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Perfect Shot Black Templar Predator Pilot





The Veiled Region

Can someone tell me?
   
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Longtime Dakkanaut





Wraithwing, imhotek, annihilation barges...
   
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Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

so the new FAQ has said that if there are no units on the board that are not flyers on turn one you lose....does that mean if you go first and get a lucky shot on the few guys on the ground in a spam list then you can table your opponent on turn 1? If so, this may soften the cheese that is Flyer Spam

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"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

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Longtime Dakkanaut




There were a couple Zandrek foot based armies that finished in the top 16 at Nova, so that's a pretty good place to start.

AV13 spam I think still has potential, and I've been quite succesfull with a heavy DLord/Wraith/Triarch Praetorian CC army.
   
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Mighty Chosen Warrior of Chaos





Australia

Did the new FAQ nerf the effectiveness of Dlord + Wraith/TP? Seems like they took a minor hit, but will still be very effective.

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Devestating Grey Knight Dreadknight





Limerick

generalchaos34 wrote:
so the new FAQ has said that if there are no units on the board that are not flyers on turn one you lose....does that mean if you go first and get a lucky shot on the few guys on the ground in a spam list then you can table your opponent on turn 1? If so, this may soften the cheese that is Flyer Spam


This was always the case even before the FAQ. Flyers have nothng to do with it; if at the end of a game turn there are no models from one side on the board, the other side wins.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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AL


Wraith Wing - Just like the Destroyer Armada, only focusing on Wraiths. This force is a glass sword. Very difficult to use correctly, but can be devastating when you don't feth it all up Not any more, Wraiths are now without a doubt the single most rapetastic fast attack unit in the game, if not one of the most rapetastic units for their cost period. Include a couple of Destroyer Lords with two of your Wraith units for some particularly vicious rape.

Silver Tide - Look at the cover of the old Necron Codex. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020). Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res. Orbs and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuissance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead. Really fun with Imotekh.

Scarab Swarm/Farm - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with a Lightning Field and other close combat supporting Wargear and watch the Scarabs scratch away at your opponents and cause many wounds in return from the Lightning Field. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone has to run at least one unit of these, because they rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now. Unless it's a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs' day... Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated.

Royal Court Disco Inferno - A single Royal Court, fully decked out. 4 Lords with everything but Res Orbs, 5th Lord has everything including a Res Orb. 5 Crypteks, each a different Harbinger with all gear comes out to around 1050 points alone. Purchase HQ most befitting your opponent, spend the rest on Warriors or Immortals for the 2 obligatory troop choices. You'll have very limited anti-armour and anti-horde but against super-elite armies like Space Marines or especially Grey Knights, it'll make mincemeat of them. T5, 2+/3++ and 4+ Res Protocol will ensure these melon-fethers will rarely die and 10 S7 power weapon attacks (15 on the charge) will deliver a spectacular amount of CC violence. Remember Mindshackle scarab attempts, Lightning Field, Gaze of Flame defensive grenades, possible Ether Crystal usage and everything else. If things appear hairy, consider using some of your 5 Tesseracts or Veil of Darkness to the other side of the board. Requires high micromanagement but is surprisingly fun. For added CC lulz, use Zandrekh and stick Obyron in the Court and give them all Furious Charge. Also quite amusing when you force a Swarmlord to punch itself to death via Mindshackle. Harass and abuse to your metallic heart processor's content. In higher points games, take two of these. If you have the points left over after that, take whatever else you feel is necessary.

C'tan Hammer: Simple, fill up your elite slots with C'tan. Give them troll-tastic powers. Profit.

Ark of Destruction: Also known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles (which look like pirate ships if you haven't noticed), this list places emphasis on Ark vehicles supported by Barges. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Within their royal courts, take a metric gak ton of Harbingers of Destruction, these nasty bastards are then stuck into squads of warriors who you're really only taking for the Ghost Arks, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. The Amount of AV13/13/11 vehicles that you'll be throwing onto the field should be plenty enough to give your opponent a really bad day.


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