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Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 Niiai wrote:
How is the 2x mobolith, king and warrior list looking?


You are using monoliths so not good.

King has good solo use and can be built around at least.

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Made in us
Longtime Dakkanaut





40kenthusiast Hot Takes : 2 of lots

Strategems,

Last time I talked about dynasty selection, this time I'm going to try and cover the strats

My personal rule of thumb on a strat is that I want at least 4 wounds per CP. If I refer to getting 'over the hump' or 'past the curve' in the following, that's what I'm gesturing at. Saving, dealing, w/ever, I want my 4 wounds of impact. Note, this rule is from a player who typically goes 1 battalion. If you have more or less CP, (vague gesture at Sautekh), then you can be more or less frugal with them.


Dimensional Corridor:
Cost: Low

To Pull Off: You need to have a Necron Core Infantry model on the table, and a Monolith on the table. Note that this is a 'beginning of the move phase' strat, so it happens before monoliths come in from reinforcements. Lastly, the situation needs to be such that the infantry unit needs to warp to the Lith, and the Lith needs to not be surrounded such that you can do the 9" away deal.

Thoughts: This is a very cumbersome power, lots of requirements. But when it happens, you get a massive benefit for a cheap outlay in CP. If you've got a monolith on the table, keep it in mind. The situation probably won't come up where it's needed, but if it does, it is totally worth the cost.


Techno-Oracular Targetting
Cost: low

To Pull Off: Shoot a model with a model

Thoughts: In general, this is outcompeted by the universal Command Reroll strat from the core book. Most big deal attacks are wounding on a 2+ or at least a 3+, so you'd much rather roll and see if you hit the wound, thus keeping the cost, rather than spend instead of rolling. This will still see work, sometimes when a roll is game changing and you can't allow failure, sometimes when the reroll start is needed elsewhere.


Extermination Protocol
Cost: Medium

To Pull Off: Shoot a unit with a Lokhust Destroyer or Heavy Destroyer unit

Thoughts: An old favorite returning, nerfed into the floor. Now you only reroll wounds, and it costs twice as much. Still maybe worth it on Lokhusts shooting at something whose toughness is higher than the strength of a gauss cannon, if they don't have a nearby Destroyer Lord to already give them the reroll on 1's to wound. Judgement call. The buff will almost double your wounds (from 3/9 to 5/9) on a 5+ wound roll needed. Consider Disintegration Capacitors instead, half the price and usually > half the value. Or both of this is a 'it needs to die' situation.


Storm of Flensing Blades
Cost: Medium

To Pull Off: Have a unit of Flayed Ones fight something, and it still be alive at the end of the Fight Phase.

Thoughts: It's a 'fight twice' strat, it costs a lot, but you get to double dip all the buffs you put on your Flayed Ones that convinced you to fight with them in the first place. Keep in mind that this happens after the other side has fought back, so for this to be a good idea the other side has to be taking good damage from Flayed Ones, but also not have hit them back too hard.


Fractal Targetting
Cost: Low

To Pull Off: Gauss Tomb Blade unit firing at something where you'd rather their weapons were assault 2 instead of rapid fire 2, so something far away. Alternatively, you advanced with Gauss Tomb Blades and now you want to shoot.

Thoughts: I guess I can imagine this happening, but it's gonna be rare. I think most Tomb Blades with have the other weapons. Of those who go Gauss, most will want to get up close and rapid fire you for 4 shots each. Tomb blades are fast and shoot pretty far, they are rarely going to use a 'reach out and touch someone' strat like this.


Judgement of the Triarch
Cost: Low

To Pull Off: Triarch unit shooting or fighting

Thoughts: I think this is worth it on Rod Praetorians that are fighting. You swing 30 times, this gives you 5 extra hits, 3 of those wound, if 2 get through the saves there is your 4 wounds right there. Noteworthy because this is one of very few ways to buff praets. I don't think this is worth it for shooting praets, or stalkers ever.


Eternal Protectors
Cost:Low

To Pull Off: Lychguard are fighting near a Noble

Thoughts: I think this is worth it, assuming the targets are worth it, on scythe guard. 10 extra sycthe attacks, 7 hits, 5 wounds, 3 go through...over the hump, even if it is 4 wounds, 2 go through. I doubt you will pull this off all the often, though, because mostly Lychguard get Veil'd for the charge (so won't be near their noble), or they are Shield Guard, or the enemy charged them and beat them up so you won't get enough attacks.


Resurrection Protocols
Cost: Low

To Pull Off: Necrons infantry noble or cryptek dies, in a position where it makes sense to resurrect them. Usually this means they died in the close combat phase, or in the shooting phase with no one near them to kill them again in close combat.

Thoughts: Any time I'm spending a strat on a coin flip I'm scowling. But this is a strat so situational that it's really hard to generalize. If that Noble/Cryptek is about to do stuff in your next round and you have plenty of CP go for it. When this works it is always fantastic.


Strange Echoes
Cost: Low

To Pull Off: Have a C'tan, want to change its powers.

Thoughts: How many extra wounds will you do by having the new power vs the one you currently have times how many rounds do you expect to use it. If that value ends up 4 or greater I spend the strat.


The Deathless Arise
Cost: Low

To Pull Off: Technomancer near a second unit that needs Rites

Thoughts: Very situational. How often are you near a second Core unit that needs a model back? I don't think, in general, I like the idea of spending one CP to get one Core model back, and with the added requirement of there being a nearby technomancer but him not having already healed the unit? Meh.


Dimensional Destabilization
Cost: Medium for Vaults, Low for other C'tan

To Pull Off: Have a C'tan

Thoughts: Usually, Sky and Transdimensional will be over the hump, antimatter, time's arrow, cosmic fire and seismic will not. I don't spend, because only 1/3 of a chance I get a power that does 4 or more mortal wounds. Keep an eye on this, though, as one can imagine a situation where 4 or 5 C'tan powers will do the required damage (lots of nearby models and also a big unit for seismic) and it might be worth it.


Entropic Strike
Cost: Medium

To Pull Off: Have a non Nightbringer C'tan fighting, or be fighting with the NB and use its other profile

Thoughts: If you cancel out 3 invul saves you go over the 8 wound hump. Most invul saves are 4+, so for this to pass my standard you'd need to do 6 wounds? That said, things that have invuls tend to matter a lot, and letting the C'tan gobble them up is more than just ordinary wounds worth of value. I expect this wont get used much just because most people will run the NB, but I can see this being used in like a 'my Void Dragon needs to kill this invul save dread to get its wounds back up over another 3 wound threshold' kind of situation.


Hand of the Phaeron
Cost: Medium

To Pull Off: Have an Overlord who isn't a Phaeron, and also no Phaeron.

Thoughts: Over the course of the game, do you deal an extra 8 wounds because you can do the MWBD an extra time each round? It's going to be list dependent. I think for most lists the answer will be no. One MWBD is all most lists need. Those that need 2 can get it from a special character Phaeron without needing to spend the CP, and those guys even tend to give you CP of their own.


Dynastic Heirlooms
Cost: low

To Pull Off: have non C'tan characters and relics to give them

Thoughts: I think the Voltaic Staff and the Veil are straightforwardly above the curve, or just obviously good enough to take. Whether or not all the rest are worth spending this point on will be the subject of a later entry in this series.


Rarified Nobility
Cost: low

To Pull Off: Have non C'tan characters and warlord traits to give them

Thoughts: Our warlord traits tend to make our characters more personally fighty. I don't personally think most of them shake out to over 4 wounds worth of value, but we'll go into the details on a later installment.


Enslaved protectors
Cost: low

To Pull Off: have canoptek unit in position to intervene

Thoughts: This will almost always be worth it. If your Spyder or Wraith units aren't dealing at least 4 wounds, what are you even doing? Also, though, intervenes can really mess up the enemy's charge positioning and such. Great strat.


Stellar Alignment
Cost: Low or Medium for titanic

To Pull Off: have a damaged vehicle, want to do work with it

Thoughts: Work out the difference between the damage you expect from it in its current state vs. top row damage. Is it > 4? easy rule of thumb is if you are bottom row and the vehicle is a big deal one, worth it. If middle row, or it is fairly chump, don't bother. Special note for Vaults, where it is nearly always worth it, despite the increased cost, as Vault C'tan powers are better and doing lots more of them is hot.


Reanimation Prioritization
Cost: Medium

To Pull Off: Have a Canoptek Reanimator Model targetting something, and something else near it gets shot

Thoughts: Massively overcosted strat, relying on you playing a bad model badly. Even if all that occurs, the dif you make by switching the beam to the 'right' target will almost never be worth the CPs.


Burrowing Nightmares
Cost: Low

To Pull Off: Have a unit of Ophydian Destroyers you want to warp

Thoughts: Note that this isn't Da Jump, or Veil. The destroyers vanish *this* turn, and appear *next turn*. You lose out on a whole close combat phase when you use this strat. It's situational, of course, in that you save them from death during the turn they are gone, and sometimes that's clutch, but I'm generally dubious on a strat that takes my 200 point unit off the table for a while. Sidenote, I'm dubious on Ophydian Destroyers themselves, but that's for a later discussion.


Self Destruction
Cost: Low

To Pull Off: Have a Canoptek Scarab unit in combat

Thoughts: This just doesn't get over the wall for me. Spending a CP to do d3 mortal wounds isn't worth it in my book, far less while also killing my own model. Obviously usual caveats re: sometimes it will be, but for the most part I wouldn't use this strat.


Prismatic Dimensional Breach
Cost: Low

To Pull Off: Have a Core unit in strategic Reserves, and a Monolith or Night Scythe on the table, it cannot be first turn

Thoughts: This is a rather cumbersome strat, in that you are paying to put the unit in strategic reserve, also paying the LoW tax if you are using a Monolith, hoping that the target doesn't die on the first turn (and your enemy has every incentive to kill it), and then paying one final time to warp the unit to it. That's a lot of CP and a lot of luck. Great when it works, but too rich for my blood. The Monolith also natively does something very similar to this without the strat if it doesn't move, so this is for those times when that's insufficient (monolith wants to move), or you are doubling down on the 'warp the lychguard into em' strat.


Shadows of Drazak
Cost: Low

To Pull Off: Have Flayed One unit, it gets targetted

Thoughts: Flayed Ones, like Warriors, are obnoxious to get rid of, just due to number and protocols. This strat makes them more so. It's cheap. If your enemy clearly needs the unit to go away this turn and this strat looks to cost them an extra two units worth of shooting I'll use it. In the fighting phase I'll use it if the Flayed Ones are all buffed up or I want to fight twice with them. I dunno, if you are a Flayed Ones type of player you probably know more than I do about when to use this skill.


Aetheric Interception
Cost: Low

To Pull Off: Have a unit of Hyperspace Hunters and the enemy does reinforcements

Thoughts: Spending CP to do an extra shooting attack with a unit falls pretty straightforwardly into my rubric. I work out how many wounds I expect to do on the target that reinforced. If 4 or greater, I'll spend. Broadly speaking this means I'll shoot a max unit of Deathmarks at anyone who isn't at least tough 5 and whose armor is only 3+ or whose invul is only 5++.


Relentless Onslaught
Cost: Low

To Pull Off: Have a Core Unit shoot something with Rapid Fire stuff

Thoughts: This usually doesn't break the curve for me. Rapid Fire warriors gives 40 shots, call it 6 extra hits, of which 3 will wound, 1 or 2 go unsaved. Handwave for 'what if lower toughness, what if worse armor, etc', but remember that you are also getting the main volley. If they are that chump the main volley might well do the trick without these extra hits.


Curse of the Phaeron
Cost: Low / nuts for titanic

To Pull Off: Vehicle dies and you want it to explode

Thoughts: Worth it on a d3 mortal wound vehicle within reach of at least 2 enemy units and none of my own, (I forgive each one of mine for one extra of theirs, keeping in mind relative wound values). Most commonly I use this on Ghost Arcs. Every once in a long while this is worth it on a Titanic unit, need to do at least 12 mortals, so 3 or 4 units in range, but titanics have a big ole explosion range and their bases are often gigantic. Always worth doing the math. RULES QUESTION: I'm pretty sure 'Vengeance of the Unchained' doesn't work with this strat, so SK and Vault are out. If I'm wrong about that, then they would very very often be worth doing this with, despite the higher cost.


Atavistic Instigation
Cost: Low

To Pull Off: Death Scythe attacks something and there is a nearby non monster/ non vehicle

Thoughts: Not worth it, other player gets to choose the penalty they'd mind less, and the d3 mortal wounds isn't anything to write home about. One can imagine scenarios where it would matter (I shoot something and next to it is a model I desperately don't want to fire overwatch that has just one wound left...), but this is incredibly situational.


Revenge of the Doomstalker
Cost: Medium

To Pull Off: Enemy kills a Necron character in such a position that a Doomstalker can light it up

Thoughts: If it will do at least 8 wounds, sure. Doomstalkers with +1 to hit can throw that kind of heat so this is mostly about the target unit being a worthy target (most commonly, a vehicle with no invul save and plenty of wounds), and also eligible to get shot. One of the most common 'wait, you can do what?' strats.


Disruption Fields
Cost: Low

To Pull Off: Necron core unit fighting

Thoughts: With an undamaged warscythe lychguard unit this will generally climb over the curve if the enemy has toughness such that +1 strength would change a result (t 4, 6, 7, or 8 for non augmented scytheguard). If they aren't getting a save you want 2 extra wounds to happen as a result of this, if they have a 5++ you need 3, a 4++ you need 4. Obvious combo with all the other stuff that buffs Lychguard if the situation absolutely demands that whoever they are fighting gets tossed in a blender. (MWBD!, Eternal Protectors! Anrakyr!!)


Disintegration Capacitors
Cost: Low

To Pull Off: Necrons unit is shooting

Thoughts: This strat does more work the worse the s/t balance on the shot is for you, but unfortunately the worse that is for you the more likely the saves/damage makes this not worth it. Rarely gets over the curse. Ideal case for this is something unlikely to wound, but which does lots of damage and has good minuses to saves if it does pass that hump. Sounds like our buddy from Extermination Protocols, the case of a unit of Lokhusts shooting at a vehicle with > 6 toughness and no invul save. If you get 18 shots, of which 3 or 4 are natural 6's, you will get 3 or 4 wounds from that, instead of 1 or 2. If it isn't getting saves, that might get over the hump. Very situational, but worth keeping in mind.


Malevolent Arcing
Cost: Low

To Pull Off: Shoot a thing with tesla, that has things near it

Thoughts: This gets over the hump if there are at least 8 units nearby.


Whirling Onslaught
Cost: Low

To Pull Off: Skorpekh unit or Skorphekh Lord under attack

Thoughts: Much like Shadows of Drazak, this is a 'how many extra units worth of shooting can I cost them to kill this unit'. Obviously Skorpekh hate to be nibbled up a lot more than Flayed Ones, just in protocols terms. Sometimes, for scenario reasons, this is a no brainer, where counting wounds doesn't matter, you lose if they clear the quadrant, etc. In pure attrition terms, I tend to do this if I think it'll cost them 2 extra units of shooting.


Quantum Deflection
Cost: low

To Pull Off: Have a Quantum Shielding unit get attacked

Thoughts: Same as Shadows and Whirling, I'll pay for a defensive buff if the game demands it, or otherwise if it will cost them 2 extra units of shooting, or I think I can stop them from killing it entirely.


Solar Pulse
Cost: low

To Pull Off: Shoot an enemy unit in cover

Thoughts: This passes the curve casually on most targets, like just about any other 'buff my whole army' strats If your game plan for a turn is 'everyone shoot this unit getting cover bonus until it dies', then I just hammer down on this one instantly. Probably your best strat if you ain't playing Sautekh.


Reconstitution Protocols
Cost: low

To Pull Off: Barge repairing a warrior unit

Thoughts: Absent the game demanding those warriors live, I'm not going to spend a CP to turn a d3 into a d6.


Talent for Annihilation
Cost: Low

To Pull Off: be Mephrit, shoot a unit

Thoughts: This can't pass the curve, probably not good enough to use. Right up against it, though, on a big enough volley. If something really really needs to go.


Translocation Crypt
Cost: Low

To Pull Off: Be Nephrack, you get to deep strike a unit that isn't a vehicle or monster

Thoughts: I generally don't think Nephrack is worth it, but if you pick them, this is presumably part of the plan. Deep Striking a fragile, hard hitting unit for this cheap is usually worth it.


Reclaim a Lost Empire
Cost: Low

To Pull Off: be Nihilack and have a unit performing an action that you also want to shoot with

Thoughts: This is worth it if the unit is a strong shooter, less worth it if they are chumps. Easy to do the math here.


Blood Rites
Cost: Low

To Pull Off: Be Novokh, unit fights

Thoughts: Paying this value for a 6 or 10 attacks from a destroyer or lychguard unit will pass the curve, most times. Particularly if you've got all the Novokh stuff going on.


Methodical Destruction
Cost: Medium

To Pull Off: Be Sautekh, someone in the dynasty has already shot a target

Thoughts: Strats that buff your whole army pass the curve easily. Even though this one is expensive, it doesn't have any trouble here. This is a fundamental part of the Sautekh game plan, do it every round on whatever thing your army is going to delete this round.


Empyric Dampening
Cost: Low

To Pull Off: Enemy manifests a power within 18" of a Szarekehan unit

Thoughts: I hate coin flip powers, and it's a rare psychic power that does 4 wounds worth of impact to the game. THAT SAID, there are always exceptions, and I'll spend for a 50/50 shot at changing the game. Deep strike powers, where if you block it their doom unit is stuck out of reach, Doom-esque curses, where their whole army is going to get a buff, that kind of deal.


This message was edited 1 time. Last update was at 2020/10/11 19:56:59


All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

I’m surprised to not be hearing more love for the tomb blades.

I don’t think a unit of 9 will be so easy to delete in one go. Especially if you los a cpl.

Seems like a good recipient for the orb and rites of reanimation. Only 2w each so will get some reanimation action.

Mwbd and relentless march are so good on them.

As mobile a unit as we have, inherent survivability, good firepower for its niche, reasonably costed, buffable.

How much mobility is to much mobility?

All of the things. Most of the time. 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

@40kenthusiast, one note for stellar alignment and curse of the pheron is that they also work on the silent king since he is a vehicle. The former to keep him at the top band (really helps with his tough profile losses) and the latter to situationally guarantee nuke a small part of the board.

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Made in us
Longtime Dakkanaut





@buddha: I'm not sure they help the SK blow up, since he doesn't have the 'explodes' special rule, but I hope you are right. Will be dope if so.

Stellar alignment, that's a great point, doesn't stop his other rules from hurting him as he goes down, but at least he can stay up at top profile.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in no
Liche Priest Hierophant





Bergen

 buddha wrote:
 Niiai wrote:
How is the 2x mobolith, king and warrior list looking?


You are using monoliths so not good.

King has good solo use and can be built around at least.


But is the monolit that bad? It got 2 more wounds, a 2+ save. (No invonerable save though.) It is a lord of war, so you would need to grab the king to not loose out on CP. By the time you have done so you have spent around 1200 points and need a patrol with HQ and troops that complement your 3 lord of war. Perhaps grab the nightbringer for target saturation? I thought the monolits where really good?

This message was edited 1 time. Last update was at 2020/10/11 21:08:24


   
Made in us
Loyal Necron Lychguard





Working on it

Having run the Szarekhan dynasty against orks the other say I will say a few things about it and how I feel it impacted the game:

Trait:
-The 5+ FnP and the wound reroll seem very situational, and they are, but they're definitely more useful than I thought. The FnP kept my vehicles and characters alive which would have died other wise, and the reroll actually got me a few key kills. Our army has no problem getting +1 to hit or rerolling 1's to hit, but wounding has little support outside of a few strats, the reroll, across every unit, every turn, made an impact, a huge one? Not really, except the tachyon arrow, but its a boon for larger weapons which may not have a lot of shots. Getting it on everything else is gravy.

WL Trait/ Relic:
-Okay so I didn't run the warlord trait as I wanted to see all of the protocols in action, but I will say that having sudden storm active for 2 turns paired with secondaries based around actions would have turned that game from close to an easy win. The good part is too that you can pay the CP to give it to another character so you can keep the -1D trait on your CCB.
-The relic went on the Overlord of course, who stuck with the core of infantry, the 9" command protocol aura is nice, it allowed me to spread out my army a little more and affect some fringe units that weren't in character range. The greatest thing is that it gives you both directives for Core units within 9" as well. As Silver Tide is back on the menu, and even running blocks of immortals is great, letting the larger units benefit from both doctrines let me win the game. EG gave me cover as I went 2nd, keeping one of my warrior squads from being focus fired to death, and then getting the Overwatch buff stopped a turn 1 ork charge. Then Sudden Storm, the +1" and doing actions and still shooting was by far the game changing boost. Getting to objectives 7" away in midfield, performing actions, then still shooting, fantastic.

The Strat didn't come up, but as MW are the bane of RP, being able to try ad deny a power on a 4+ is nice, but situational.

All in all, I'll probably run this dynasty for more generic lists, it was fun and wasn't overpowered (I usually only play semi-competitive against friends). 8/10

I'm having a 3k Necrons vs Orks game tonight using the Silent King. So if anyone has a combo they would like me to play test I'd be more than happy to throw it in the list.

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

@Kharne the Befriended

If you have the points try out 10 flayed ones and a hexmark destroyer. I have a list theory combo with them. No matter the dynasty Necrons need enemy backfield support and secondary achievers. I'm thinking this combo will accomplish both. Come in on turn 2 or 3 with the Protocol of the sudden storm active. Take the choice to allow a unit to shoot and still perform actions. Have the Hexmark perform the secondary and shoot. The flayed ones provide Look Out Sir and can wipe most things the would usually be left in the backfield.

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Made in us
Loyal Necron Lychguard





Working on it

 buddha wrote:
@Kharne the Befriended

If you have the points try out 10 flayed ones and a hexmark destroyer. I have a list theory combo with them. No matter the dynasty Necrons need enemy backfield support and secondary achievers. I'm thinking this combo will accomplish both. Come in on turn 2 or 3 with the Protocol of the sudden storm active. Take the choice to allow a unit to shoot and still perform actions. Have the Hexmark perform the secondary and shoot. The flayed ones provide Look Out Sir and can wipe most things the would usually be left in the backfield.


I'll put it in. So 10x FO, 1 Hexmark. DS in during SS to cap an objective, sounds good

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Death-Dealing Devastator




Chicago, IL

I was actually thinking of grouping the Flayed Ones with a Psychomancer with the Dimensional Sanctum.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in gb
Dakka Veteran





 Venerable Ironclad wrote:
I was actually thinking of grouping the Flayed Ones with a Psychomancer with the Dimensional Sanctum.

Awesome idea tbh. A deepstriking Psychomancer could come in real clutch to deny opponents scoring big points as well as supporting Flayed Ones. It's such a cool datasheet although it'd be nice if it was better in combat

Looking through the Crypteks rules it seems likely the Cloak was originally an ability baked in but they pulled it to wargear late on. It has one less special rule than the other 3
   
Made in us
Longtime Dakkanaut




Psychomancer would be so much better if its ability was in the shooting phase, having it go in the morale phase makes so little sense and is so frustrating to actually use in practice, especially for the disable overwatch / always fights last ability.

This message was edited 1 time. Last update was at 2020/10/12 00:04:42


 
   
Made in gb
Dakka Veteran





I guess it's best to just look at the ones that are linked to scoring shenanigans like the first two

I can see a squad of Flayed Ones dropping on a unit of 10 marines with a Psychomancer. Flayed Ones kill 4 or 5 and now outnumber them and neither have obsec because he debuffed them

This message was edited 1 time. Last update was at 2020/10/12 00:26:20


 
   
Made in fr
Longtime Dakkanaut






A monolith buffed with a chronomancer's 5++ save which it apparently can give a monolith becomes formidable. But even so that only works if the enemy has >AP3 weapons around.

I'm thinking maybe of a monolith dropping in to where it can threaten 2 objectives, deploying a unit of warriors to clear/seize/defend one and a cryptek VoDs in with another unit to do the same to the other objective.

This could be a killer to an enemy who is holding objectives that go up in value the longer you hold them, deny him a big points boost late in the game. Sure the monolith may not last more than 2 turns but that can be enough to win the game.

So maybe accept the monolith can't last more than 2 turns but use it in a way where the points it either gets you or denies the enemy results in your victory.

This message was edited 1 time. Last update was at 2020/10/12 00:26:06


"But the universe is a big place, and whatever happens, you will not be missed..." 
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

 Matt Swain wrote:
A monolith buffed with a chronomancer's 5++ save which it apparently can give a monolith becomes formidable. But even so that only works if the enemy has >AP3 weapons around.

I'm thinking maybe of a monolith dropping in to where it can threaten 2 objectives, deploying a unit of warriors to clear/seize/defend one and a cryptek VoDs in with another unit to do the same to the other objective.

This could be a killer to an enemy who is holding objectives that go up in value the longer you hold them, deny him a big points boost late in the game. Sure the monolith may not last more than 2 turns but that can be enough to win the game.

So maybe accept the monolith can't last more than 2 turns but use it in a way where the points it either gets you or denies the enemy results in your victory.


You can also use that same monolith to port in two more units via strats. So 3 total plus Veil

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Working on it

So the Hexmark + Flayed Ones was alrght, but as echoed by everyone else here, a Psychomancer would have been nice.

The only problem is that the Flayed Ones want to get into CC, but if the Psychomancer has to sit on the objective then you get 1, maybe 2 turns until either the psychomancer has to get off the objective or become targetable.

TSK did well, and the CCB did work even though I brought it as a line sitter. Sword and Board lychguard made it easily up the board, using terrain for either cover benefit.

All in all good game

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 Matt Swain wrote:
Pyrothem wrote:
I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

So stalkers and DDays are going to stay my anti tank/heavy infantry.


Here's a vid extolling the virtues of the doomstalker.

https://www.youtube.com/watch?v=MgCV7OwqwQ8&t=0s


given it's weapon, the doomstalker could proably be a good eradicator swatter

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BrianDavion wrote:
 Matt Swain wrote:
Pyrothem wrote:
I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

So stalkers and DDays are going to stay my anti tank/heavy infantry.


Here's a vid extolling the virtues of the doomstalker.

https://www.youtube.com/watch?v=MgCV7OwqwQ8&t=0s


given it's weapon, the doomstalker could proably be a good eradicator swatter

Well, I may run Doom Scythes.
Eradicators would be on top of my target priority list.
The rest? I don't care too much.

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I was thinking a CCB w/ res orb and staff relic, with 9 gauss tomb blades and a 10man of Praetorians cruising up one flank in a glob.

Custom dynasty Mephrit vassal + Isolationist awakening, use tomb blade stratagem for advance + shoot, str 6 ap -3 at less than 12"? Basically turns tomb blades and Immortals into Destroyers. 2x10 Immortals with Night scythes and a Warden w/ Relic conduit of stars...

Thoughts?

(Almost bummed they turned reapers into assault... had they kept them rapid fire they would be Str 6 with isolationist as well)

This message was edited 2 times. Last update was at 2020/10/12 09:37:38


 
   
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If you take vassal kingdom no awakening. Vassal is pure nerf. You get just dynasty code but no stratagem etc. Just say you play mephir.

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im not really seeing why a pyschomancer + flayers is good in the backfield.
Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.
If you are wanting him for the arkana just bring a plasmancer, since a plasmancer does as much mortals w/o an arkana.

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Was pretty disappointed with Psychomancer's offensive output; his old staff was NASTY (basically a ap2 flamer that rolled str 8 vs leadership iir)

This message was edited 1 time. Last update was at 2020/10/12 13:56:21


 
   
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 Vineheart01 wrote:

Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.


Yeah, making his abilities occur in the Moral phase have basically killed the model right from the offset.

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 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

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 Vineheart01 wrote:
im not really seeing why a pyschomancer + flayers is good in the backfield.
Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.
If you are wanting him for the arkana just bring a plasmancer, since a plasmancer does as much mortals w/o an arkana.

Seems pretty clear to me that the Psychomancer is for denying objective point shenanigans. Either by removing obsec from a unit or forcing a unit to stop an action. That's really powerful, especially in the backfield on turn 3 when they might not have many other units around. I assume you could also do this behind LOS blocking cover since it doesn't say visible target. Take the deep strike Arcana obviously to make it work since he's slow. The Flayed Ones are there to take the objective and kill whatever is on it
   
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 vipoid wrote:
 Vineheart01 wrote:

Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.


Yeah, making his abilities occur in the Moral phase have basically killed the model right from the offset.


Not at all. The ability to Deny Obsec before your opponents turn can be absolutely huge. Same with Actions. You can also make them fight last, which lasts until your next morale phase, so even if they charge they fight last.

It's not dead at all, it just takes a little bit of planning.

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 Sasori wrote:
I actually have to disagree pretty strongly about the Sautekh ranking, espeically now that reapers are assault 2. I think it's actually the weakest of the codes. It offers Imotekh which is great, and Hyperlogic strategist, but I don't think that's worth handicapping your army for.

I am a bit higher on Szarkean as well. We've seen how strong the reroll a single wound roll is. Over the course of a game, it can seriously improve the efficacy of the army.

The Mortal wounds one is a bit more meh, but one thing to consider is that we don't have any protection for mortal wounds outside of shooting attacks. Having that extra roll against vehicle explosions, psychic powers and other out of phase abilities can be quite strong.

The Coinflip to deny a psychic power is very strong. They even nerfed the Iron Hands one because it was so good. The Double Protocols Warlord trait is also quite good. Some of our protocols become very strong when you can use them two turns in a row, for instance using the Action + Shooting on Sudden storm twice is fantastic.

I also like the Artifact a lot more than the Sautekh one. If you are playing Szarkean, it seems like a very easy artifact to take. The bubble for Protocols is nice for a CCB who may be further away, and the benefit of Core untis getting the double directive is also good.

Really, the main ding against the Szarkean Dynasty is just that the Obsec + 6' pregame move and Novokh Dynasties are so strong.

I agree with this.
Sautek is pretty bad
Szarekhan is a top tier choice.

Custom dynasty with 6" pregame move and ether objective secured or -1 toughness within 1" is probably going to be the best overall choice.

Mephrite is pretty good too another top choice.

I'd rank the top 3 factions -
Custom Dynstasty with 6" inch pregame move
Szarekhan
Mephrite

Sautek is easily the worst though.

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Working on it

I think Mephrit could be really good if you aggressively built it for mid range shooting.

Warriors, Immortals with Gauss, Lokhust Destroyers, I'd say even Deathmarks, Triarch Stalkers, Spyder units with the 12 shots each, Tomb Blades

Actually Tomb Blades could be decent in a mephrit list, between using the Tomb Blade specific strategem ad the mephrit one, maybe the guass strat too. You could put out a ton of damage on turn 1.

Deathmark sniper would become 39" range, whch means at 19.5" during Vengeful Stars they're S5 Ap-3 D1 ignoring cover/LoSir procing MW and Ap on 6's

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I finally made a video! It is mostly the basic rules of the army for non-Necron players and the fundamentals of the army for us. You can skip to the 14-minute mark and go to the dojo where I show off what I feel is the true power of reanimation protocol.




I really would like my fellow Overlord's opinion.

   
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Good video mate! Love using roll20 to show the dice and positioning.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

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I might suggest not using Goonhammers artwork for your vid though.

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