View Full Version : Quirky Rules...
Tynskel
11-14-2011, 08:59 PM
Has anyone noticed this from the Necron Codex:
Night Scythe can transport Jump Infantry (2 slots) and Jetbikes (3 slots).
However, the Night Scythe is NOT a transport option for any unit that has Jump Infantry or Jetbike under its unit type, and the only way to get a Night Scythe is as a dedicated transport.
The only way you can start Jump Infantry onboard a Night Scythe before turn 1 is to take a Destroyer Lord and attach it to a squad embarked in a Night Scythe. Otherwise, you have to put the unit onboard the Night Scythe after the game starts.
Oh yeah, another thing:
Monolith Portal--- 2 parts:
1) can ANY non-vehicle Necron unit go through the Monolith portal? ie C'Tan, Triarch Preatorians, Tomb Blades, ect.
2) can the unit be pulled from a transport? The unit is technically on the board or in reserve.
if both of these are the case, the Monolith didn't exactly get nerfed, it has just been drastically changed how it is used. For example, you can now shoot the particle whip and use the portal.
Has anyone noticed this from the Necron Codex:
Night Scythe can transport Jump Infantry (2 slots) and Jetbikes (3 slots).
However, the Night Scythe is NOT a transport option for any unit that has Jump Infantry or Jetbike under its unit type, and the only way to get a Night Scythe is as a dedicated transport.
The only way you can start Jump Infantry onboard a Night Scythe before turn 1 is to take a Destroyer Lord and attach it to a squad embarked in a Night Scythe. Otherwise, you have to put the unit onboard the Night Scythe after the game starts.
Oh yeah, another thing:
Monolith Portal--- 2 parts:
1) can ANY non-vehicle Necron unit go through the Monolith portal? ie C'Tan, Triarch Preatorians, Tomb Blades, ect.
2) can the unit be pulled from a transport? The unit is technically on the board or in reserve.
if both of these are the case, the Monolith didn't exactly get nerfed, it has just been drastically changed how it is used. For example, you can now shoot the particle whip and use the portal.
Dunno about the other stuff, but you CAN pull a C'Tan through - did this hilariously earlier.
C'tan with Lord of Fire adjacent to a Monolith (Came through the Portal) surrounded by Meltavets = immobilized Monolith and 7 dead veterans. (He rolled terribly, but it was HILARIOUS!)
Tynskel
11-14-2011, 09:35 PM
awesome. Nice thinking, too.
I also like the idea of pulling three spyders through. Haha! not 1, but 3 Monsterous creatures--- in yo' face! Deal with it!
Necron_Lord
11-15-2011, 02:19 AM
Regarding the Night Scythe, can't you just get one with one of your Troops choices (provided you didn't already take a Ghost Ark) and not have anyone embarked and deploy it near a Triarch Praetorian or Tomb Blade unit and have them embark Turn 1? Since they had to embark you can't move flat out but anyone can ride in it if it is legal for them to do so and it is unoccupied. As far as I know it is anyway.
Regarding the new Monolith teleporting, I had the same question but think the answer is 'yes'. It depends on what 'Necron' means. If it refers to the army as a whole (my interpretation) then 'yes'. If it refers to units which literally are Necrons then 'no'. The old codex had Necron as a special rule and referenced that rule when discussing the Monolith teleport ability. That is not the case in the new codex as there is no Necron special rule and the only qualification in the codex entry was that the unit couldn't be a vehicle or engaged in CC. Therefore I think Necron just refers to the army as a whole and not specifically to Necrons.
Tynskel
11-15-2011, 06:39 AM
See, here's the issue of turn one put your guys on the night scythe. Because the night scythe can't move flat out, the vehicle moves the same distance that the jump units can, or slower than the jetbikes.
Assuming your night scythe isn't destroyed (hovering in the open with 11/11/11 armor and carrying a deadly unit...) you go super sonic the next turn. Now you can't disembark and 2 turns have been used to move these fast units.
I am not seeing the reason to embark the unit other than to keep them from getting shot.
This is completely opposite of the advantages that the Stormraven/Ceastus Assault Ram offer.
thecactusman17
11-15-2011, 11:31 AM
Tynskel, you'd be stunned at how useful "not getting shot" can end up being in the right circumstances.
AbusePuppy
11-15-2011, 11:52 AM
As others have said, you can pull any unit (other than vehicles) through. One supposes that a captive wormhole is big enough to stick a slightly-taller-metal guy through. I do not believe you can "pull" a unit from a transport, however, as you can generally only disembark from a transport as part of a normal move (which entering through the Monolith as not.) For the same reason, if you are embarked on a transport and arrive from reserve, you cannot have to the two enter separately and just assume that they got out while you were off the field- once embarked, you need to be on the battlefield to get out.
Night Scythes being able to carry (almost) any kind of unit is mostly just a fluff thing, although it's a vaguely neat ability. It's weird that they can't carry Beasts, though. Um, I guess Scarabs are... too big to fit inside a wormhole gate? What?
The Monolith got better because taking them no longer dooms you to an early loss by Phase Out, but they are much easier to kill, obviously. I feel they don't sync well with the rest of the Necron army, but I suppose people are still welcome to use them if they like- AV14 is still pretty impossible to kill with anything but Meltaguns and Monstrous Creatures.
Can any of those transportable units get a scout move? Because if so, then you are moving the unit onto the Night Scythe before the game begins :cool:
But then you still have them sitting at the opposite table edge during the opponents turn... :rolleyes:
Tynskel
11-15-2011, 02:44 PM
Tynskel, you'd be stunned at how useful "not getting shot" can end up being in the right circumstances.
oh, I am well aware of not getting shot. I usually park Rhinos with a tac squad on an objective. I particularly don't care what happens to the transport, because nothing is happening to the marines. Allows me to fight on my terms.
However, that rhino can easily be in cover and in a pinch can create cover for itself. The Night Scythe, on the other hand, will probably be an open target. I don't find this to be nearly as useful.
Tynskel
11-15-2011, 02:47 PM
Night Scythes being able to carry (almost) any kind of unit is mostly just a fluff thing, although it's a vaguely neat ability. It's weird that they can't carry Beasts, though. Um, I guess Scarabs are... too big to fit inside a wormhole gate? What?
I more attribute this to the warp teleporter actually teleporting each individual not opening a hole like a dark eldar gate. Scarabs are a lot of individuals, and probably takes a lot of power/time. It would be easier to just open a gate, ie monolith.
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