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Always love someone trying to use the Reanimator, it's a lovely looking model if nothing else.
Just a couple of things with the list though, Thrall of the Silent King is wasted on the Technomancer as it doesn't work with Rites of Reanimation now that it isn't an aura. The only non-aura abilities it does work on are the Overlords, Lords and Royal Wardens.
I'm also not convinced with Warscythe Lychguard walking up the board at 6" a turn after the Overlord move buff. If you want to do it that way Sword and Shield would be better. Warscythe can work in Novokh though if you run them with a Chronomancer with Veil. Gets them a 5up Invul and a redeploy anywhere on the board with an 8inch rerollable charge.
I'd also consider changing the Lord for a Royal Warden, since the reapers are getting up close, having a character that lets them retreat and shoot and charge is probably going to get more value than reroll 1s to wound and a 1 off reanimation protocol.
Last thing is the solo Doomstalker with Technomancer, your essentially paying 230pts to give 1 Doomstalker 3ups to hit, I'd either find a way to fit in a second Doomstalker to make better use of the +1hit item or drop them both for 3 Heavy Destroyers.
Decent List, but it doesn't appear to be a Warrior based list like I've been seeing elsewhere. So I've got just a few things that you might consider.
Comments on your list
- Since you're keeping the technomancer in the back, you should drop 'Thrall of the Silent King'. He would be fine if you're trying to use him to Aura Buff the Canoptek units with 'Thrall'. He doesn't have the movement to keep to keep up with the faster moving Canoptek units. 'Prismatic Obfuscatron' Arkana will help with the survivability a TON. The cloak helps with the movement and Survivabilty, but it means no Control Node. Alternatively, you could consider 'Nephrekh' Dynasty to translocate the Cryptek to keep up with the Canoptek units.
- The CCB also seems like a mix of 'What is this guy doing'? He's got Hand of the Phaeron, but it looks like you've only got 4 <CORE> units that can benefit from MWBD. The Immortals won't get much use from it and you're going to leave the Warriors behind after that. If you're planning on running Novokh, I'd look at 'Implacable Conqueror' as a Warlord Trait? That would allow your CORE units to re-roll charge distances in addition to the +1 Charge. Add in the Protocol and you're in your opponents face pretty fast.
- The Immortals can probably be dropped. You've got the Technomancer/Doomstalker back there already camping on objectives and really only have to worry about someone else getting back there. The Scarabs are better than just camping on an objective for most games, but are decent enough to stall any opponent who manages to make it back there.
- I HIGHLY recommend putting 10 Reaper Warriors into the Ghost Ark if you change the list. Having those killer shots protected will do quite a bit for your mid-game. If not, I'd probably just drop it, it'll be the next target to go after the Reanimator. Dropping it would get you another Doomstalker, More Immortals, Chronomancer, etc.
- I'm actually enjoying my Reanimators despite most people not using them. As much as it eats up points, I do recommend running 2 of them. Not sure how they'd do on your list with only 2 units of Warriors. At the 2k points you're not going to see them live very long. Warriors are vulnerable if your opponents go first, and I've seen a few games where they've tried to take advantage of the beams not being in place and going after the Warriors on Turn 1. So don't be afraid to use the Stratagem to make them rethink that. Yes, it's going to draw attention to the Reanimator, but it'll save your Warriors.
- I've never been a fan of Wraiths, but they're the best unit to Harass opponents now. They work great when tying up units that threaten your Warriors instead of relying on them for Assault. When it's your turn, they'll just pop out of combat, allow your warriors to shoot, then charge back in. Putting guns on them would make them more scary, but it also makes them more of a threat. This might save your warriors depending on what you feel is more important. So all I'd do is split them evenly (4,4) and run them independent of the CCB/Lych combo.
- Royal Wardens are great for Warriors, especially on foot. I might say they're an auto-include in most armies, but I've found they're especially useful in Warrior based lists. They also have 'Relentless' march, and will give one set of Warriors in CC the ability to retreat, shoot, then charge back in. This has been great for large Warrior blobs with Reapers. You're already running Novokh, so you got that going for you. If you wanted to be aggressive, then Rarified Nobility to give him 'Implacable Conqueror' has some fun applications as well. I suggest him as an alternative to the Lord. There are advantages to both for sure, but since you have Reaper Warriors, that ability to retreat and shoot, then get stuck back in is going to be more devastating than re-rolling 1's.
- Personally, I cannot live without my Chronomancer when you have at least 1 Blob of Warriors. The 5++ makes them hard to kill and will insure that you have Warriors there to make the most of those Res Orbs. I haven't used the Orb of Eternity yet, but that's mostly because of list differences from what I run. I don't feel that Orbs are worth it on Non-Warrior/Flayed One units. Looks like he's really only going to use it on the Lychguard. If you get 2 back, then you'll have made your points on it for sure. Just not sure how often it's going to have an impact on the game.
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
I know you can field more warriors, but i meant with warrior based that i give lots of buffs and revive possibilities to the warriors.
2 orbs, the reanimator, the technomancer, which would buff the warriors and the doomstalker. as the warriors are the screen for the stalker.
I did hope that the thrall of the silent king boosted everything, but it isnt.
I brought the lord with orbs just to revive the warriors, but you have a solid argument that the royal warden would be better.
It just seems the royal warden is only good for that buff, which seems so sad.
The lycheguard where meant to be with shields, i forgot to change the option.
I wanted to bring the doomstalker as i want to test it because its new and i have the model, but didnt want to proxy a second one on my first game.
It also serves to give the opponent an other target then the reanimator, as it has a better save and T, i guessed it would survive at least a round?
I hope the CCB can revive at least 3 lycheguard, when used on the right moment!
Going to think about the possibilities and endless and after all it's a friendly game.
Although our friendly games are very highly competitive!
- Only thing I'd suggest is moving the obfuscatron to the Technomancer if he's going to be up front. If the Chrono is going to be in the back, he should be fairly protected and already has an invul save.
- You had points left over, did you think about taking some Cryptothralls? I'm doing something similar with my two chronos, where I'm putting one up front with the obfuscatron and both units of Cryptothralls to protect the 2nd one. Just a thought, not a concrete 'This is better'.
- Something else to consider. Have you thought about mixing the units of Warriors on the ground? I do think that having all of one type is good, but now I'm considering going 15 Reapers / 5 Flayers, or even 10/10. Im also running Mephrit so its not as relevant on this list. Just mentioning it because you could be in a similar situation where you need to use the Flayer unit up front in some games. Could taking some Flayers for the back of the unit and first casualties give you some extra range?
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
Again. Great idea's!
I didnt think of the cryptothralls. They will propably bring mor then the 4 shots bs4 each turn.
I propably keep them back with the technomaster to countercharge any unit that comes close.
I think i'll keep the obfuscatron on the chrono. Because of by opportunity the warriors and warden charge off he cant be targeted if he's further then 3 inch away.
Also warden has the veil, so in case of emergeny i can veil them off and then the chrono has to stay behind, this also might safe him if a wraith unit should be near.
For now i won't be mixing the warriors. Don't have a good feeling about it.
As for command protocols i was thibking of:
2. Sudden storm (mostly for the move)
5. Undying legion
4. Hungry void. (I don't dare to do it in the second round, if i dont have max in cc yet)
6. Conquering tyrant (getting out of cc an still shoot)
1. Protocol of the eternal guardian (if they want to charge back in or shoot at the unit)
I guess round 4 and 5 most will be gone so is less important.
Tomorrow I will test the list, I'll post the outcome here!
This message was edited 2 times. Last update was at 2020/11/11 23:41:58
ok so i changed the command protocols after i saw i came against nids.
i went first
2. Sudden storm (used the move which was usefull to get 5/6 obj at start)
3. vengefull stars (extra ap on a 6)
4. Hungry void. (think it would have been usefull in second turn,but here it was also nice)
5. Undying legion (did give my warlord an extra point back, but in the end didn't do much)
6. Conquering tyrant (getting out of cc an still shoot, but game was a s good as over, I barely had anything left)
I played against hive fleet kraken and hive fleet kronos
From what i remember 27 gaunts, 8 warriors with the warrior hq (with a biothing so AP-1 and ap -2 = ap 0)
a broodlord
a swarmlord with 6 tyrant guard
a neurothrope
14 gargoyles
2 tyranofexes, one with the 18inch flamer, one with rupture cannon (who got buffed by the thrope so he gets extra hits on a 5+ instead of 6+, which happend much)
2 carnifexes with 4 shooting weapons, 3 shots each...
a swarm
so i lost 29 tot 55+
i did make some mistakes and wasted like 5 CP to buff shooting and a warrior unit in cc.
good points: the orb (relic item)!
wanted to use them on lycheguard but end turn 1 i had 3 reaper warriors left, used it and 12 came back. this way i came back in range of barge, so could bring back D6 (with the strata), which resulted in a one... failed a flayer warrior charge on 11 gaunts which needed a 7, even with reroll, which was actually game changing because now i didn't get on 2(!) objectives and the unit still lived
Also reaper warriors soaked a lot of fire power!
lychguard did soak up 2 rounds of the flamer shooting, a swarmlord charge with 5 guard and still 2 lived.
i wish a had an other orb!
ow and he ignored my reanimator, and the flayer warriors next to them.
i think if he had been next to my other warriors it would have been gone sooner.
4+ RP is very nice!
RP on multiwound really sucks.
Mistakes:
I charged my reapers to the nid warriors, which was foolish because now i gave him a free move (pile in) + attack.
I thought i block his shooting but then i forgot he was kraken, so retreat, shoot and charge... urgh
i went first and played very aggressive. The game would have been more in my favour if i went second.
and i shouldn't have charged his warriors!
Overall i think i really needed more AT against all those monsters.
If you build an AC list, take at least 2 AT units.
But it was a fun game, and a nice test!
Thanks for your input
This message was edited 1 time. Last update was at 2020/11/14 09:52:32
this may sound wacky, but imagine from left to right ...
two 10 warrior squads left flank
1 ghost ark covering left and center
one 20 warriors center with [ szeras chronomancer overlord ]
1 ghost ark covering center and right
two 10 warriors right flank
plus scattered in or in back two 5 deathmark squads, two 5 scarab swarms, and one canoptek doom
the good part would be the 20 man warrior squad gets 5++ from chrono, szeras buffs everyone around him sequentially and gives multiple rites of reanimation with the ghoat arks, overlord (phaeron) my wills the deathless warriors
the bad party is the loss of the 8 wraiths (sorry)
the extra RP / buffs / rites could make the warriors lethal combined with pitiless hunters for tons of firepower and relentlessly expansionist allowed you to place them in range on turn zero
or am i looking for bonus shoots that don't maintain value?