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Made in us
Auspicious Aspiring Champion of Chaos






I've been running into a major problem lately. I run a Necron Overlord w/ Warscythe in a unit of Warscythe Lychguard (lots of TEQs in my local meta). This group is freaking beastly in combat, but I'm having issues getting them into combat, particularly against Tau. The Tau commander can just kite me all day long. I'm trying to figure out a way to get my OL close enough to charge in or tie the Tau commander up long enough, but even with my Wraiths, I'm having to rely on my opponent failing his Initiative check on Hit and Run. My two ideas so far for getting my OL in close are to use a Nightscythe or equip him with the Veil of Darkness and deep strike in close. Both methods have the same disadvantage: I can't declare a charge on the turn in which I come in. What other tactics can I use to cut off his retreat?

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Decrepit Dakkanaut




It is always going to be an issue. You only have a few choices.
1. They go in a CCB instead.
2. If using an entire Royal Court, you take an additional CAD to throw them in a Ghost Ark.
3. Use the Veil and Obyron.

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.
 
   
Made in nl
Regular Dakkanaut




I Always use Lychguard with shields and advance on foot.
They survive.
I like Warscythe Lychguard on paper, but because of exact that problem, in practice i like Triarch Preatorians a lot more.
Jump packs take them where they have to be and i use warriors and Lychguard with shields to draw firepower.
My overlord always gets into close combat as do the Triarch Praetorians.
   
Made in us
Auspicious Aspiring Champion of Chaos






Slayer-Fan123 wrote:
It is always going to be an issue. You only have a few choices.
1. They go in a CCB instead.
2. If using an entire Royal Court, you take an additional CAD to throw them in a Ghost Ark.
3. Use the Veil and Obyron.


You may be going off of an old codex here. Ghost Arks can only transport Warriors now.

ORicK wrote:
I Always use Lychguard with shields and advance on foot.
They survive.
I like Warscythe Lychguard on paper, but because of exact that problem, in practice i like Triarch Preatorians a lot more.
Jump packs take them where they have to be and i use warriors and Lychguard with shields to draw firepower.
My overlord always gets into close combat as do the Triarch Praetorians.


I can see how Praetorians could help solve the issue, but the OL would still be slowing them down since he can't take a jump pack. I see the appeal of shield guard, but my Warscythe Lychguard are durable enough, especially since I can use a Rez Orb if things are looking hairy. Survivability isn't really the issue, it's mobility. I think the CCB may be my best option against the Tau. Guess I'll have to buckle down and buy one. I have been contemplating building an Annihilation Nexus, so I could always magnetize the gun and Overlord on at least on of the barges so I could swap it for a CCB when I need it. I know the Nexus isn't one of our strongest units, but the Doomsday Ark looks really cool and the Nexus adds to its survivability.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Decrepit Dakkanaut




Pretty sure Ghost Arks can still carry characters.

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.
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Have you considered using a night scythe?
You can't charge on the turn they arrive, but you could try dropping them in cover or out of line of sight near the thing you want dead, and move on foot to the target.

This message was edited 3 times. Last update was at 2016/03/21 20:43:17


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Irked Necron Immortal





Jackson, TN

 EnTyme wrote:


You may be going off of an old codex here. Ghost Arks can only transport Warriors now.


You can put Characters into a ghost ark, if there is enough room for them. But since the starting minimum size of a Warrior Unit is 10, and the Ark only holds 10, you can not start with one inside.

But you can have 9 warriors + Character hop in sometime later in the battle.

Or as I tried the other weekend for fun: Have a G-ark as fast attack slot, put large Royal court inside.
   
Made in us
Auspicious Aspiring Champion of Chaos






Slayer-Fan123 wrote:
Pretty sure Ghost Arks can still carry characters.


Double-checked the rules to make sure I wasn't crazy. Turns out a was crazy and you were right. I guess I've never paid much attention to the "Necron characters with the Infantry type" part of the GA Carrying Capacity. The minimum Warrior unit size of 10 models does more or less mean that this is only useful when you take the ark as a Fast Attack, though, and since this Tau player invariably plays a Hunter Cadre, I'd be crazy not to bring a Decurion. I'm really leaning toward the CCB now. I've even started messing around with a mobility Decurion with everything in a vehicle/on a bike/chariot plus a Canoptek Harvest that would probably be pretty damn tough.

This message was edited 1 time. Last update was at 2016/03/22 03:08:41


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Loyal Necron Lychguard





Working on it

I'm going to second the Night Scythe, that's how I usually transport them.

Although the Ark idea isn't bad with a Royal Court...

<Dynasty> ~10500pts
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Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Auspicious Aspiring Champion of Chaos






 Kharne the Befriender wrote:
I'm going to second the Night Scythe, that's how I usually transport them.

Although the Ark idea isn't bad with a Royal Court...


But the Night Scythe still has the issue of an inability to charge on the turn the unit disembarks. I'm in no way concerned with the unit surviving the next turn. Even without shields, Lychguard are amazingly resilient. My issue is that the Tau can just kite me all day long. I need a delivery method that allows me to charge ASAP, so the Ghost Ark is really the only transport option that's viable for that, but again, we have the issue of it more or less requiring a CAD or starting the DT for my warriors outside the Ark and having my Overlord hop on. The second option there means a turn wasted just getting on the boat before I can start moving toward the Tau commander. Tau have ample access to AP 1/2, and with the Ghost Ark being open topped, so I rarely see them last more than two rounds before blowing up. I'm really starting to think that a CCB is the only viable option here.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Fixture of Dakka





 EnTyme wrote:
starting the DT for my warriors outside the Ark and having my Overlord hop on. The second option there means a turn wasted just getting on the boat before I can start moving toward the Tau commander.

Where's the extra turn? You weren't charging turn 1 anyway.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
 
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