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Post by doctorclockwork on Feb 10, 2011 15:21:34 GMT -5
Can you explain why you think Solar Pulse is worth spending 20pts on? Seems terrible, and I never even heard of it before you started posting about it.
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kraxxus
Roughneck
*He Knows were the goods are...*
Posts: 143
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Post by kraxxus on Feb 10, 2011 16:42:33 GMT -5
Dawn of war, free round of shooting can really hurt stuff. Or use it to protect a squad of something important from a round of shooting... Denying a round of shooting will go a long way to keeping your numbers up.
With a standard unit costing 18points, then if it protects you from loosing even one standard troop it's made it points back... let alone protecting a group of Destroyers from a round of shooting or getting a "free volley" of shots out can help turn things into your favor early on.
I'm sure you'll agree that not having night fight rules for your first turn while you opponent still has them in dawn of war will easy cause you to kill at least 20 points wort of models, cupped with a destroyer wing your looking at a bunch of shots going out and not much getting back to you not much can see 36" let alone reach 36" and get threw cover and WBB saves.
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Post by Monster Rain on Feb 11, 2011 0:02:23 GMT -5
I'm not sure something that is so specific is worth the points.
Also, "making you points back" isn't the best way to think in terms of tactics.
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kraxxus
Roughneck
*He Knows were the goods are...*
Posts: 143
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Post by kraxxus on Feb 11, 2011 8:09:02 GMT -5
nope but using a siphon unit that can't get shot back for a round is pretty good tactics.
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Post by Monster Rain on Feb 11, 2011 11:20:12 GMT -5
What in the hell is a siphon unit?
And it can get shot at, it's just a little harder to do so.
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Post by doctorclockwork on Feb 11, 2011 12:47:51 GMT -5
A lot of Theoryhammer 40k going on in this thread.
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Post by Monster Rain on Feb 11, 2011 13:38:39 GMT -5
The solar pulse might be useful occasionally. The Res Orb and Veil are useful all the time, I guess that's my thesis statement here.
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kraxxus
Roughneck
*He Knows were the goods are...*
Posts: 143
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Post by kraxxus on Feb 11, 2011 20:43:09 GMT -5
How many times has a res orb helped out a group of immortals for you. Sure theyn might get hit by a power weapon or somthing if they get caught in cc otherwise with T5 not much is going to insta kill them that cant get smashed by other things or avoided.
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Post by Monster Rain on Feb 11, 2011 20:56:54 GMT -5
How many times has a res orb helped out a group of immortals for you. Sure theyn might get hit by a power weapon or somthing if they get caught in cc otherwise with T5 not much is going to insta kill them that cant get smashed by other things or avoided. That's a bit of a non-sequitur, since I never said anything about immortals, but I'll bite. By your own logic, if the res orb let you roll WBB for two Immortals dropped by a Vindicator, rail cannon or Howling Banshees or whatever didn't it make its points back? You can't say something is useless aside from the very useful thing it does that you mention in your very own post. The Res Orb has helped me with Immortals in regard to Power Weapons on many occasions. It helps more with Warriors though, what with all the rockets and meltas and whatnot that you see these days.
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kraxxus
Roughneck
*He Knows were the goods are...*
Posts: 143
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Post by kraxxus on Feb 12, 2011 8:41:36 GMT -5
yeah thats kinda my point, it really only help with T4 stuff, and in that destroyer wing list i posted that lords only ever going to be with the immortals save for some strange chance. Plus the majority of the Necrons in that list are T5. Those immortals should only be shot at except for again some strange instance were/when you get into CC from a bad scatter. A Siphon Unit is something that draws attention away from the bulk of your opponents army. A great example of that is the Thunderfire cannon we were talking about the other day. The Solar Pulse deny's the ability to fully retaliate with all the opponents Firepower against the Immortals, and IMO helps keep their numbers up better(in most cases) than a Res Orb does against that return fire. Solar Pulse seems to me strike what the Necrons do best more so than a Res Orb does, Shooting and Survivability. Don't get me wrong the Res Orb is a great piece of wargear but I generally find myself looking at whats going to fit better in a list I'm building, than what standard wargear i put onto my lord. So, in that particular list as well as most Destroyer Wing lists I feel it still serves a good purpose , if not a better one, while saving points to spend on more Necrons. Try the list out for a couple of games and don't hesitate to use the pulse. Here's that list again @1750: 1 Lord W/ Veil + Pulse 8 Immortals 2 X 10 Warriors 3 X 5 Destroyers 1 Monolith Phase Out @ 11 Necrons. If you still don't like that piece of wargear and how it fits into that role, than don't use it. No harm done. (oh and if we're going to continue this conversation we should probably do it on a different thread or in PM... lol I hate to get another thread closed. )
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