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![[Post New]](/s/i/i.gif) 2012/10/30 01:16:44
Subject: Destroyer Lord + Flayed Ones
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Regular Dakkanaut
UK
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has anyone tried this combo? does it work?
With 6th edition, a weaver 2+ armour in the unit AND preferred enemy for every model. Can't this make Flayed Ones good?
Not to mention res orb/mindshackle as well, and deep striking together.
I really want to use my flayed ones for something
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![[Post New]](/s/i/i.gif) 2012/10/30 03:21:54
Subject: Destroyer Lord + Flayed Ones
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Stormblade
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In theory that should work really well. You deep strike and whatever gets assault is going to be killed.
I can see Nemesor Zandrekh making this unit even stronger. Furious Charge just adds to the strength of the group.
I don't by any means think that flayed ones are bad and can be viable if used correctly.
You can always use phased reinforcements to to deep strike and get in your enemies face whenever something comes from reserves.
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![[Post New]](/s/i/i.gif) 2012/10/31 00:28:03
Subject: Destroyer Lord + Flayed Ones
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Regular Dakkanaut
UK
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That's true.
I'm trying it tomorrow, I couldn't decide if Zandrekh or Imotekh would work better, I think about it some more
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![[Post New]](/s/i/i.gif) 2012/10/31 02:00:26
Subject: Destroyer Lord + Flayed Ones
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Stormblade
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Let me know how it works.
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![[Post New]](/s/i/i.gif) 2012/10/31 02:13:27
Subject: Destroyer Lord + Flayed Ones
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Longtime Dakkanaut
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sounddemon wrote:In theory that should work really well. You deep strike and whatever gets assault is going to be killed.
I can see Nemesor Zandrekh making this unit even stronger. Furious Charge just adds to the strength of the group.
I don't by any means think that flayed ones are bad and can be viable if used correctly.
You can always use phased reinforcements to to deep strike and get in your enemies face whenever something comes from reserves.
This is pretty solid advice. They also work well with Imo so he can potentially pinpoint their DS if they get the right target.
Both units have been a mainstay in my army for sometime now, although I don't start them together. I run my Destroyer Lord up the field with Triarch Praetorians, and hop him over to the Flayed Ones Turn 3 or so to help sling shot them into assault. They also function as a back up once the Triarchs have taken heavy casualties.
Eitherway, don't forget the Res Orb. Attaching the Res Orb and Preferred Enemy to the Flayed Ones is really where its at.
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This message was edited 1 time. Last update was at 2012/10/31 02:14:09
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![[Post New]](/s/i/i.gif) 2012/10/31 02:14:18
Subject: Re:Destroyer Lord + Flayed Ones
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Irked Necron Immortal
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The problem I've always had with Flayed Ones is that you are basically buying Boyz, at double the cost, without an option for a (power fist upgrade character) Nob. Additionally, your Flayed Ones aren't Fearless, and are Initiative 2, which makes them extremely vulnerable to Sweeping Advances. Add to that the fact that Flayed Ones have no option for a shooting attack, can't assault on the turn they come in from reserves, and require large numbers and a Resurrection Orb (minimum 130 points for the Orb, assuming a bare-bones Overlord with no upgrades but the Orb) to function effectively, and Flayed Ones just aren't that useful except as a melee tarpit unit - a role filled more cheaply by Scarabs, and more efficiently by Wraiths. If I wanted a foot horde speed bump with lots of attacks, I'd simply ally with Orks.
This is not to say that Flayed Ones aren't effective at all, of course. Good tactics will make even the most lackluster of units effective in surprising ways. Flayed Ones just aren't an optimal choice. Are they fun and fluffy, and would I play them in a non-competitive list? Absolutely. Well, if they weren't sinfully ugly models at $35 per a pack of 5, anyway....
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DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place |
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![[Post New]](/s/i/i.gif) 2012/10/31 02:32:03
Subject: Re:Destroyer Lord + Flayed Ones
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Longtime Dakkanaut
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The problem I've always had with Flayed Ones is that you are basically buying Boyz, at double the cost, without an option for a (power fist upgrade character) Nob.
Actually it's much more like buying Komandos, and for 3 points a model getting a 4+ and RP and permanent S4...which is a pretty good deal. Normal Boyz can't DS or Infiltrate, so that comparison is pretty lacking.
And you really don't need a Res Orb for them to function effectively. It's nice, and a great when you can get them one, but it's hardly necessary. Their primary advantage over Scarabs and Wraiths is they eat bullets of every kind much more efficiently. Wraiths that die before they get to combat don't end up killing much. Don't get me wrong, Wraiths are great, but using an infiltrated group of Flayed Ones to apply early pressure to the enemy can take a lot of heat off Wraiths resulting in more Wraiths reaching combat, where they can be effective.
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This message was edited 2 times. Last update was at 2012/10/31 02:33:29
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![[Post New]](/s/i/i.gif) 2012/10/31 02:50:15
Subject: Destroyer Lord + Flayed Ones
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Longtime Dakkanaut
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I don't think flayed ones make the best ablative wounds for the destroyer lord to LOS onto. Nothing beats wraiths there.
But a small unit of flayed ones deepstriking behind a heavy weapons squad can be a useful distraction. If you make the heavy squad move, or tie them up in combat you probably just saved a few of your more important units some grief.
The only problem is they do eat a useful slot. They really should have been troops.
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![[Post New]](/s/i/i.gif) 2012/10/31 03:08:23
Subject: Destroyer Lord + Flayed Ones
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Stormblade
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The elite slot is really only reserved for deathmarks imo. Adding flayed ones into the elite slot really makes no difference. It's the heavy support slots that really matter with annihilation barges and doom scythes exclusively filling up the slots.
If a box of flayed ones is $30+ dollars, I on the otherhand, would never buy them lol. That's a big purchase if your considering maxing out to 20 flayed ones. If you already, have flayed ones I would see no reason not to play them. They do look cool when they are painted and can be surprisingly scary if your getting ambushed by a swarm of 20 flayed ones. Good Tactics and a good read on your opponents mindset can make these units pretty good.
I've heard great things about praetorians and the destroy lord group together. Tell more on how that works for you in your games, Shadar. I'm very curious to say the least. Automatically Appended Next Post: ShadarLogoth wrote: sounddemon wrote:In theory that should work really well. You deep strike and whatever gets assault is going to be killed.
I can see Nemesor Zandrekh making this unit even stronger. Furious Charge just adds to the strength of the group.
I don't by any means think that flayed ones are bad and can be viable if used correctly.
You can always use phased reinforcements to to deep strike and get in your enemies face whenever something comes from reserves.
This is pretty solid advice. They also work well with Imo so he can potentially pinpoint their DS if they get the right target.
Both units have been a mainstay in my army for sometime now, although I don't start them together. I run my Destroyer Lord up the field with Triarch Praetorians, and hop him over to the Flayed Ones Turn 3 or so to help sling shot them into assault. They also function as a back up once the Triarchs have taken heavy casualties.
Eitherway, don't forget the Res Orb. Attaching the Res Orb and Preferred Enemy to the Flayed Ones is really where its at.
If you do decide to use bloodswarm, does that mean even if the destroyer lord is the part of the group they don't scatter? I would think that it wouldn't matter and just benefit the destroyer lord no problemo.
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This message was edited 1 time. Last update was at 2012/10/31 03:11:44
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![[Post New]](/s/i/i.gif) 2012/10/31 10:26:02
Subject: Destroyer Lord + Flayed Ones
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Regular Dakkanaut
UK
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It's bizarre how useful Deathmarks are now.
I started collecting them when the new codex came out, and I thought I'll never see them on the battlefield other than mine own
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![[Post New]](/s/i/i.gif) 2012/11/01 01:35:49
Subject: Destroyer Lord + Flayed Ones
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Stormblade
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The only use for them I see is with abyssal staffs and night scythes. After that I wouldn't use them.
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![[Post New]](/s/i/i.gif) 2012/11/01 01:47:00
Subject: Destroyer Lord + Flayed Ones
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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Hrm, this idea intrigues me, let me know how they work!
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Bedouin Dynasty: 10000 pts
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MajorStoffer wrote:
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![[Post New]](/s/i/i.gif) 2012/11/01 02:45:06
Subject: Re:Destroyer Lord + Flayed Ones
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Bane Lord Tartar Sauce
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It's an interesting idea, and although I still believe that Flayed Ones are not worth taking, if you are dead set on using them including a D-Lord is probably the best way to get the most out of them (although it is important to note they really do slow the lord down). However, I suspect that it will suffer from the problems which make flayed ones bad, their low initiative meaning that they strike last, and their lack of an armour save meaning that even with a large number of attacks they do startlingly little to anything with a 3+ save (which is already over half of the codices even before you consider that the metagame heavily favours marine variants).
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![[Post New]](/s/i/i.gif) 2012/11/01 04:19:03
Subject: Re:Destroyer Lord + Flayed Ones
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Longtime Dakkanaut
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RegalPhantom wrote:It's an interesting idea, and although I still believe that Flayed Ones are not worth taking, if you are dead set on using them including a D-Lord is probably the best way to get the most out of them (although it is important to note they really do slow the lord down). However, I suspect that it will suffer from the problems which make flayed ones bad, their low initiative meaning that they strike last, and their lack of an armour save meaning that even with a large number of attacks they do startlingly little to anything with a 3+ save (which is already over half of the codices even before you consider that the metagame heavily favours marine variants).
TH/ SS Terms have low initiative too, and Kabalite Warriors have high initiative. I guess Kabs must slaughter Terms in combat...
You're take on them killing 3+ armor is also completely false. They kill 3+ armor the same way they kill 2+ armor, buy making them role a lot of dice. They do that just fine without Preferred Enemy, With Preferred they absolutely slaughter.
Say you have 20 Bases. You lose 5 because of their "low initiative", (and if your losing 5 your fighting something that's particular strong at CC).
If you didn't get the charge you kill 45(1÷2)+45(1÷6)(1÷2)=26.25 Hits(1/2)+ 26.25(1/6)(1/2)=15.23 Wounds(1/3)=5.14 Dead. So not even factoring the DLord in, and not giving them the charge, they are tying combat against what should be a pretty good CC unit. Then half their guys stand back up...
If they get the charge they will likely crush whoever they are assaulting. Their is a very small handful of units that can handle 20 Flayed Ones with a ResOrb/ MSS/ SW Dlord.
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This message was edited 1 time. Last update was at 2012/11/01 04:19:38
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![[Post New]](/s/i/i.gif) 2012/11/02 01:24:00
Subject: Destroyer Lord + Flayed Ones
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Longtime Dakkanaut
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They are useful because they don't really need support and cheap enough that you don't care if the squad dies. They are a distraction that your opponent has to deal with. 3+ saves or not a heavy weapon squad isn't killing them, and they can threaten rear armor 10 vehicles.
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