree.
Quote:
Originally Posted by
Provengreil
beast are fleet and charge 12 inches. I've seen cavalry in action, they aren't slow unless you can't charge, so they work pretty well in an area denial capacity at the early game, and vehicular removal later on.
The problem is that up till the point where they can charge, they aren't any faster than infantry, which still gives the enemy plenty of time to shoot at you or move units in to intercept you. If the vehicles in question are way in the back, you'll reach them in turn 3 at the very earliest if you are lucky, quite possibly later.
Quote:
Originally Posted by
Provengreil
the d-day cannon is a large blast, so think of it as a high range vindicator. seems good to me.
Vindicators are a lot cheaper though.
Quote:
Originally Posted by
Provengreil
I think this thing is supposed to deep strike. the aerial assault allows to fire all their weapons when they do, and by the time it lands and finishes firing you should have removed most/all of anything that can effectively kill it, in theory.
That's a good point, didn't think of that. It means it might only get late onto the table, and there's always the inherent risk of deepstriking, but yeah, that might get it into range for a good shot without risk of being destroyed beforehand.
Quote:
Originally Posted by
Provengreil
I don't know. you can swing while going 24 inches, so...cover save, living metal, symbiotic repair, very fast movement, and quantum shielding can make this quite a good vehicle hunter, IMO. 190 points with an overlord and his warscythe or voidblade(if you prefer entropic strike), and then you have access to the real goodies, ie the royal court, while giving your opponent a deceptively tough target to shoot at. also, even if the opponent has a vehicle that moved 12 inches, you still hit on a 4.
That's still only three attacks - far from reliable even if it manages to get into position, and it's a lot of points. Even with symbiotic repair and all that, it won't be that difficult for the enemy to destroy it, I think. Why bother? It's unlikely to accomplish much, it's likely to cost you your leader and a ton of points, and you already have Scarabs and Wraiths for something similar - with the advantage of being cheaper, more generally useful and much more reliable at this. Most of the time, I'm quite sure the Overlord would do a lot more good bolstering some unit or another.
Quote:
Originally Posted by
Tehnar
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.
Or, to expand on what Trixie and Ricky S said, you're missing the part where it gets a bonus attack whenever it causes an unsaved wound with its Lightning Claws. A bonus attack that's also subject to this rule.
If he had different equipment, then the Dread simply wasn't built for fighting boyz; must have been a shooty or anti-vehicle/elite variant, then.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I think the necron codex is full of Distraction Carnifexes (remember them, last edition someone would bring a cheap-ish carnifex with all the toughness upgrades and people would go OHGAWDCARNIFEXMUSTFIREONITWITHEVERYTHINGIHAVE) many things in the codex have the potential, looks and stats to warrant massive overkill which would leave the core of the army unmolested and free to shoot back.
-
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Quote:
Originally Posted by
Tehnar
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.
That'll happen sometimes. When I drop an ironclad dreadnought to be scary and up front, I always pack hunter killers so it can have a better chance of killing a vehicle when it comes down. IIRC, furiosos have 13 armor, so it sounds like you just got a bit unlucky.
Quote:
Originally Posted by
Winterwind
The problem is that up till the point where they can charge, they aren't any faster than infantry, which still gives the enemy plenty of time to shoot at you or move units in to intercept you. If the vehicles in question are way in the back, you'll reach them in turn 3 at the very earliest if you are lucky, quite possibly later.
It really depends on who you're fighting and what vehicles they have. the same scarab swarms are probably gonna be useless against a leman russ line in the back and awesome against a dual land raider charge. I think the point most in the favor of the scarabs is that they are hard to kill quickly outside of assault, making them fairly low priority shooting targets, so they can reach the enemy. again, situational at best.
Quote:
That's still only three attacks - far from reliable even if it manages to get into position, and it's a lot of points. Even with symbiotic repair and all that, it won't be that difficult for the enemy to destroy it, I think. Why bother? It's unlikely to accomplish much, it's likely to cost you your leader and a ton of points, and you already have Scarabs and Wraiths for something similar - with the advantage of being cheaper, more generally useful and much more reliable at this. Most of the time, I'm quite sure the Overlord would do a lot more good bolstering some unit or another.
Well, maybe it is just 3 attacks, but let's assume a warsythe and a 24" move. thats 1.5 hits, and with S7 and 2d6 AP, that's almost certainly a penetrating hit unless it's armor 14, at which point you're still getting on the chart more than half the time. In general, it only takes 1 hit to stop a vehicle for a turn, and the tactical advantage gained from doing so, as well as the shifted target priority to this guy, is worth it IMO, allowing other units in your army a break from some fire. I use ironclad dreadnoughts in drop pods, which are also 190 points with hunter killer missiles, in the same fashion to good effect...and they're actually easier to take out when they arrive because of no cover save or symbiotic repair.