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Underdogs. Finding a fit for the unused units: Necron Flayed Ones  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




You can find the original article here [url]http://dollwars40k.blogspot.com/2014/11/underdogs-finding-fit-for-unused-units_10.html{/url}
My starting disclaimer:

I will not be using MEQ's as a standard. In the large scheme of things I see the guardsmen as the best standard, they're 3 across the board with a basic armor save of 5+. Granted there are tons MEQ's, there are also Eldar/Deldar/Militarum/Tyranids/Kroot/Cultists/Orks and more that do make regular appearances out there in the meta. If you disagree then that's no taco off my truck but please do feel free to comment for the Silent King.

Within the past 2 to 3 editions of 40K we've seen the rise of death-star units and the simultaneous slow bleeding out of take all comers lists. Several blogs that I follow have commented on this and you can read a great article by reecius over at frontline gaming on the subject. The context on which I'll be writing articles from this point on will now be speaking to purely to take all comers lists.



The Unit


For this article I'll be focusing on the marginalized Necron Flayed Ones and before we get to the grits and bits, lets get an overview of the unit.

-MEQ toughness, middling save, low initiative and 3 attacks base.

-Deep strike, Infiltrate and Reanimation Protocols.

-No shooting whatsoever.

-Elites




The Perception


Flayed Ones seem to be slow, have no power weapons, slower than a guardsman in combat and have a lower survivability than their counterparts due to lacking a lord upgrade.

For a book that is renowned for being rock solid and able to create multiple builds these clawed fiends of 40k seem to be the odd man out in an otherwise stellar codex.

What can they actually do?


Lets look at what they can do, which is 3 attacks each. Base. 4 on charge. They are capable of massing up to 20 in a unit. That is 60 attacks from a full unit. 80 on charge. Wowsers!

Having W4/S4 means they're going to be getting reliable rolls to hit/wound on any guard equivalent, as well as most Eldar/Deldar. They will most likely be striking last but a 4+ and then Reanimation Protocols mitigate this fairly well. Even better if a destroyer lord with res orb happens to stroll by.

The Flayed Ones excel in disassembling speed-bumps like termagaunts due to high rate of attacks, leadership, armor and Reanimation Protocols. They are not heavy armor hunters but when supported they can and will take them down in numbers.
Context and creating room for Flayers in your list:


Now here is where we'll need to speak to Flayed Ones in the context of a Necron army.


While they have become arguably stronger in 7th with changes to vehicles and chariots, (monoliths coming back baby!) necrons are finally watching the updated books come into their own competitively. The new iteration of 40K very much stresses mobility especially, I'm looking at you maelstrom missions. Necrons have the ability to be very creative in their movement and positioning.

While primarily having 24" reach when shooting and the most effective reach being 12". They are not primarily a close combat oriented army, but do have units that are effective at specific goals and Flayed Ones are no different.

What if there was another way?



Backfield Attack:


Deepstrike distractions and destruction made simple. 15 to 20 man unit that arrives on the back board and immediately advances (albiet slowly) on an enemy camping unit such as spawning tervigons, havocs and cultists, devastators/centurions and such. Even if you're going to be losing them to shooting you should have enough to last for 2 turns to make it to combat due to saves and RP. Depending on your opponent's army you'll be able to hold them for the remainder of the game or even mulch them. From then there's moving to objectives or continuing down a line to hold others.

Add Monolith for extra flavor ( >1500 point games):

Deep strike or infiltrate a unit of Flayed Ones into either an area denial role, objective grabber or clean up crew against an MSU squad that needs to be taken out and is either static or close by.

Deep strike a Monolith into a potential hotspot or by an area of massed troops. Initial shooting from the Monolith will thin the herd and become an immediate target priority. Assuming they are unengaged, teleport a mass of Flayed ones in. You can use this strategy in tandem with the one above and with the numbers/save/t/RP of Flayed and high AV of the Monolith you have a very good chance of surprising your opponent. Especially halfway through the game. This sort of 1-2 immediately drops a horde and a heavy vehicle, both of which require focused fire on their own to reliably neuter.
You could be doing this with a horde of warriors/immortals but they should be focussing on being objective secured. I would not try this on anything under 1500 though as it is a considerable point sink.



Speed Bump Shennanigans:

Especially effective against horde armies. Infiltrate a medium size unit into cover as far up the line as possible. Intercept guard equivalent hordes moving up the field towards objectives. Fairly simple tactic as it allows you to engage the enemy on your terms. They can serve as area denial in this fashion as well. Squads of 10 will reliably stand against Termagaunts and Orcs enough to bring rapid fire in the following turns or reposition yourself. Smaller units of 5 are much better at engaging small squads of scouts, or tempestus scions even.

Effective against Drop Pod armies, and assault armies. While not exclusive to a Walking dead army list it is a particularly effective when used in combination. A middle-large to large unit (15 to 20) can be used as a counter assault force. Receiving/dishing out charges against threats in their midst or joining a combat already in progress adding weight of numbers that will munch down the odds of your opponent's victory. Don't expect a quick resolution but don't expect the enemy unit to be doing much for a while.





Someone call for back up?:


Lets face it. Everyone loves Wraiths. Most people love Scarabs and spyders because they're great at what they do. Scarabs, however quick they are, will still be reliant on spyders to remain fighting and relevant. They are easily knocked out with S6 and up shooting as well.

Wraiths are most often an auto-take due to their saves, speed and rending. They are resilient to a point but susceptible to instant death and can only bring up to 12 wounds on the table in one unit. They are usually used to rush up the board and speed-bump piecemeal or hunt down enemy units.

Neither of the units on their own can normally take down a dedicated combat unit or an elite quickly or reliably and tend to get bogged down for far longer than they should be.

Enter Flayed Ones Deep Striking a small to medium squad by a pivotal combat can either see the enemy combatant's squad destroyed or held even longer by weight of numbers. They can intercept any helpers and tie them as well.

Scarabs and Flayed ones against MEQs/TEQ's are particularly brutal when the amount of attacks stacking up against an armorless model start to pile up.

Wraiths entering combat and supporting infiltrated Flayed ones can make for an extremely nasty tactic that may force your opponent to react.

In addition, these tactics can be reversed using the previous Speed-bump tactics and even applied with the Monolith tactic for a deceptively mobile part of your force.




The Conclusion


While they aren't an end all unit. They can be used as game changers, area denial or even as a distraction carnifex unit. They are generally laughed at when placed on a list or table top and are not overly expensive for what they can do. While Triarch Praetorians, Lychguards and C'tan may be specialized MEQ/TEQ killers, they pay an almost inordinate amount of points and are outmatched by Vanilla Terminators.

The Necron army is possibly one of the most synergistically written codices out there and I do believe that you will find the Flayed Ones are no exception. Get out there in the trenches and let me know if these practices are working for you as well.

I've already had two other requests for both the Pyrovore and the Rough Riders so I've got my work cut out for me! If you'd like to keep my mind juices flowing send me more! Till next time!

Cheers!
Derptau

This message was edited 1 time. Last update was at 2014/11/11 18:07:36


 
   
Made in us
Freaky Flayed One





Virginia Beach, VA

Unfortunately the weakness of not being fearless (like our other choices) means that they are easily overrun especially without armor piercing. So, they're slower, weaker, and only semi-effective when paired with our sound combat choices. I'd rather take my relentless warriors into combat after shooting than pay for flayed ones.

   
Made in us
Loyal Necron Lychguard




The only time I consider taking them is if I run the Dark Harvest list, where they're Troops choices. Outflanking/Infiltrating/Deep Striking is good for Objective Secured MSU. But, as elite choices, they don't bring or do anything particularly useful. Mediocre in combat, not durable, not fast, no utility. Just a very bleh unit.
   
Made in gb
Tail-spinning Tomb Blade Pilot




The issue is foc make flayed ones compete against shards, deathmarks, and stalkers. And in terms of h2h lychguard and praetorians are better. They may have some uses, but there are five things ahead in the pecking order.

Even if they were a troop choice, really? Give me three units of warriors any day. With GA support warriors are frankly MEQ+

15k+
3k+
 
   
Made in us
Fresh-Faced New User




Ffyllotek wrote:The issue is foc make flayed ones compete against shards, deathmarks, and stalkers. And in terms of h2h lychguard and praetorians are better. They may have some uses, but there are five things ahead in the pecking order.

Even if they were a troop choice, really? Give me three units of warriors any day. With GA support warriors are frankly MEQ+


Requizen wrote:The only time I consider taking them is if I run the Dark Harvest list, where they're Troops choices. Outflanking/Infiltrating/Deep Striking is good for Objective Secured MSU. But, as elite choices, they don't bring or do anything particularly useful. Mediocre in combat, not durable, not fast, no utility. Just a very bleh unit.


NakedSeamus wrote:Unfortunately the weakness of not being fearless (like our other choices) means that they are easily overrun especially without armor piercing. So, they're slower, weaker, and only semi-effective when paired with our sound combat choices. I'd rather take my relentless warriors into combat after shooting than pay for flayed ones.



Thanks for replying all I really do appreciate it, if there weren't any dissenting opinions then I picked the wrong unit!

I do agree that the lack of fearless makes them susceptible to being over-run if they've taken too many hits but a leadership of 10 is going to mean they're better off than a lot of other combat oriented units out there. However, I don't believe that the other sound combat choices generally overshadow them in their role, which is clearly rank and file blob fighting. Praetorians and Lychguard are simply too expensive to be in combat with rank and file troops save the MEQ's and TEQ's they're clearly made to hunt. For the cost of 1 unit of 5 Praetorians you can take 15 Flayed ones that will still have enough attacks to be effective after the first round of combat against a large unit. As far as using warriors in combat, I would want all of the guns I have in an army firing as much as possible, losing a round of shooting can make or break a game if you've put all those points in on GA's and other supporting units.

They are a great tool if used properly but they are also not a conventional unit and that's the point of my articles. That being said it's the damn new expensive finecast models that get me. So expensive/badly made/poorly sculpted.

Cheers and Thanks again!
Derptau
   
Made in gb
Is 'Eavy Metal Calling?





UK

This was actually posted twice, but this thread seems to be the one that the discussion is taking place on, so for the sake of comlpeteness, my reply there:

 Paradigm wrote:
Agree with all of this, once more a great article!

My personal take on why Flayed Ones are actually pretty brilliant is something you haven't really touched on, though, so I'll post it here (and do feel free to add it to the article if you like it)

The First Wave:

This basically uses Flayed Ones as a screen at the front of your army, both to launch an early assault to tie up/take out dangerous units,and to draw fire while your Warriors and other units get into effective range.

Take 30-40 Flayed ones, split across 2-3 squads as models and points allow, and infiltrate them 18" away from the enemy between them and your key units. From the very start here, they're either blocking LOS or providing cover to the units behind them, giving them more time to move up into position. As soon as you can, just run the FO forward and get as close as you can, preferably in position to threaten more than one unit to keep the enemy guessing. This puts huge pressure on your enemy to kill 30+ T4 4+ wounds before the next turn (and they have to kill all of them to alleviate risk of them just getting back up), which is no mean feat and is also certain to take a great deal of firepower off your currently-ineffective units that are still moving for position.

Next turn, Assault with whatever's left, and laugh manically as your Warriors that have moved up largely unscathed unleash their firepower.


All In:
This tactic requires an army to be built around it, and starts in the same way as the above, with the infiltrating Flayed Ones. However, it is somewhat more immediate and aggressive. You will need:

Large Warrior/Immortal Squad with attached Veiltek

Large Warrior/Immortal Squad in the backfield

Mololith in Reserve


Infiltrate the FO as before, but focusing on one flank and again with the Warriors/Immortals behind them. On T1, charge forward with the FO and teleport the Veil squad in, so you now have even more wound the enemy has to deal with before they do some major damage. On T2, drop in the Monolith and use it to bring in the other Warriors squad. From this point, the bulk of your army should be in effective range, and therefore you've countered Necron's inherent lack of mobility.

For extra fun and a little less risk, you can sub the Monolith for Obyron and add Zandrekh to be able to teleport both squads on the first turn. This also unlocks another Royal Court (I think), so you can take a third teleporting squad.


 
   
Made in us
Fresh-Faced New User




 Paradigm wrote:
This was actually posted twice, but this thread seems to be the one that the discussion is taking place on, so for the sake of comlpeteness, my reply there:

 Paradigm wrote:
Agree with all of this, once more a great article!

My personal take on why Flayed Ones are actually pretty brilliant is something you haven't really touched on, though, so I'll post it here (and do feel free to add it to the article if you like it)

The First Wave:

This basically uses Flayed Ones as a screen at the front of your army, both to launch an early assault to tie up/take out dangerous units,and to draw fire while your Warriors and other units get into effective range.

Take 30-40 Flayed ones, split across 2-3 squads as models and points allow, and infiltrate them 18" away from the enemy between them and your key units. From the very start here, they're either blocking LOS or providing cover to the units behind them, giving them more time to move up into position. As soon as you can, just run the FO forward and get as close as you can, preferably in position to threaten more than one unit to keep the enemy guessing. This puts huge pressure on your enemy to kill 30+ T4 4+ wounds before the next turn (and they have to kill all of them to alleviate risk of them just getting back up), which is no mean feat and is also certain to take a great deal of firepower off your currently-ineffective units that are still moving for position.

Next turn, Assault with whatever's left, and laugh manically as your Warriors that have moved up largely unscathed unleash their firepower.


All In:
This tactic requires an army to be built around it, and starts in the same way as the above, with the infiltrating Flayed Ones. However, it is somewhat more immediate and aggressive. You will need:

Large Warrior/Immortal Squad with attached Veiltek

Large Warrior/Immortal Squad in the backfield

Mololith in Reserve


Infiltrate the FO as before, but focusing on one flank and again with the Warriors/Immortals behind them. On T1, charge forward with the FO and teleport the Veil squad in, so you now have even more wound the enemy has to deal with before they do some major damage. On T2, drop in the Monolith and use it to bring in the other Warriors squad. From this point, the bulk of your army should be in effective range, and therefore you've countered Necron's inherent lack of mobility.

For extra fun and a little less risk, you can sub the Monolith for Obyron and add Zandrekh to be able to teleport both squads on the first turn. This also unlocks another Royal Court (I think), so you can take a third teleporting squad.



Yeah sorry about the double post! We get a little overzealous at Doll Wars. This is an interesting strategy that I'll have to try out. See how it works! Thanks for reading!

Derptau
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

Just want to say first that I am really enjoying these articles that you are writing. With your previous one, you actually changed my mind about vespid. If I played tau I would start to include a minimum harassment squad of them because of your article. On the other hand I do play Necrons, but I remain unconvinced about flayed ones. I like them, I wish I could run them. but when it comes down to it, any shenanigans I come up with that I could use them for, I just think that I could replace them with basic warriors and get a superior result. I hope that in the codex update they get even a slight bump into viability. At the very least I hope that someone gives them fearless so they can become that tarpit that you are selling them as. until that happens I will keep mine on the shelf. Once again great article, I hope you keep it up because I will keep reading and considering your advice.
   
Made in us
Decrepit Dakkanaut




They're only worth it in a Dark Harvest list. Objective Secured with plenty of ways to get there, and for a minor cost you can give them Shred.
Otherwise, you clog up the Elite slot.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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