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For a mere 475 you can take a necron royal court as one unit that absolutley,reliably obliterates any marine and/or terminator unit of equivalent points value.
It consists of:
Overlord,orb,semp weave,MSS,staff
Lord,semp weave,MSS,staff
Lord,semp weave,MSS,staff
Lord,semp weave,MSS,staff
Lord,semp weave,MSS,staff
Lord,semp weave,MSS,staff
475
You have a 6 man toughness 5, 2+ armour save squad with 18 str 5, ap 3 shots at 12".
This squad makes an excellent counter-attack squad,able to baby sit your lines.It also offers that cool assurance that if the squad attacking you is better equipped for CC your 6 MSS will make that squad beat the crap out of itself and let you pick at or tie up the rest.
In the case of 5 TH/SS termies, if they charge you they fail 5-6 leadership tests.taking away their entire ability to attack that round,while striking themselves with str 8 weapons that ignore their saves.If any get through the mind shackles, your squads intiative is higher and they will overwhelm the one or two guys left with sheer volume of attacks(str 5, 2 per lord,3 overlord)
In the case of marine squads,you can first obliterate them with your armour piercing fire and then assault after, surviving combat with your 2+ save and high toughness.
Comments and critiques are always welcome, however i urge you to try this unit for yourself, i swapped out the overlord for vargard obyron the other day and it was a massacre.
But what happens when your opponent shoots back? You are losing a very expensive Lord every time you fail a save. Any AP2 weaponary will cause you real trouble as expensive models will be dropping each time because you have no invulnerable save (unless you make your RP rolls), I'd probably put a Phase Shifter on the Overlord if you do this so that you have somewhere to allocate low AP wounds, but this is a very expensive unit that will drop to any decent amount of AP2 or lower weaponary or torrents of fire.
-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3
It's true this unit has it's weaknesses, but as a good general you will be hiding behind other units to collect cover saves.
4+ cover save and 2+ armour save is very good at protecting any unit.
Plus your Reanimation Protocols and ever living allows you that added cushion for bad dice rolling.
This message was edited 1 time. Last update was at 2012/06/07 19:25:00
But surely if you using units to give yourself a cover save your opponent will also get a cover save from your shooting as well, plus that staff doesn't have a very long range, meaning that the unit that you are using to cover will have to be pretty close to you to give you a cover save, and because they'll be closer, they'll be blocking more opposing units and giving them cover. Also, a 5+ reanimation protocol isn't exactly reliable.
-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3
The 2+ save is not that amazing seein as 10 terminators which costs 400 points with with LC will be striking first and ignoring the 2+ yet they still have a 5+ invulnerable regardless.
This message was edited 1 time. Last update was at 2012/06/07 19:54:13
If you love staff of light so much, why not take base crypteks? While we are at it, why not take away some bling and give out couple of 3++? Giving orb to regular lord seems prudent, as is having chronometron in unit. You will really want to make those everliving rolls. To make squad more versatile, try and fit couple of flamers there. It will give it a chance against not-too big hordes as well.
by the way, this squad can't even handle walkers. Why no warscythes?
This message was edited 1 time. Last update was at 2012/06/07 20:07:23
Rampage wrote: Also, a 5+ reanimation protocol isn't exactly reliable.
Not that I disagree with your points, but he does have an Orb in there for the 4+ reanimation.
I also think a big factor here is mobility. Without a Veil of Darkness you're foot slogging it the whole way. If I tried this against my friends DE army he would avoid them like the plague and pour turn after turn of splinter venom fire into them.
Rampage wrote: Also, a 5+ reanimation protocol isn't exactly reliable.
Not that I disagree with your points, but he does have an Orb in there for the 4+ reanimation.
I also think a big factor here is mobility. Without a Veil of Darkness you're foot slogging it the whole way. If I tried this against my friends DE army he would avoid them like the plague and pour turn after turn of splinter venom fire into them.
Put them in a ghost ark. Then they can assault out of it and have AV13 protecting them.
I would make the same unit and give them all warscythes instead of staff of light. Now let them pimp a Ghost Ark and they can beat face with any HtH unit in the game.
I like the idea, probably do it slightly differently to address some of the concerns noted above.
Given the number of points invested (at 475 thats a 1/4 of a 2000 pt list) I agree with the comments above, you need more mobility. However, knowing what else was going to be in the army would help because a lot depends on what you want the unit to do. If it is just babysitting big blobs of warriors, its probably overkill and would also be better with warscythes and MSS as you'll need them for CC. If you are using it for anything else, get mobility and warscythes.
Now, have movement (Veil of Darkness), 3 invul saves (2 phase shifters and 1 cloak) for wound allocation).
Shooting - Eldritch lance, Voltaic - should be able to open vehicles! Abyssal staff for AI.
Warscythes, MSS and lightning to help out in CC.
chrono for rerolls when necessary.
Obviously you can play with allocation of points, staff etc. Thing is....at 535 points you'd want to get a hell of a lot of value out of this unit!! Bit of care when VoD as a mishap would be hilarious....for the opponent!
edit to hide the alternate list and for grammar
This message was edited 3 times. Last update was at 2012/06/08 06:37:23
The orb would be better on the lord instead of the overlord if you plan to charge into CC with the unit otherwise he will just end up getting singled out in cc and then the orb is gone.
Blood for the bloo... wait no, I meant for Sanguinius!
TheAvengingKnee wrote:The orb would be better on the lord instead of the overlord if you plan to charge into CC with the unit otherwise he will just end up getting singled out in cc and then the orb is gone.
I understand Nob wound allocations with 2 wounds per model but I don't understand how wound allocation works when the models have 1 wound...someone?
The regular Lords and Cryptek's all have ONE wound. If the Lord dies the rez orb is obviously toast. I suppose with 4 Crypteks you could say that Lord would last longer than the 3 wound Overlord if its singled out as an IC but I dunno...
This message was edited 2 times. Last update was at 2012/06/08 05:15:26
Armies I field - Tau, Dark Angels, Necrons, Blood Angels
I built a unit like this long ago when the codex first came out an honestly it is overkill even against death stars. You are far better just going with wraiths and a dlord if you are looking for a strike counter strike force. If you are interested though my unit was.
Overlord orb, weave, shifter, warsythe, mss
2x Lord warsythe, mss
2x Lord hyperphase, mss
4x cryptek abysal staff
1x cryptek eternity with the chrono
put them in a ghost ark since its open topped 12 inch move (yes this is legal go read your rules), you just have to buy it with a warrior squad. Its a great REACTIVE force. In the ned the wraiths and delord cost half are far more useful and instead of one having a 3++ all but 1 have a 3++
This message was edited 1 time. Last update was at 2012/06/08 19:16:27
I'd want at least one scythe in there for insurance. Also power weapons at higher initiative are much less of an issue, as there are a ludicrous number of MSS present. I'd say it was also resiliant against most types of fire, as you will be getting a decent number of those men back after a few plinks from plasma, melta or Lascannon fails to remove too many men, the unit is also incredibly resistant to small arms fire, with it's 5 toughness, +2 save and +4 wbb roll.
An eternity cryptek might not be an awful idea, to take rerolled saves against low ap hits, adding more wound allocation and giving you re-rolls on MSS and a potentially devastating tachyon arrow.
I would also invest in more saturation of different wound groups. It really does help.
Dumb unit, but super cute and fun. I like your thinking, but not your points.
OH! Also you want the orb on a regular lord, it won't be picked out.
This message was edited 4 times. Last update was at 2012/06/09 21:24:38
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...
It's always fun when people discover the glory that is Royal Court Disco Inferno (or any variation thereof).
Being said, OP's list could do with some Harbingers...
This was just an off shoot unit of the disco inferno royal court, not meant to be the uber unit just a counter unit that could reliably take on points equivalent th/ss termies.
If you were planning on going against th/SS termies, you need warscythes and a couple of phase shifters. iirc SoL are not CC power weapons so they get 2+ armour saves against the CC attacks. The shooting isn't going to whittle them down much because SoL is AP3.
The problem with relying on MSS as your defense is that you cant guarantee that the same model wont be affected by multiple MSS.
As for the shooty version you'd be better of with 5 abyssal staff crypteks and an overlord with a scythe for vehicles. The staff wounds most units on a 4+ and is AP 1. Not to mention being a template weapon. A VoD will give you mobility.