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![[Post New]](/s/i/i.gif) 2012/03/30 10:12:38
Subject: Necrons: The Lychguard Dilemma
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Pile of Necron Spare Parts
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Okay, so I would love to deploy Lychguard, but the dilemma is this: How do you get them into close combat without them being shot to bits? I mean, a 4+ invulnerable save is nice, but it's not impervious, the squad will get shot up before they get into close combat, which is a big loss considering they're 200 points minimum. Deep striking (with a veiltech) or Monolith-portalling will leave them open for a turn of enemy shooting.
so, does anyone who has deployed Lychguard have any wonderful insights into their effectiveness at getting into close combat?
Thanks
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![[Post New]](/s/i/i.gif) 2012/03/30 10:58:51
Subject: Re:Necrons: The Lychguard Dilemma
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Irked Necron Immortal
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Screen with warriors? Doesn't seem quite right though. Your lychguards should be protecting the warriors from the assault...
I did read an article involving Tyranid tactics where a group of genestealers was kept behind some termagants. When the enemy got close, there was enough of a gap between the gants to let the genestealers poor through.
I supoose a similar tactic would work. Conga line of warriors in front, probably with a rez-orbed lord thrown in to help them survive any shooting. They provide the lychguard cover saves, and the lychgaurd can slip between the warriors to assault once in range. If something does assault the warriors, the lychgaurd can counter assault on the next turn.
Might work out.
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![[Post New]](/s/i/i.gif) 2012/03/30 11:41:51
Subject: Re:Necrons: The Lychguard Dilemma
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Deadly Dark Eldar Warrior
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Or perhaps you can have them hijack a ghost ark, it's open topped so they can assault out of it when they get out.
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![[Post New]](/s/i/i.gif) 2012/03/30 13:11:11
Subject: Re:Necrons: The Lychguard Dilemma
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Irked Necron Immortal
On the train headin down to delicious town
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lord_bobbington wrote:Or perhaps you can have them hijack a ghost ark, it's open topped so they can assault out of it when they get out.
Except you cant put lychguard in a ghost ark. It can only carry the units specified in its codex entry and lychguard arent on that lis unfortunately. Keep in mind that lychguard are T5 and have a 2+ basic save with RP so they will still be really hard to put down for good. Throw in a lord w RO and now you have a squad that is REALLY hard to keep down. You could try to port them through a mono (though if you dont deepstrike it this will take time) or have them hijack a night scythe and hope it gets to where you want it to go.
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loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
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"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2012/03/30 13:33:12
Subject: Necrons: The Lychguard Dilemma
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Boosting Space Marine Biker
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There's no point in giving lychguard cover saves. They already have a 4+ invul save so a 4+ cover save is zero benefit. The only reason a shield of warriors would work is if your opponent was stupid.
Given how hardy they are, I'd use them anyway. If they get into close combat, great. If they don't, that's also great. It means tons of shooting was directed towards them instead of other units. Yes they're expensive, but the shooting required to take them down is even more so.
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![[Post New]](/s/i/i.gif) 2012/04/01 03:28:56
Subject: Necrons: The Lychguard Dilemma
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Pyro Pilot of a Triach Stalker
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4 Suggestions:
1.) Cryptek with a VoD.
2.) The Stormlord for the use of Nightfight.
3.) Monolith Portal
4.) 2 OverLords with Phase Shifters + 2 Royal Court members with 3+ Inv saves. Lords with Phase Shifter would be good or 2 Harbingers of Eternity with Time splinter coats.
Nothing in the Necron Codex is going to let you assault after using the VoD or Monolith portal but it could get you closer faster and have more units alive to assault.
Using the Phase Shifter Overlord and Royal court gives you 4 models to allocate wounds to with 3+ Inv saves. Downside is its a 1000+pt unit.
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This message was edited 1 time. Last update was at 2012/04/01 03:29:09
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![[Post New]](/s/i/i.gif) 2012/04/01 04:25:09
Subject: Necrons: The Lychguard Dilemma
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Daemonic Dreadnought
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Duel court, add 2 cyrpteks and 2 lord.
To wound rolls go off majority toughness. If it's not ap3 dump wounds on cypteks 1st.
If it's ap3 dump it on 2+ armor save lords
If it's ap2 dump the wound on a 4+ invo lychguard, or a cryptek if the unit has a cover save.
3+ cover saves is stupid expensive on lords, especially when the rest of the unit has a 4+ save. The are already going to be 75 points after weave, scythe, and mind shackle.
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This message was edited 1 time. Last update was at 2012/04/01 04:27:03
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/04/01 04:52:31
Subject: Necrons: The Lychguard Dilemma
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Pyro Pilot of a Triach Stalker
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You can't add two crypteks and two lords to one lychguard squad.
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![[Post New]](/s/i/i.gif) 2012/04/01 05:41:45
Subject: Necrons: The Lychguard Dilemma
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Daemonic Dreadnought
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Yea it's an either/or situation with 1 per court.
Weave lords/overlords are probably best for absorbing ap3 shots.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/04/01 08:23:48
Subject: Necrons: The Lychguard Dilemma
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Decrepit Dakkanaut
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I usually monolith port them to within 6" of an enemy unit with multiple heavy weapons, then try to run them closer.
The enemy unit will either move away (perhaps not far enough with difficult terrain being what it is) or get shot to bits by their own AT guns.
If they're shooting me with something lighter than an AT gun, be my guest - a heavy bolter wounds on 4+ and I get armor against it.
Also two Chronometron cryptecs help with the saves.
EDIT: And, of course, flavor to taste = personally I prefer a kitted overlord with the works (pretty much).
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This message was edited 1 time. Last update was at 2012/04/01 08:24:20
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![[Post New]](/s/i/i.gif) 2012/04/01 12:59:29
Subject: Necrons: The Lychguard Dilemma
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Frightening Flamer of Tzeentch
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I've found using a Veiltek works best for me. Sure they can't assault the same turn they teleport but you can place them wherever you want them practically and their presence alone may give your opponent some concern.
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This message was edited 1 time. Last update was at 2012/04/01 13:00:12
Do not fear |
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![[Post New]](/s/i/i.gif) 2012/04/02 15:56:05
Subject: Necrons: The Lychguard Dilemma
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Daemonic Dreadnought
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Maybe we are overthinking this a bit. Math hammer th/ss termies v lychguard with a res orb.
S4 Small arms v lychguard.
1/3 wound 1/3 fail armor save 1/2 fail res=1/18 hits drop a lychguard, up that to 1/27 shots for bs4
v th/ss
1/2 wound 1/6 fail armor saves=1/12 hits drop a th/ss termie or 1/18 for shots made at bs4
Las cannon wounds have a 1/3 chance of dropping a th/ss termie versus a 1/4 chance of dropping a lychguard.
krak has a 1/6 chance of dropping the termies versus a 1/4 chance of dropping a lychguard.
So unless the lychguard are beign pounded by ap3 weapons they are more durable than th/ss termies, and if they are the termies are hit by ap3 wounds the casualty rate goes from 16.5% to 25%.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/04/02 16:01:18
Subject: Re:Necrons: The Lychguard Dilemma
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Lead-Footed Trukkboy Driver
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Just becuase they spend 2-3 turns running up the table and don't kill back their point's doesn't mean they aren't worth their points.
If an enemy spends 2-3 turns firing their entire army into this heavily armored durable unit, thats 2-3 turns of them not firing at your annihilation barges/CCB/wraths, etc.
Plus any that the enemy does kill but gets back up is sort of a little gravy for you. Just keep placing your resurected models closer and closer to the enemy to get that little bit more movement for your inevitable charge.
I've seen what they do to an IG parking lot when they finally get there. Its not pretty.
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![[Post New]](/s/i/i.gif) 2012/04/02 16:32:57
Subject: Necrons: The Lychguard Dilemma
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Warp-Screaming Noise Marine
Canada!
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I've only heard of them advancing with the rest of your forces, acting as a counter charge or deterrent element. Often coupled with c'tan or wraiths and the usual necron shooting.
I can see them being alright in a nightscythe, but so many points finding themselves back in reserve would be no fun. You'd want a monolith or zandrek providing backup.
They don't seem really awkward to force down an opponents throat.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/04/02 18:05:56
Subject: Necrons: The Lychguard Dilemma
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Pyro Pilot of a Triach Stalker
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They are a huge amount of points to use effectively. I saw it done at a local tournament where the Lychguard player came in 2nd but you have to have an army over 1850, IMO and entirely built around the Lychguard.
If you want a unit to absorb enemy fire use the Wraiths and Scarabs most armies are going to poor all fire into killing either of those choices and at half or more the cost of a Lychguard squad.
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![[Post New]](/s/i/i.gif) 2012/04/02 18:32:54
Subject: Re:Necrons: The Lychguard Dilemma
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Another thing to consider is taking your army except your lychguard and move in up against the enemy. Just have your lychguard sit in back out of LOS and wait until the right moment to veil them into the enemies presence. Not only does the enemy have to deal with the lychguard, they also have to deal with the scarabs, wraiths, giant warrior blobs, etc that are now in their face as well. Take solar pulses or Imotekh to shield the advancing units in the mean time as well.
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![[Post New]](/s/i/i.gif) 2012/04/02 18:41:26
Subject: Necrons: The Lychguard Dilemma
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Tail-spinning Tomb Blade Pilot
Where people Live Free, or Die
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I always run mine with a Veil-tek and an Overlord w/ MSS, Warscythe, Orb, and Phase Shifter
Deep striking is always a risk, but Lychguard can lock down an area like it's nobody's business.
Monolith portal is a good option as well.
I am curious to see how the arrival of Night Scythe kits will change how Lychguard are played. Could be a nice combination.
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Menaphite Dynasty Necrons - 6000
Karak Hirn Dwarfs - 2500
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-- Fifty-Four -- Eight to argue, one to get a continuance, one to object, one to demur, two to research precedents, one to dictate a letter, one to stipulate, five to turn in their time cards, one to depose, one to write interrogatories, two to settle, one to order a secretary to change the bulb, and twenty eight to bill for professional services.
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![[Post New]](/s/i/i.gif) 2012/04/02 18:50:19
Subject: Necrons: The Lychguard Dilemma
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Pyro Pilot of a Triach Stalker
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I don't think it will help. It's an armor 10 tranport with no ability to unload passengers when moving flat out. I don't see it being useful except to put 5 warriors inside and tag objectives.
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