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The Venator

 Post subject: The Venator
PostPosted: Mon Jan 30, 2006 6:09 am 
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they also have infilrate so they can teleport behind the enemy to take out artillery and to cause havoc as well as create crossfires and be a distraction

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 Post subject: The Venator
PostPosted: Mon Jan 30, 2006 9:55 am 
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When Iplayed against No-1s necrons with my nids, they just hid in a forest for the entire game, they refused to asault out into one of my swarms (I had a spare nearby to take him on if he killed it) and I refused to go in and get in.  So in the end they just sat there and denied me "they shall not pass", not that great an investment.

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 Post subject: The Venator
PostPosted: Mon Jan 30, 2006 1:07 pm 
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two points.

1.)  They should have a 3+ CC (I changed it a while back, and I guess keep forget to change it on the sheet.)

2.)  You forgot a couple of extremely important differences.

    a.)  Flayed ones have a 30cm charge range, which with Teleport gives them the exact same range as Assault Marines, but gives them the ability to bypass screening units to get to the more important ones in a formation.

    b.)  Dead Flayed Ones can get back up... Dead Marines, just stay dead.

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 Post subject: The Venator
PostPosted: Mon Jan 30, 2006 4:32 pm 
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Even then, they don't always win.

I played a game where the Venator formation hit an IG artillery company... and lost.

Badly

It was so shocking it was funny

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 Post subject: The Venator
PostPosted: Wed Feb 01, 2006 1:17 pm 
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I had 5 stealers destroyed by a broken necron formation, which didn't lose a stand, next turn it portaled in and marshelled back all its units!

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 Post subject: The Venator
PostPosted: Wed Feb 01, 2006 3:35 pm 
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Quote (ragnarok @ 01 Feb. 2006 (12:17))
I had 5 stealers destroyed by a broken necron formation, which didn't lose a stand, next turn it portaled in and marshelled back all its units!

Ouch.

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