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![[Post New]](/s/i/i.gif) 2013/10/29 10:39:46
Subject: Necron Teleporting Units
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Humorless Arbite
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Hello, I'm planning to start up a Necron Army.. and want to focus/specialize into Teleporting/ high mobility units. I've ordered my codex, but it won't be here for a while -- so until then I'm asking here on Dakka.
Which units can teleport/ have other interesting teleportation skills and is there anything else I should know?
Thank you
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![[Post New]](/s/i/i.gif) 2013/10/29 14:29:53
Subject: Re:Necron Teleporting Units
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Dakka Veteran
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There are only 2 units in the Necron codex with the innate ability to teleport in the movement phase.
Vargard Obyron - a Unique, Named HQ.
Harbringers of Despair Crypteks with the Veil of Darkness unique wargear.
There is also the Monolith which has the ability to pull any unit to itself which is somewhat like teleporting.
Ultimately - it's a fun strategy to play but not the most effective since teleporting uses the rules of deep strike to place the models when they teleport. So things could get ugly if you scatter a lot. Also, the Veil of Darkness is unique per Royal Court so you are limited in the number you have with them on top of the limitations placed on the units Crypteks may join.
Lastly, it counts as deep strike movement (or disembarkment in terms of the Monolith) so you cannot charge after doing such. This could leave you open to being assaulted which is a weakness of Necrons thanks to our low initiative.
So it's fun but expensive to do and not as effective as one may think. It throws your opponent off but it's too easy to scatter your army too much which makes it easier to pick apart. There are more effective ways of moving necrons than teleporting.
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![[Post New]](/s/i/i.gif) 2013/10/29 14:36:21
Subject: Necron Teleporting Units
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Is 'Eavy Metal Calling?
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Deathmarks are pretty lethal when teleporting, especially if using them to get a cryptek with an AP2 flamer weapon in range as they will wound on a 2+ against a target of your choice.
Vargard Obyron can also teleport a unit anywhere on the board (and doesn't scatter if deployed within 6" of Zandrekh. You can also attach a cryptek with a Veil of Darkness and get the same, giving you a total of 2 teleporting units. I've found Immortals in squads of 10 are the best for this as a couple of squads of them are more survivable when separated from the rest of the army than warriors.
That's about it as far as teleporting goes. For other units with high mobility, you've got wraiths and tomb blades, most people prefer the former but tomb blades do have some use as quite tough and fast harassment units. Then there's the destroyer famility, with whom I have little experience, but a destroyer lord with a warscythe and sempiternal weave is lethal (T6 2+ save 3W, and RP. Hard to take down).
Hope that helps
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![[Post New]](/s/i/i.gif) 2013/10/29 15:09:26
Subject: Necron Teleporting Units
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Humorless Arbite
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So, for a teleporting and hit/run style.. I could run -
Obyron with a Squad
Cryptek with Veil of Darkness and a Squad
Wraiths/ Tomb Blades
Considering the Monolith 'pulls' enemy units to it, could you Pie plate them with the Monolith's big gun after doing that?
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![[Post New]](/s/i/i.gif) 2013/10/29 18:23:08
Subject: Necron Teleporting Units
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Dakka Veteran
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Otto Weston wrote:So, for a teleporting and hit/run style.. I could run -
Obyron with a Squad
Cryptek with Veil of Darkness and a Squad
Wraiths/ Tomb Blades
Considering the Monolith 'pulls' enemy units to it, could you Pie plate them with the Monolith's big gun after doing that?
With the exception of Obyron, you cannot teleport out of close combat. So you have to be careful with that.
As for the Monolith, it only pulls friendly, unengaged units in so there's no pie plating since you can't pull in an enemy unit in this manner. Monolith has an ability with enemy units but it's not the same.
Speaking of pie plates, teleporting necrons are very susceptible to them since they are placed via deep strike and thus in a very tight group. Also, if you don't destroy the unit, more than likely they will charge you since there's only so many places to teleport on a map and eventually, you are either teleporting too close or too far away to be effective for the round.
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![[Post New]](/s/i/i.gif) 2013/10/29 19:55:50
Subject: Necron Teleporting Units
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Humorless Arbite
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I've been researching some tactics RE: Necrons, and I was thinking - would the following be effective?
Zahndrekh in a Command Barge -> Turn 1 zip as close to the enemy as possible.
Deepstrike near Zahndrekh:
Obyron with a Squad
Cryptek with Veil of Darkness and a Squad
A couple of DeathMark Squads
2x Monoliths
With the Deathmark Squads making the targets wounded on a 2+, everything else should decimate stuff near the landing zone.
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![[Post New]](/s/i/i.gif) 2013/10/29 20:04:22
Subject: Necron Teleporting Units
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Ladies Love the Vibro-Cannon Operator
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Well i think that teleporting is overrated. If you teleport a unit unsupported close to the enemy, it can be gone.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/10/29 21:43:50
Subject: Necron Teleporting Units
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Nurgle Predator Driver with an Infestation
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Tesla Immortals are really good with a Veil Cryptek. The extended range of effective fire from the Tesla Carbines helps to lessen the risks of deep-striking near enemy units.
Obyron is also a great HQ choice. Stick him with a squad of Canoptek Spyders and you can pump up a squad of Scarabs for a few turns before teleporting him and the Spyders into the opponents backfield. Works as a great hammer/anvil strategy in combination with a unit of Wraiths.
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//11thCompanyGT '13, 40k Singles :: [5-2], Bracket Champion ||
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[hippos eat people for fun and games] |
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![[Post New]](/s/i/i.gif) 2013/10/30 01:59:27
Subject: Necron Teleporting Units
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Humorless Arbite
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Hmm, that sounds like it might be an interesting way to go.
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![[Post New]](/s/i/i.gif) 2013/10/30 16:28:44
Subject: Necron Teleporting Units
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Deranged Necron Destroyer
UK, Midlands
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Rather than putting Zhandrekhhkyz on a barge, he might be better in a Night Scythe with a unit with rapid fire weapons. Drop him in on an invasion beam, then teleport another rapid fire unit with Obryan in next to him. This avoids the scatter problem. Cryptecs with the haywire gun or the despair flamer are good in Teleport units due to the high damage at short range.
The problem with a strategy like this is that necrons are designed to deal damage over multiple turns rather than in one alpha strike (like short range eldar units can do) so you may find that you dont do enough damage the turn you show up, and then get charged.
Tesla immortals are good because they can shoot from a safer distance and dont need to wipe out their target right away.
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This message was edited 1 time. Last update was at 2013/10/30 16:50:28
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![[Post New]](/s/i/i.gif) 2013/10/30 17:46:31
Subject: Necron Teleporting Units
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Longtime Dakkanaut
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Assuming a single force org, you are kind of limited as to the number of teleporters you can have (also points limited!)
Harbringers of Despair with Veils of Darkness are limited to one per royal court...and you get royal courts for each overlord level character you take.
So, for each teleporting cryptek, you are paying an HQ tax - an overlord with Warscythe, MSS and SW runs 125 points (from memory, might be 130). Then another 60 for the Cryptek.
Given this tax, you need to put them with units that really combo well.
Tesla immortals are good because of their longer range. This also reduces the mishap risk and makes it less likely you get assaulted.
Deathmarks are excellent, because the Abyssal staff which comes with the Cryptek is an AP2 flamer....which then wounds on a 2+ for the marked unit.
Another useful option is to teleport a royal court around...either a full court or just a small annoyance unit (say 2 stormteks and the veiltek or a pair of veilteks).
Obyron is useful because he is an IC, so you can do things like teleport spyders, but usually lychguard (to absorb the round of shooting you need to take before assaulting).
hth
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![[Post New]](/s/i/i.gif) 2013/10/31 21:41:57
Subject: Necron Teleporting Units
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Nurgle Chosen Marine on a Palanquin
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On the topic of the monolith, as written, you cannot fire the portal and the large blast. Thanks to the blast being ordinance and the portal being unable to fire snap shots.
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![[Post New]](/s/i/i.gif) 2013/12/04 17:45:11
Subject: Re:Necron Teleporting Units
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Thane of Dol Guldur
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I have had lots of luck using Deathmarks with Destroyer Lord either deep striking alone or using a Veiltek or Obyron to deepstrike every turn. Rapid Fire Sniper shots that reroll 1s to hit with rending shots that never fail to wound against HFH targets unless two 1s are rolled. 1 or 2 of these units popping up all over the board has one me many a game, however due to deepstrike formation very susceptible to blasts, templates, and assaults so you better pick your spots and targets wisely.
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![[Post New]](/s/i/i.gif) 2013/12/04 17:49:56
Subject: Re:Necron Teleporting Units
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Dakka Veteran
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jasper76 wrote:I have had lots of luck using Deathmarks with Destroyer Lord either deep striking alone or using a Veiltek or Obyron to deepstrike every turn. Rapid Fire Sniper shots that reroll 1s to hit with rending shots that never fail to wound against HFH targets unless two 1s are rolled. 1 or 2 of these units popping up all over the board has one me many a game, however due to deepstrike formation very susceptible to blasts, templates, and assaults so you better pick your spots and targets wisely.
Deathmarks are mean and giving anything preferred enemy is vicious. Just to make sure though - each deathmark unit can only mark 1 unit with HFH per game. How you wrote your post could lead someone to think that with every teleport you were remarking someone which isn't correct.
Also if you deploy Deathmarks into Deep Strike Reserve at the beginning of the game, Obyron cannot join them since he does not have the Deep Strike special rule. Likewise, you cannot declare a HFH target if you deploy them on the table prior to your opponent deploying any non-vehicle units (and you can't mark units embarked in a transport).
Just wanted to make some clarifications.
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![[Post New]](/s/i/i.gif) 2013/12/04 18:07:47
Subject: Re:Necron Teleporting Units
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Thane of Dol Guldur
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Yeah, I wasn't trying to imply that one deathmark unit gets to declare more than one HFH target, only that if you have multiple Deathmark units each having declared their unique target, all deathmark units benefit from the 2 up to wound on all marked targets.
If I am running a deathmark unit and I deploy first, I put them in reserve so I can declare a target upon deployment.
If I am running a deathmark unit with a Veiltek or Obyron, I put them in normal (non-deep strike) reserve, and their reserve deployment move is made with the Veil of Darkness or Ghostwalk Mantle, being the equivalent of a deep strike reserve entry.
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This message was edited 2 times. Last update was at 2013/12/04 18:10:46
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![[Post New]](/s/i/i.gif) 2013/12/04 20:59:50
Subject: Necron Teleporting Units
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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Try out this pre-boxed 1750 list i've dubbed telecrons!
Obyron
Zandrehk
Overlord (WS/SW/RO)
x2 Despair teks with veil
x2 Crypteks with Chronometrons
x10 Immortals w/ Gauss (Overlord, Chronotek, Veiltek)
x10 Immortals w/ Gauss (Zandrehk, Chronotek, Veiltek)
x10 Immortals w/ Gauss in scythe
X1 Night Scythe
x20 warriors (obyron)
x3 Annihilation Barges
Works best against tank-using armies, since you teleport in, and have 20 rapid firing gauss warriors for the first tank (4.4 Glances on Average) (Also perfect deep striking assuming Zandrehk is on target.)
10 rapid firing immortals with tank hunters (about 6-7 glances)
and 10 more rapid firing immortals to finish either target off, or attack a troop choice then exposed, the next turn, the assault Overlords break off and attack, and the blocks run rampant.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/12/05 04:01:34
Subject: Necron Teleporting Units
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Proud Triarch Praetorian
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iGuy91 wrote:Works best against tank-using armies, since you teleport in, and have 20 rapid firing gauss warriors for the first tank (4.4 Glances on Average)
... if you're taking on armor, why would you not just use some Storm-teks?
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![[Post New]](/s/i/i.gif) 2013/12/05 06:37:30
Subject: Necron Teleporting Units
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Prophetic Blood Angel Librarian
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As markcron and skoffs mention. Stormteks! A veiltek with 2 or 3 storm teks is probably the best unit you can deepstrike.
They will take down a tank a turn if not dealt with, thats literal, not overexaggeration, can start on the board turn 1, have an exceptionally small footprint and are reasonably cheap (140pts), so if they die turn 2 after killing a tank, you are still up! Automatically Appended Next Post: Veiltek with deathmarks I find pretty pants. Just try deepstriking flamer templates from any army and you'll see what I mean.
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This message was edited 1 time. Last update was at 2013/12/05 06:39:05
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![[Post New]](/s/i/i.gif) 2013/12/05 06:58:45
Subject: Necron Teleporting Units
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Proud Triarch Praetorian
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Poly Ranger wrote:Veiltek with deathmarks I find pretty pants. Just try deepstriking flamer templates from any army and you'll see what I mean.
That's why you give them a Nightscythe instead of a Veil (hence the combo sometimes referred to as 'Death-Scythe')
As for the Tank-buster Kamikaze squad (1x Veil-tek, 2-3x Storm-teks), you can spice it up even further by giving the Despair-tek a Nightmare Shroud as well (because the equipment profile does not say "treat this as a shooting attack" like most of the other Harbinger equipment profiles do, you're able to use this ability against a different unit than the ones the Storm-teks are shooting at. What does this mean? Turn one, Movement: Veil deep behind enemy lines. Shooting: Storm-teks shoot at tank, most likely destroying it. Despair-tek then uses Nightmare Shroud on an infantry unit unlucky enough to be too close to the table edge. If they fail the test, they're going to run... right off the board).
Being able to get rid of a second unit for only 10 points extra? I'd say it's worth it.
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![[Post New]](/s/i/i.gif) 2013/12/05 08:22:10
Subject: Necron Teleporting Units
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Ladies Love the Vibro-Cannon Operator
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Otto Weston wrote:Hello, I'm planning to start up a Necron Army.. and want to focus/specialize into Teleporting/ high mobility units. I've ordered my codex, but it won't be here for a while -- so until then I'm asking here on Dakka.
Which units can teleport/ have other interesting teleportation skills and is there anything else I should know?
Thank you
Teleporting is quite unreliable. This is fine if you play at the fun or semi-competitive. level. Otherwise, I'd stay away from it.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/12/05 15:01:42
Subject: Necron Teleporting Units
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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I don't take the stormteks because I can only fit 2 crypteks in the squads due to Royal Court rules, and I prefer the re-roll from the chronometron for the deep striking to increase its reliability. Also this way, all my scoring units can teleport. If i'm not running this fun list, I'd take 5 warriors and a stormtek in a scythe for tank hunting duties, or deathmarks and a despairtek, but thats not what he asked was it?
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This message was edited 1 time. Last update was at 2013/12/05 15:02:12
Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/12/05 15:25:36
Subject: Necron Teleporting Units
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Proud Triarch Praetorian
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iGuy91 wrote:I prefer the re-roll from the chronometron for the deep striking to increase its reliability.
you mean rerolling the result on the mishap table, right?
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![[Post New]](/s/i/i.gif) 2013/12/05 16:50:48
Subject: Necron Teleporting Units
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Prophetic Blood Angel Librarian
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skoffs wrote:Poly Ranger wrote:Veiltek with deathmarks I find pretty pants. Just try deepstriking flamer templates from any army and you'll see what I mean.
That's why you give them a Nightscythe instead of a Veil (hence the combo sometimes referred to as 'Death-Scythe')
As for the Tank-buster Kamikaze squad (1x Veil-tek, 2-3x Storm-teks), you can spice it up even further by giving the Despair-tek a Nightmare Shroud as well (because the equipment profile does not say "treat this as a shooting attack" like most of the other Harbinger equipment profiles do, you're able to use this ability against a different unit than the ones the Storm-teks are shooting at. What does this mean? Turn one, Movement: Veil deep behind enemy lines. Shooting: Storm-teks shoot at tank, most likely destroying it. Despair-tek then uses Nightmare Shroud on an infantry unit unlucky enough to be too close to the table edge. If they fail the test, they're going to run... right off the board).
Being able to get rid of a second unit for only 10 points extra? I'd say it's worth it.
Sorry I should have been more specific; *teleporting* veilteks with deathmarks I find pretty pants. Nightmare shroud is definitely a good investment!
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![[Post New]](/s/i/i.gif) 2013/12/05 18:31:22
Subject: Necron Teleporting Units
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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skoffs wrote: iGuy91 wrote:I prefer the re-roll from the chronometron for the deep striking to increase its reliability.
you mean rerolling the result on the mishap table, right?
Usually, I was re-rolling a single scatter die, so they would land on target on the table.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/12/06 00:44:45
Subject: Necron Teleporting Units
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Proud Triarch Praetorian
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iGuy91 wrote: skoffs wrote: iGuy91 wrote:I prefer the re-roll from the chronometron for the deep striking to increase its reliability.
you mean rerolling the result on the mishap table, right?
Usually, I was re-rolling a single scatter die, so they would land on target on the table.
... I thought we couldn't do that?
(could've sworn I saw a YMDC on the topic saying the scatter die doesn't count as a D6, and because the scatter distance is 2D6, the rules for rerolling say you can't choose to reroll a single die of a 2D6 (it has to be both)... meaning the only thing a Chronometron can influence in the deep strike process is the mishap result roll).
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![[Post New]](/s/i/i.gif) 2013/12/06 04:11:59
Subject: Necron Teleporting Units
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Longtime Dakkanaut
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... I thought we couldn't do that?
(could've sworn I saw a YMDC on the topic saying the scatter die doesn't count as a D6, and because the scatter distance is 2D6, the rules for rerolling say you can't choose to reroll a single die of a 2D6 (it has to be both)... meaning the only thing a Chronometron can influence in the deep strike process is the mishap result roll).
Pretty sure Skoffs is correct. You can re-roll the mishap table, as it is only a single dice. However, you cannot re-roll either of the D6 on the scatter.
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![[Post New]](/s/i/i.gif) 2013/12/06 12:57:54
Subject: Necron Teleporting Units
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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(shrug) Still works with the mishap table i guess, since they can teleport and deep strike anyway.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/12/06 19:56:54
Subject: Necron Teleporting Units
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Prophetic Blood Angel Librarian
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It increases your chances of gettig a hit from1/3 to 2/3... that's big!
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![[Post New]](/s/i/i.gif) 2013/12/06 19:58:37
Subject: Necron Teleporting Units
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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I'm running that list against eldar on saturday, I'll write up a report about it if you guys like and he is ok with it.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/12/06 22:22:58
Subject: Necron Teleporting Units
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Proud Triarch Praetorian
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Only if it's in narrative form.
Automatically Appended Next Post: what are you referring to?
The scatter die?
If so, then no. The scatter die does not count as a D6 for the purposes of the Chronometron.
If you're just talking about rolling to hit in combat/shooting, then yeah, it's awesome.
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This message was edited 1 time. Last update was at 2013/12/06 22:25:58
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