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Hello! My local game shop is pretty competitive.... As such I've been getting my ass handed alot. I'm trying to not let it ruin the game for cause I enjoy painting more. However I can't justify collecting so many models unless I'm going to use them lol I'd really like some ideas for making my game better. I have almost all of the decurions. I do not have an oblisk/ Tesseract Vault.
Try out a Decurion with 3x5 Tomb Blades, a Canoptek Harvest with 6 Wraiths, and a Destroyer Cult with a Destroyer Lord equipped with a War Scythe, Nightmare Shroud, and a Phase Shifter.
Attach the Destroyer Lord to the unit of Wraiths and use that as your key assault unit and send it at targets you can kill or targets that you need to tactically tarpit to win.
So dont even worry about using a reclamation legion to get the ever living and +1 to reanimation? Just use the decurion detachments? Also if the destroyer lord is attached to the wraiths they wont be able to move their full 12 in though
Well that depends. Do you want re-rolling Reanimation Protocols of 1 and have a 4+ RP as well as Relentless and Move Through Cover or would you rather lose all that and bring the formation on its own.
Most people would run the Decurion in the Recamation Legion but its up to you.
Yes the D Lord will slow them down but only 2 turns. From turn 3 onwards the unit will move as normal. This is what another user told me on a different forum and this was for 3 Wraiths so adjust what I say if you run a unit of 6.
Turn 1: Movement
Move lead Wraith the full 12
Move the second Wraith 12 - 3.5 = 8.5
Move the third Wraith 8.5 - 3.5 = 5
Move DLord 6
If you have more than the minimum Wraith squad size, you can stagger to choice, or front load more of them at the lead.
Turn 1: Shooting
Move the combined unit D6 (minimum 1)
Turn 1: Assault (assuming no charge)
Move the DLord2d6 (minimum 2)
Summary at the end of Turn 1:
Lead wraith(s) are at least 13 inches from starting position. The DLord is a minimum of 9 inches from starting position.
From here, if you roll horrifically poorly for your JSJ rolls, your DLord will only have moved 9 more inches. Accordingly, in Turn 3, your lead Wraith will have to move ca. 3.5 inches less than normal, if you only run minimum squad size of 3 Wraiths.
This also assumes that after 39 inches of movement, you still haven't reached your target which is not impossible versus certain opponents, but highly unlikely.
This message was edited 1 time. Last update was at 2017/03/29 11:02:45
Mr.Bushi wrote: So dont even worry about using a reclamation legion to get the ever living and +1 to reanimation? Just use the decurion detachments? Also if the destroyer lord is attached to the wraiths they wont be able to move their full 12 in though
You need to run the reclamation legion in the decurion, a decurion is made up of a reclamation legion and at least one auxiliary formation.
Thanks guys I was confused. I've been thinking about getting a destroyer cult up and running but 50 bucks for a unit is so expensive. Klowny why use so many tomb blades instead of more ghost Arks by the way. Also thanks for the army list. The destroyer cult def fixes the large amount of lacking ap 3 in the Necron Army
Automatically Appended Next Post: Ordrankt thanks for the summary but what does JSJ rolls mean. I'm terribly sorry I'm not familiar with acronyms. Also what is Causing in that context
This message was edited 1 time. Last update was at 2017/04/04 10:35:05
Mr.Bushi wrote: So dont even worry about using a reclamation legion to get the ever living and +1 to reanimation? Just use the decurion detachments? Also if the destroyer lord is attached to the wraiths they wont be able to move their full 12 in though
Starting with the D-Lord at the front he will be able to jetpack move in the assault phase to get back to the front so you are probably only losing 2-3" maximum
Automatically Appended Next Post: Tomb blades are fast units that can control objectives and have the ability to ignore cover which can be huge.
This message was edited 1 time. Last update was at 2017/04/04 10:57:59
Ordrankt thanks for the summary but what does JSJ rolls mean. I'm terribly sorry I'm not familiar with acronyms. Also what is Causing in that context
jsj = jump,shoot,jump. Basically, after you moved your Destroyers (Lord, heavy or basic) and have shoot with them you can roll 2d6 and whatever number comes up e.g 7. You are able to move that many extra inches after your shooting phase. Thats how you stop the D.Lord from slowing down the Wraiths. And if in cover you can move out of cover, shoot then 2d6 back into said cover hence why its call Jump,Shoot,Jump or jsj.
Ordrankt thanks for the summary but what does JSJ rolls mean. I'm terribly sorry I'm not familiar with acronyms. Also what is Causing in that context
jsj = jump,shoot,jump. Basically, after you moved your Destroyers (Lord, heavy or basic) and have shoot with them you can roll 2d6 and whatever number comes up e.g 7. You are able to move that many extra inches after your shooting phase. Thats how you stop the D.Lord from slowing down the Wraiths. And if in cover you can move out of cover, shoot then 2d6 back into said cover hence why its call Jump,Shoot,Jump or jsj.
I never played Eldar so I don't know how they work and I have only played against Eldar 4-5 times so my knowledge on them is very little.
A model that is Jetpack Infantry can move 2d6. They can move 6", shoot and move 2d6 in the assault phase if they don't charge (even if you Deepstrike).
All 4 Units of Destroyers can Deep Strike anywhere on the table to 1) get an objective 2) destroy a vehicle 3) get line breaker and start taking your opponent out from the their side if the board. And even if you scatter during DS, just 2d6 to the place you wanted to land if it is important to you.
Note: if D.Lord is with a unit that cant Deep Strike then he can not Deep Strike so might need to give the D.Lord the Veil of Darkness
This message was edited 1 time. Last update was at 2017/04/04 12:57:43
Ordrankt thanks for the summary but what does JSJ rolls mean. I'm terribly sorry I'm not familiar with acronyms. Also what is Causing in that context
jsj = jump,shoot,jump. Basically, after you moved your Destroyers (Lord, heavy or basic) and have shoot with them you can roll 2d6 and whatever number comes up e.g 7. You are able to move that many extra inches after your shooting phase. Thats how you stop the D.Lord from slowing down the Wraiths. And if in cover you can move out of cover, shoot then 2d6 back into said cover hence why its call Jump,Shoot,Jump or jsj.
Same way that eldar jetbikes work or Warp Spiders[/quot]
Oh I know Thrust Move didn't know the abbreviation for it. Lol appreciate the imput
Mr.Bushi wrote: So dont even worry about using a reclamation legion to get the ever living and +1 to reanimation? Just use the decurion detachments? Also if the destroyer lord is attached to the wraiths they wont be able to move their full 12 in though
You need to run the reclamation legion in the decurion, a decurion is made up of a reclamation legion and at least one auxiliary formation.
sense the Destroyer Lord has a phase shifter a nightmare shroud and a warscythe what would you equip the over Lord in the reclamation legion with? Otherwise this is a solid start to a great competitive list. A huge problem I find is the lack of Ap3 in the Necron Army.
This message was edited 1 time. Last update was at 2017/04/05 01:55:11
Overlord with a unit of warriors, Veil of Darkness to Deepstrike the unit he is attached to. Phase Shifter for 4++ save and Staff of Light for an AP 3 attack thats ranged.
I haven't really used the Harvest recently but I have found some interesting combos not involving the top tier formations:
-A unit of 10 Deathmarks will usually kill a warlord if placed well, especially if the warlord and his unit deep strike
-A Monolith (Yes, I know, it's not 'good') put in Deep Strike reserve, bring it in and deploy either a 20 man Warrior blob with Overlord, or Lychguard with Overlord.
-Flayed Ones are, I find, really good in combat
Other than that, I agree with the Harvest/Destroyer Cult choice
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
Recent FaQ states that a monolith may not deploy infantry units the turn it is drployed via DSR. You will have to wait till the next turn the deploy units via the monilith.
Odrankt wrote: Recent FaQ states that a monolith may not deploy infantry units the turn it is drployed via DSR. You will have to wait till the next turn the deploy units via the monilith.
Oh my, looks like I need to print out the FAQ
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
Odrankt wrote: Recent FaQ states that a monolith may not deploy infantry units the turn it is drployed via DSR. You will have to wait till the next turn the deploy units via the monilith.
If you use the Living Tomb formation it buffs the Monolith with the ability to deploy units the turn it Deep Strikes.
Spoiler:
Tomb Nexus: Immediately after a Monolith from this Formation arrives from Deep Strike Reserve, you can choose one friendly unit with the Necrons Faction consisting entirely of models with either the Infantry or Jump Infantry unit type that is in Reserves or Ongoing Reserves. The chosen unit is placed as if it were disembarking from the Monolith’s eternity gate. Any models that cannot be placed are removed as casualties, but the unit is otherwise treated exactly as if it were disembarking from a Transport vehicle.