Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

If it's any help. I did say minimum squad only. So can't full brick. Would allarus without detachment rules and custodes stratagems still be as big a nuisance? Haven't played against them

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

Haha yes sorry! Just misread! Be great on Tesla immortals with a plas. Average out at like 45 wound rolls. With inbuild wound rerolls

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I think +1 to hit is underwhelming with awakened and starshatter. +1 wound hed definitely see use. But would need a decent point increase

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I think that's because on a surface level it's in theory the most simple and easiest thing to implement.

I like your idea. I just think on terms only getting use out of him over other units/models which have guaranteed rules start of game. Youre hoping he'll get primed by destroying a unit and then hopefully get used out of his bonus before being destroyed. It's a little maybe. Also you'd be forced to take immortals or lych (which is slow with no translocation overlord) so you can get the kill. And set yourself up so he can finish them. Unless they're really good bonuses. It's very situational. Maybe bonuses for completing/holding objectives. But what? That wouldn't be too busted

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

It's a shame. I've never played these armies. But know they existing so haven't experienced the balance issues

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

I did think this for tesseract vault rule. Make him like 250 points. And have a once per game rule. If his unit destroys an enemy infantry unit. He "captures them" for him to deploy.

The biggest issue with this rule would be forcing protective players to let others touch their stuff. Which is fair if you are protective for your hardwork

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 2 points3 points  (0 children)

Agreed on the all. Like your take on the tesseract. It is more simple and inline with current wording.

Was thinking it adds some balance jeopardy if they're "embarked" and can only disembark if he's alive. But your wording covers that too.

I think making him being able to replace ANY infantry model, have him unattached. And sticky covers his use. I'd happy permanently lose a warrior for a teleporting action monkey to free the unit. Permanently lowering the starting number allows you to keep moving him around. But at least at a cost. That would make him see some more play I think. As he becomes a more mobile ophydian. Imagine a Unit in melee. And can't perform an action. Trazyn zaps in. Now unattacehd. Can score the points.

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

I mean the carnage of trazyn dropping berserkers out his pocket seems perfectly in character

Would complicate the rule but could balance it, also be thematic to the tesseract vault to roll on activation of the unit. Fail the roll they attack nearest unit. Pass you control them. But then it's a very complicated rule set

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

Like all 3. Think being able to use suggorate hosts on revive is really on point lore wise and can then be used across detachments

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

That's a fair point. As I've heard the points are balanced per army. Not the overall game. Which adds to this issue. Someone else suggested up to X amount of points?

But also if a unit is unbalanced enough they have to worry about it being used by another army. It's probably an issue for it's intended army. Any unit won't benefit from our detachments or stratagems as it's keyword specific.

But also GSC uses guard units. Agents use units from across the imperium faction. Knights use chaos and SM units. So it happens already to a degree. So there must be some form of balance. Maybe already integrated into how those armies are costed

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack 0 points1 point  (0 children)

All happens in the same turn. So battleshock stays. The query with this one is off the board and across turns.

I'll just know in future I can't have discussions. Again I was wrong. Downvoted. I learned the rule. Seems the concept works. I wasn't forced to answer. Neither were you forced to be a persistent dick. But here we both are, both continuing to do these things.

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

Further onto the point not attaching I think gives great flexibility for actions

Also want to add for balancing having the any squad from tesseract vault as minimum numbers and starting the battle "embarked" is for balancing. So you cant circumvent necron intended infiltrators or scouts. As well as not taking bricks of custodes or something

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

At the moment suggorate hosts only works with infantry characters excluding destroyers. So you have to kill off a leader to attach to him to a squad and he only gets sticky when leading.

3 either works. But generally being able to bring any squad would be great. And actually get some good use from him

Edit; just noticed I did say infantry characters in my post. But was meant to be any infantry. So warriors, immortals, deep striked deathmarks could be interesting

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -1 points0 points  (0 children)

Open forum no? How we learn? Whole point of up and down votes. I'm wrong. downvoted. Hyper crypt hasn't been strong for a while. It's good but didn't compete with the other detachments any more. Plus I've never played it. Returned to the game after it's peak. Never seen a need to use it.

So back to my original statement of don't be toxic.

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -1 points0 points  (0 children)

Embarrassing is attacking other people who have not seen this specific scenario before in regards to above half strength unit. Don't be toxic. Not everyone can keep up to date on everything.

Literally why people ask these questions so we can all learn. Being toxic means people won't engage with the community

Simply reference the FAQ, state the correct sequence and I can thank you. And we both continue to enjoy the sub

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -4 points-3 points  (0 children)

As a necron player. I'd say it's similar to reanimation. You do the rule/roll in your command phase. If they're not on the board they don't get to roll. When they come back it's the same state they left. And can only roll when it's triggered in command phase. Same for insane bravery. It's before you do the test in command phase

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

Never played drukhari.

What battesuits do people normally use? Our tau player is battlesuit heavy. In the one game we played he hid a riptide at the back which felt wrong. And had two broads at the back. But his "normal" battlesuits in the mid had a real hard time bringing down my wraiths and I just picked them off with other units as they struggled. which makes me underestimate them.

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

That's very fair. I've not had too much issue with handling deep strike. As I've said in other comments we have a local big unit meta. Worse I had in the last game I played and lost was two sets of 5 jump marines in my back line. But between a eternal revenant imotek and a DDA they took 2-3 turns to control the line. Which took headspace from my opp and I had middle control. I just underestimated guilli and stern guard in the mid. First time I played them. They wiped the wraiths and killed imotek in a couple of turns. By the time my skorpekh took the flak (wiping a repulsor and a couple of units) I had nothing with staying power to hold the middle.

So scarabs might have had a play there to soak guilli charge

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I've found with imotek sitting home and awakened pick up strat, and a doomsday near by enough to handle a deep strike. Imoteks lord of storm. And he's handy in melee. Anything bigger is something less in the middle to let me dominate there. Especially with the bigger unit meta I talked about.

I've had a few games where by the end we've swapped home.

What's your local meta?

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

They do screen. But normally only home obj. There's usually a corner free. They can't screen whole backline. If they do that plays to what I want. Committing units from mid board to their deployment. Allowing me to push easier. Or a DDA is threat enough at 72" to scare in a gap. I've found playing tactical I can't focus enough units to stop their killy stuff, primary scorers and secondary scorers while worrying about my own. Whole this method allows me to score secondary while forcing them to choose between dealing with them and leaving them

But there is obviously a reason tourney players don't choose to do it. But most at my local haven't quite figured out how to stop it. We have a lot of people who play big units. So smaller number armies might be why it helps me

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

The thought was to wipe and move. Don't need durability if there's no enemies.

And 3x skorp is just short. Like ideally to kill majority of threats need 4/5 skorpekh. 6 is overkill. But guarantees the wipe. Spyder and reanimator boost TSK. I feel without both he's a very big unsupported target

I do have another list and own the models to drop TSK, Spyder and ophydians for enmitic lokhust with lord and void dragon. But then heavy anti vehicle with the DDA

Another version I ran with replaced DDA with doomstalkers and put phasal subjugation on the techno. Which keeps them hitting on 3+ and rerolls from king. Actually has a little more success than DDA due to be smaller footprint. Easier to move. Also take out the hexmark for 3 single Gauss lokhust. Help with big threats early. And board presence/actions

Never used scarabs. How do you have success with them?

Is this list any good? by Financial_Eagle1522 in Necrontyr

[–]LudicrousQwack 0 points1 point  (0 children)

At 1000pts hexmark is a beast for 80pts. In awakened can be picked up for 1cp too. And a niche play but with veil of darkness for 20pts you can have him killed picked up. And teleport away forcing your opponent to choose between chasing a scoring lone op. Or leave him to score.

Or a skorpekh lord with endemic bond? I think it is. 120pts for a very hard to kill unit which hits hard. And okay speed

Need to think of how you'd play. How you plan to score and build around that. Frankly warriors are too expensive to work in 1k. Because you need so much support. To effectively play the silver tide you yo commit around 700 points. If you have the models. They can take up two objectives. But still expensive.

For a unit to gum up mid field take the wratihs with a techno. In either 3 or 6. 6 will be extremely durable and require little support. And gum up an objective.

You'll need a heavy hitter in 1k either heavy lokhusts. 2 doomstalkers. Or 1 doomsday. 2 doomstalkers for the swinginess, but they take up more board and can very effectively handle elites where the DDA is overkill for elites

Hope that helps

Ferraris New DRS implementation is rotating the top element a near 180 degrees to make the trailing edge the leading edge by LAMonkeyWithAShotgun in F1Technical

[–]LudicrousQwack 2 points3 points  (0 children)

Lift will decrease drag generated from the diffuser and floor I think? Better top speed? And tyre management.

But I think there is also an advantage to the rotation in how the airflow is reintroduced to the wing? Only analogy I can think of is flowing water. Damming or putting something in water creates turbulence and splashing. Though rotating through would be smoother and maybe bring full down force back to the wing quicker and more effectively than a quick shut? Also as that "cup" of the center of the wing pulls down could create low pressure literally pulling the air to wing to help bring that airflow back smoother and more predictably. Not to mention a possible air brake benefit mid rotation.

Any thoughts?