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Made in us
Fixture of Dakka





San Jose, CA


Guys and gals, don't forget to vote above to see which Army Escalation Tactica you want to see next.


BTW, you can find my 1st Escalation Tactica here:


JY2’S ESCALATION TACTICA, PART I – ELDAR



JY2’S ESCALATION TACTICA, PART II – NECRONS

Escalation is a supplement that introduces Apocalypse units – namely super-heavies and gargantuan creatures – into normal games of Warhammer 40K. It allows you to use what usually are some very powerful units that were designed for much larger games. These units are what the Escalation supplement calls as Lords of War. I shall simply refer to them as titans in this tactica.

This tactica is aimed more towards the competitive aspect of 40K gaming. While titans can be fun to play, they will no doubt also make the game very competitive as well, in most cases to the point that if you cannot kill them, then you will most likely get annihilated by them. I will look into the titans of the various armies and how to make those armies work. I will also go into how to play against these types of armies.


Titans
Titans, or Lords of War units, are very powerful units found only in games of Apocalypse before the supplement came out. However, with Escalation now a part of 40K, you can now bring these behemoths into your games. Titans consist mainly of 2 types – the Super-heavies (SH’s) and the Gargantuan Creatures (GC’s). Super-heavies are vehicles and are further sub-divided into 3 types – Super-heavy Tanks, Super-heavy Walkers and Super-heavy Flyers. Gargantuans are divided into 2 types – normal Gargantuan Creatures and Flying Gargantuan Creatures (FGC’s). The characteristics that both super-heavies and GC’s share are that both are usually very hard to kill and both can cause massive amounts of destruction.


Destroyer Weapons
So what are Destroyer weapons, also known as Strength D weapons or just D-weapons/guns? They are simply the most destructive weapons in the game today. In many cases, just 1 D-weapon can potentially wipe out an entire unit with ease. These guns break many of the normal mechanics of the game. They ignore armor, cover, invulnerable saves, FNP, just almost everything in the game today (including Reanimation Protocols). They also practically ignore the mechanic of the Hull Point on regular vehicles as well as the roll on the vehicle damage charts. With the exception of other Titan defenses and Void Shields (found in the Stronghold Assault supplement), there is almost no defense against Destroyer weaponry in regular 40K. It is mainly Titans with D-weapons that will be the problem for most armies to deal with. It is also the D-weapons that competitive gamers will flock to. Hence, there will be no avoiding it. You want to survive Escalation? Then you better be able to handle the D.


How to Play against Titans?

Elite Armies:
Unfortunately, you are going to see Elitist armies die away in games of Escalation (or where Escalation is commonplace). Why? Because to a Destroyer gun, a land raider is just as easy to kill as a rhino. Your paladins, seer council and screamer-star are just as easy to kill as a unit of termagants. The 250-pt uber-character is not much more survivable than a normal marine sergeant. Elitist armies in competitive play will slowly phase out in games of Escalation simply because they are very inefficient against Destroyer weapons. Unfortunately, this is one of the side effects of the game that many people will have to deal with. It will render a lot of army builds practically obsolete.

Flyer Armies:
This will be the golden age of the flyer. Armies with good flyers or flying monstrous creatures will thrive in the age of Escalation. One of the main weaknesses of Destroyer weapons is that most of them can’t shoot at flyers. Currently, all the units in the Escalation supplement who have Destroyer weaponry can only fire blasts. Thus, they cannot even shoot at flyers, at least not with their most powerful guns. Moreover, titans are so expensive that in most cases, one will find it hard to add adequate anti-air as well as troops and other support units in a titan army. The only army who can do it well will be Tau, who unfortunately lack a good titan themselves, and necrons, who just may be the most well-rounded army in games of Escalation. Thus, if your army can dominate the air, then they will have a decent chance against the titans.

MSU Armies:
Escalation will be the comeback of the Multiple-Small Units (MSU) builds. First off, titans are so expensive that they need the rest of their army to be cheap and efficient. Secondly, more is better when playing against titans. A unit of 10 paladins will die just as easily as a unit of 10 scouts to Destroyer weaponry. Thus, why run 10 paladins when 5 units of 10 scouts (who can then combat squad into 10 squads of 5) is much, much more survivable? Moreover, it takes either Destroyer weaponry or massed firepower to kill a titan. MSU is what will gives you the best massed firepower to deal with titans. So for non-flyer armies, MSU is good both for titan armies and against titan armies.

Drop Pod Armies:
Drop pod armies are one of the few builds that won’t really change whether playing against titans or regular armies. However, drop pod armies will have the advantage of getting the alpha-strike on a titan. Thus, I see drop pod armies continue to proliferate in the era of Escalation as they have been doing in 6th Edition. The only thing about drop pod armies is that they are limited to Imperial armies, but for those Imperial armies who don’t run super-heavies, you will very likely see them run drop pod armies in games of Escalation.

Daemons:
Daemons are actually one of the armies that can thrive in Escalation games. They have a hugely competitive build – Flying Monstrous Creatures-spam, or FMC-spam – that will also translate well into games of Escalation (as long as they grab the Portaglyph to shore up their scoring). They also have what may be one of the best weapons against Titans – Be’lakor and Puppet Master. With the advent of the titan, Puppet Master may well become one of the most important psychic powers in the game.

When in Doubt, Hide:
Yes, this is going to be a common strategy in Escalation. There just is no defense against Destroyer weaponry other than to be in reserves, stay up in the air or to just hide. If you cannot kill the opposing Destroyer titan, then you better find a hole to crawl under or prepare to lose a unit. Oftentimes, you will have little choice but to play the denial game against enemy titans.


PART II - NECRONS



Necrons may well be one of the most balanced of the Escalation armies. And by balance, I mean that they have a dangerous ground presence as well as superior air support. Of all the armies in Escalation, it is the necrons that can deal with both air and ground threats equally well. Also, of all the armies in Escalation, it is the mighty necrons who have arguably the fastest and also most resilient troops in the game – troops in flyer transports.

Currently, the necrons have 2 titans to work with – the Transcendent C’tan and the Gauss Pylon. Of the two, the Pylon is probably the more efficient of the 2, especially at lower points games. The Pylon is an anti-air super-heavy with 3 Skyfire and Interceptor Destroyer shots. That makes it particularly nasty against flyer armies, elite units and other titans. However, the Pylon does have a couple of drawbacks. Its main drawbacks are that it cannot move once deployed and that it is slightly easier to kill than the other titans due to having less Hull Points.

The other Necron titan, the Transcendent C’tan, is without question the more deadly of the 2 titans. He has an option of weaponry, but most people will equip him with 2 Destroyer weapons. Heck, with the current RAW, you can actually equip him with 3 Destroyer weapons by giving him 2 Waves of Withering, but that is over-kill against most armies. The C’tan is one tough Gargantuan and he is also small enough to hide from most enemies. He is also extremely resistant to medium and high-strength firepower. His only weakness lies in the fact that, like most GC’s, he cannot take the firepower of other Destroyer weaponry. Thus, you either need to keep him out of LOS until he is ready to strike, or you need to protect him with Void Shields. The more prudent Necron player will actually do both. In any case, the Transcendent C’tan is the titan that I will be focusing on in my Necron Escalation army.

For each tactica, I will include a sample list for a competitive Escalation army. Please note that the list I offer is not the be-all-end-all of competitive Escalation lists. Rather, they are lists that I feel can thrive in games of Escalation. Feel free to use my lists as a foundation, to expand on them or even to ignore them completely. In my tactica, I will also address some of the weaknesses of each build and how to play against these types of armies.

I will include 2 lists – one at 1750-pts, which is a common points-level for most tournaments currently, and another at 2000-pts to show how I would normally scale up my lists.

1750 NECRONS

HQ:
Necron Overlord – Mindshackle Scarabs, Warscythe

Troops:
5x Warriors – Night Scythe
5x Warriors – Night Scythe
5x Warriors – Night Scythe

Fast Attacks:
3x Canoptek Scarabs

Heavy Attacks:
Annihilation Barge
Annihilation Barge
Annihilation Barge

Fortifications:
Void Shield Generator - +2 Void Shields (3 Total)

Lord of War:
Transcendent C’tan – Cosmic Fire, Transliminal Stride, Wave of Withering


2000 NECRONS

HQ:
Necron Overlord – Mindshackle Scarabs, Warscythe
1x Cryptek – Harbinger of Storm, Voltaic Staff (Storm-teks)

Troops:
5x Warriors – Night Scythe
5x Warriors – Night Scythe
5x Warriors – Night Scythe
5x Warriors – Night Scythe

Fast Attacks:
3x Canoptek Scarabs

Heavy Attacks:
Annihilation Barge
Annihilation Barge
Annihilation Barge

Fortifications:
Void Shield Generator - +2 Void Shields (3 Total)

Lord of War:
Transcendent C’tan – Transliminal Stride, Wave of Withering x2


Overlord:
There are actually a few good generals that I was considering. Imotekh can be very useful for Night-fight as well as his lightning storm. Zahndrehk has a lot of good powers such as Tank-Hunters, Stealth and Hit-&-Run, which is particularly useful if you don’t want your titan locked up in combat by a tarpit unit. Trazyn is another scoring unit that allows you to play your troops and storm-teks more aggressively. The Destroyer Lord is a fast and tough HQ that can also act as a great disruptor in the enemy deployment zone.

However, what made me settle down on just a regular Overlord is the price. Namely, in order to fit all the units that I want into my list, it needs to stay lean and trim. I really can’t afford a utility general and still have the list that I wanted so I just had to settle for a vanilla HQ, who by the ways isn’t bad at all.

Crypteks (Storm-teks):
I really couldn’t afford to take these guys at 1750, though at 2K, I have a lot more flexibility to fit them into my list. The storm-teks give me options when dealing with heavy armor and enemy Super-heavies so that I don’t have to rely on just my titan. Also, their ability to get back up at times can be potentially a game-changer.

Warriors in Night Scythes:
The de-facto troops of the necron army and arguably one of the best in the game today, both in regular 40K and Escalation. With troops on the ground, you will most likely lose to enemy titans with D-weaponry. With troops in flying transports, you have a good chance not only of winning, but of overcoming even bad matchups in Escalation.

Canoptek Scarabs:
Scarabs are an insurance policy to make sure you don’t get tabled on Turn 1. They are small enough to hide completely from most enemies, even in ruins with windows. They are also insignicant enough to be ignored by most enemies, but if you play them right, they can give you Linebreaker. They also have the ability to contest enemy MSU units in their own deployment zones.

Annihilation Barges:
The biggest bang for your buck in the Necron army and probably in the world of 40K as well. There are very few units, if any, in the game today which can provide their firepower – both against ground and air targets – and at their cost. Never leave your tomb world without them.

Void Shield Generator: (from the Stronghold Assault supplement)
This is practically a must-have in Escalation games nowadays. If you want to have any chance at all against D-weaponry, especially when your opponent has the 1st turn, then this is a no-brainer. Get it and you have a chance against the enemy alpha-strike. Don’t and you are almost guaranteed to lose if you opponent is toting some D-guns.

Transcendent C’tan:
For my C’tan, I decided to go with Transliminal Stride and Wave of Withering for my Primary powers. Stride gives the C’tan extra mobility and is one of the D-weapons in his arsenal. Wave is the other devastating D-weapon that he can take. Actually, he can take 2 Waves of Withering but at 1750, I decided to go with the Cosmic Fire instead so that I could take more of the other units to create a more balanced list. But at 2K, I can take 2 Waves comfortably and still have a balanced force.


Overall Strategies:
  • How to use your C’tan? The C’tan is all-powerful but as with all deathstars (yes, he is a deathstar unit all by himself), he cannot be everywhere at once. With him, positioning is paramount. The Necrons are the master of the Movement phase and the C’tan is no exception. You want to use him to control the positioning of your opponent’s army. Think necron wraiths but much more deadly. Yes, the C’tan is best used as a board control unit. Move him to the center of the board and no one will want to get remotely close. He’s got a 34.5” reach (that’s an 18” move plus a 16.5” Destroyer template), which becomes a 65” threat diameter!!! Put your objectives near the center and dare your opponent’s army to get close. The C’tan will destroy anything that comes near him. If your opponent doesn’t spread out, then shove the C’tan down his throat.

    You do have to watch out for enemy D-weapons, however. Make sure you take advantage of any and all LOS-blocking terrain at your disposal. Sometimes, even when you can destroy a unit with your shooting, you may want to consider assaulting it instead, especially if you think it’ll take you 2 turns to finish the combat. This will protect your C’tan from enemy firepower and especially from enemy D-weapons.

    Also, here’s a tip. Don’t put the rest of your army too close to your C’tan. When he gets popped, he does a S10 AP2 hit to every unit within 4D6 inches of him. Thus, whenever possible, and especially if your C’tan is low on health, you want to keep your units slightly away.


  • Void Shields. The Void Shield Generator (VSG) is a great defensive tool, especially against enemy D-weapons. You want to utilize the VSG to its fullest. By that, I mean don’t just put the VSG in your deployment zone. You know you’re going to advance your C’tan. What you want to do is to place your VSG in a forward position to anticipate his movement. This way, when you advance your C’tan 18” forwards, he will still be under the protection by the VSG.

    Also, the VSG is a building that blocks LOS. Use that to your advantage. In the case of a terrain-lite board (or one with little to no LOS-blockers), then use your VSG to help shield your C’tan from enemy fire. He is small enough so that he should be able to hide behind it. Just remember to keep it slightly forwards.


  • Deployment. For Necrons, I would actually deploy almost all of my units. The only ones who remain in reserves are your troops in flyers and your Warlord, who should be with one of those troops. Your annihilation barges are fairly resilient as well as your C’tan, especially with the VSG protecting them. The scarabs should be hiding behind anything that will block LOS to them. They are an insurance policy just in case your opponent miraculously wipes out everything else on the board. But by having your C’tan and barges on the table, you present a balanced threat and can start utilizing the strength of your firepower on Turn 1.

    Just don’t forget to deploy your VSG forwards so that when your army advances, most of them will be advancing into the protection of the VSG.


  • Don’t rely on just your C’tan to do all the damage. He certainly is capable of it. He is also capable of being shot down as well. You need to make use of the firepower of your entire army. Use your tesla destructors to down any enemy Void Shields before you fire your C’tan’s D-guns. If the enemy titan is AV12 or less, you can use your destructors to help take them down. Otherwise, go for the support units (i.e. his troops and force-multiplier units). The strength of the Necrons is not just the power of any single unit. Rather, it is all the units acting together in a balanced attack.


  • Playing against Flyer armies. Necrons are perhaps the strongest army against flyer armies. They have a lot of anti-air firepower with the skyfiring night scythes and massed tesla destructors both from their flyers as well as from the annihilation barges. The only flyer army that you may have some problem with is against FMC-spam daemons. Against FMC daemons, focus on the non-Grimoired units. Better yet, focus on the unit that carries the Grimoire himself. After you take him out, it is just a matter of shooting down the daemons. Without the Grimoire, they are much more vulnerable. Also, if you can ground a FMC anywhere near the C’tan, then it is as good as dead. His Wave of Withering doesn’t care if the daemon has a re-rollable 2++ save.

    Against flying Super-heavies, you need to anticipate their movement and then get out of their way. Either move towards it and force it to overshoot your C’tan or hide from it. If you still have any Void Shields left, keep your C’tan near your Generator.


  • Playing against Eldar with the Revenant (Revdar). You need to take him out ASAP! Tesla-destructors are actually great for this and with the superior strike-range of your flyers, you should be able to get the alpha-strike on the Revenant in anything but Hammer & Anvil deployment. Make sure you maneuver them within enemy Void Shield range so that his titan doesn’t get their protection. Advance your C’tan to pressure the Revenant but be sure to keep your C’tan within Void Shield range until it runs out. Then make sure you hide him well. What you really need to do is to buy some time for your flyers and annihilation barges to get within striking range to do their damage. Remember, against the Revenant, it will mainly be the rest of your army doing the majority of the damage, not your C’tan.

    The only time where you will encounter problems with this strategy is in Hammer & Anvil deployment. In H&A deployment, the Revenant can just deploy way back in his deployment zone, thus depriving your army of an alpha-strike when your flyers come in. That also makes your C’tan have to trek a long distance to your opponent’s deployment zone and you don’t want your C’tan out in the open. A C’tan out in the open against the Revenant is a dead C’tan. In H&A deployment, you want to hit your opponent’s army in waves. Send 1-2 flyers forwards first and hold the other one back. This way, if he jumps his Revenant forwards, then you can still hit him with the trailing flyers as well as with the annihilation barges (assuming that they are not yet destroyed).


  • Lastly, you are playing an army with troops in flyer transports. PLAY THE MISSION!!! Your C’tan is just distraction unit. It is your troops who will in most cases win the game for you. Always play for the objectives and never lose sight of that. In most cases, it is almost always better for necrons to go 2nd except when going against the most extreme of armies.



  • How to Play against the Necrons?
    What is the best way to play against a deathstar army? Yes, Necrons in Escalation is a Deathstar army, with the C’tan being the Deathstar unit. So what is the best way to beat a deathstar army? There really are 2 ways:

  • Kill the deathstar itself. This will not be easy. The C’tan is immune to small-arms fire and fairly resilient to high-strength firepower as well. He is only vulnerable to Destroyer weaponry. However, he is actually quite easy to hide as long as there is LOS-blocking terrain.

    Also, be aware that killing the C’tan won’t necessarily win you the game. The C’tan is actually the smaller problem. The bigger problem will be in trying to take out the necron troops. Most of the Escalation armies will have more problems dealing with the flyers than they will with the Gargantuan.


  • Kill the support units. That would be the annihilation barges and the flyers. For many armies, this may actually be harder to do than to take out the C’tan itself. You need to make sure you have adequate AA (skyfire) firepower in your army. Otherwise, you stand a high chance of losing in an objectives-based mission even if you do manage to take out the C’tan himself, especially in missions where necrons are going 2nd.


  • Tie up his titan. You don’t necessarily have to kill the C’tan. Some armies have units that can actually tarpit it quite well. The trick is to get close enough without eating his D-weapon. Just beware that the C’tan is no slouch in combat. He is actually quite deadly in assault, but he can still be killed, especially if you’ve managed to soften him up with shooting beforehand. Also, beware that he will go bang when you kill him and that bang is strong enough to kill a lot of stuff.


  • Psychic powers. The C’tan is quite vulnerable to psychic powers. Misfortune, Puppet Master and Hallucination are all great powers against the C’tan. That means units like Be’lakor can actually be very good against the C’tan.


  • Spread out. Spread your forces. Against the C’tan, you want to force him to commit to one side or the other. Do not bunch your units together. Staying together is a bad idea against a titan with a humongous Destroyer template weapon. The last thing you want to do against the C’tan is to castle up. Then if he makes it over to your forces, it will be all but over. If the Double-D templates don’t wipe out the army, the 4D6” S10 AP2 explosion when you kill him will.


  • Playing against Flyer armies. If you have mobility in your army, you can use that to your advantage. As with all flyer armies, you can predict and anticipate the movement of the necron flyers. As long as you’ve got the mobility, you can then move your units into positions that will force the flyers to overshoot (fly pass) your units, thus reducing their firepower.



  • The Future of Escalation
    Escalation is a major change to the world of 40K. It will take some time to get used to. Escalation may turn some people away, but I think it can be a lot of fun for those who stick around and give it a chance. It is another “flavor” of 40K and adds variety to the game. At the same time, it will discourage some of the variety in the game as well. For the time being, I see Escalation used more for competitive gaming just because most of the casual players just won’t have the tools to deal with most of the titans. But give it some time and I think the Escalation scenery will change. As more and more players get exposed to titans, you will see a shift from more competitive at first, to more mainstream over time. After all, who wouldn’t want to own a titan? They are big and powerful, the models are cool as heck and they make a great centerpiece to any army aesthetically. That should be incentive enough for both the gamers and the modelers to start accepting titans into regular 40K. Now, you can build it, paint it and use it in your games as well.

    This message was edited 1 time. Last update was at 2013/12/19 16:22:47



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

    Excellent write-up! Plenty to think about for all!
    Just going to chip in on killing the C'Tan:
    Lash Princes are pretty good. On average (assuming +2S from Iron Arm, and an enfeeble), it takes 64.8 shots (not hits) to kill one. That's just a bit above average for 4 princes, so 2 rounds of shooting from 3 princes will all but guarantee the kill.
    Bear in mind that charging it is suicidal: 2D3 automatic destroyer hits from overwatch will kill almost anything in the game, short of maybe a Phantom. [EDIT: even if you do make the charge (by eating overwatch with something expendable, perhaps), with 8 attacks, it'll probably kill you.]
    In reality, for a flying army, (FMC spam, cron air, stormraven wing, etc.) your best bet is to kill anything that can ground/threaten your flyers.
    Also, while it won't kill it, Puppet Master is AMAZING against anything with D weapons!
    I'll think of more in a bit
    As an aside, I just made a 4k escalation/stronghold list with many many void shields and D weapons...

    This message was edited 1 time. Last update was at 2013/12/19 16:27:05


    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
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    Catskills in NYS

    This is as excellent as the last, keep up the good work!

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    Made in us
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    San Jose, CA

    Tactical_Genius wrote:
    Excellent write-up! Plenty to think about for all!
    Just going to chip in on killing the C'Tan:
    Lash Princes are pretty good. On average (assuming +2S from Iron Arm, and an enfeeble), it takes 64.8 shots (not hits) to kill one. That's just a bit above average for 4 princes, so 2 rounds of shooting from 3 princes will all but guarantee the kill.
    Bear in mind that charging it is suicidal: 2D3 automatic destroyer hits from overwatch will kill almost anything in the game, short of maybe a Phantom. [EDIT: even if you do make the charge (by eating overwatch with something expendable, perhaps), with 8 attacks, it'll probably kill you.]
    In reality, for a flying army, (FMC spam, cron air, stormraven wing, etc.) your best bet is to kill anything that can ground/threaten your flyers.
    Also, while it won't kill it, Puppet Master is AMAZING against anything with D weapons!
    I'll think of more in a bit
    As an aside, I just made a 4k escalation/stronghold list with many many void shields and D weapons...

    Ah....I didn't even think about the Strength D Overwatch! Holy batmobiles! This guy has just become even more amazing!

    As for shooting from Lash of Despair, if you keep the C'tan within Void Shield range, that's another 6 hits that you'll need before you can even hurt him. Also, was wondering if you've factored in FNP to the number of shots it takes to kill the C'tan.

    Feel free to share your list if you want for all to see.





    Automatically Appended Next Post:
     Co'tor Shas wrote:
    This is as excellent as the last, keep up the good work!

    Thanks!


    This message was edited 2 times. Last update was at 2013/12/19 16:32:10



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

     jy2 wrote:
    Tactical_Genius wrote:
    Excellent write-up! Plenty to think about for all!
    Just going to chip in on killing the C'Tan:
    Lash Princes are pretty good. On average (assuming +2S from Iron Arm, and an enfeeble), it takes 64.8 shots (not hits) to kill one. That's just a bit above average for 4 princes, so 2 rounds of shooting from 3 princes will all but guarantee the kill.
    Bear in mind that charging it is suicidal: 2D3 automatic destroyer hits from overwatch will kill almost anything in the game, short of maybe a Phantom. [EDIT: even if you do make the charge (by eating overwatch with something expendable, perhaps), with 8 attacks, it'll probably kill you.]
    In reality, for a flying army, (FMC spam, cron air, stormraven wing, etc.) your best bet is to kill anything that can ground/threaten your flyers.
    Also, while it won't kill it, Puppet Master is AMAZING against anything with D weapons!
    I'll think of more in a bit
    As an aside, I just made a 4k escalation/stronghold list with many many void shields and D weapons...

    Ah....I didn't even think about the Strength D Overwatch! Holy batmobiles! This guy has just become even more amazing!

    As for shooting from Lash of Despair, if you keep the C'tan within Void Shield range, that's another 6 hits that you'll need before you can even hurt him. Also, was wondering if you've factored in FNP to the number of shots it takes to kill the C'tan.

    Feel free to share your list if you want for all to see.

    Yeah, it's scary... In my game I was going to eat the overwatch with a unit of pink horrors... As it turned out, I killed it with shooting (then rolled invuln. saves like a boss from the necrodermis!!!)
    I did indeed factor in the FNP for the lash maths, whihc makes it even better!
    For the list, bear in mind it was made as a sort of joke, while hopefully being semi-competitive...
    Here goes:
    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad w. lascannon


    Platoon Command Squad
    Infantry Squad w. autocannon
    Infantry Squad
    3x Sabre Lascannons
    3x Sabre Lascannons
    3x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons



    Inquisitor w. ML1
    Inquisitor w. ML1



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    Thoughts?

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in fi
    Jervis Johnson






    You don't think in an Escalation army it would be worth taking Anrakyr and putting him in one of the Night Scythes? He costs only 45 points more than your currently quite useless HQ choice (drop the Scarabs to finance this), but he gives you a really good chance of hijacking the enemy big guy. If you want to make it almost a certainty give him a Chronotek. I'd say that one shooting phase with a Revenant titan is worth the 50 points (or more).

    This message was edited 3 times. Last update was at 2013/12/19 17:07:44


     
       
    Made in fr
    Trazyn's Museum Curator





    on the forum. Obviously

    Why did you leave out the other necron super heavies, the Obelisk and the Vault?

    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 ee
    Snotty Snotling




     jy2 wrote:
    Tactical_Genius wrote:
    Excellent write-up! Plenty to think about for all!
    Just going to chip in on killing the C'Tan:
    Lash Princes are pretty good. On average (assuming +2S from Iron Arm, and an enfeeble), it takes 64.8 shots (not hits) to kill one. That's just a bit above average for 4 princes, so 2 rounds of shooting from 3 princes will all but guarantee the kill.
    Bear in mind that charging it is suicidal: 2D3 automatic destroyer hits from overwatch will kill almost anything in the game, short of maybe a Phantom. [EDIT: even if you do make the charge (by eating overwatch with something expendable, perhaps), with 8 attacks, it'll probably kill you.]
    In reality, for a flying army, (FMC spam, cron air, stormraven wing, etc.) your best bet is to kill anything that can ground/threaten your flyers.
    Also, while it won't kill it, Puppet Master is AMAZING against anything with D weapons!
    I'll think of more in a bit
    As an aside, I just made a 4k escalation/stronghold list with many many void shields and D weapons...

    Ah....I didn't even think about the Strength D Overwatch! Holy batmobiles! This guy has just become even more amazing!



    Gargantuan creatures are SnP.
       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

    JohnnyCage wrote:
     jy2 wrote:
    Tactical_Genius wrote:
    Excellent write-up! Plenty to think about for all!
    Just going to chip in on killing the C'Tan:
    Lash Princes are pretty good. On average (assuming +2S from Iron Arm, and an enfeeble), it takes 64.8 shots (not hits) to kill one. That's just a bit above average for 4 princes, so 2 rounds of shooting from 3 princes will all but guarantee the kill.
    Bear in mind that charging it is suicidal: 2D3 automatic destroyer hits from overwatch will kill almost anything in the game, short of maybe a Phantom. [EDIT: even if you do make the charge (by eating overwatch with something expendable, perhaps), with 8 attacks, it'll probably kill you.]
    In reality, for a flying army, (FMC spam, cron air, stormraven wing, etc.) your best bet is to kill anything that can ground/threaten your flyers.
    Also, while it won't kill it, Puppet Master is AMAZING against anything with D weapons!
    I'll think of more in a bit
    As an aside, I just made a 4k escalation/stronghold list with many many void shields and D weapons...

    Ah....I didn't even think about the Strength D Overwatch! Holy batmobiles! This guy has just become even more amazing!



    Gargantuan creatures are SnP.

    Really? Because my apoc book would disagree...

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    [ARTICLE MOD]
    Fixture of Dakka






    Chicago

    JohnnyCage wrote:
    Gargantuan creatures are SnP.


    Don't you love blanket rules. The Daemon Lord of Slaanesh, a model that moves 12"/turn, gets an extra 3" when she runs, is fleet, and is I10(!!) is "Slow and Purposeful". WTF. Can any company really be this bad at writing cohesive rules?

       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

     Redbeard wrote:
    JohnnyCage wrote:
    Gargantuan creatures are SnP.


    Don't you love blanket rules. The Daemon Lord of Slaanesh, a model that moves 12"/turn, gets an extra 3" when she runs, is fleet, and is I10(!!) is "Slow and Purposeful". WTF. Can any company really be this bad at writing cohesive rules?

    Again, where is this rule coming from?

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Fixture of Dakka





    San Jose, CA

    Tactical_Genius wrote:
    Yeah, it's scary... In my game I was going to eat the overwatch with a unit of pink horrors... As it turned out, I killed it with shooting (then rolled invuln. saves like a boss from the necrodermis!!!)
    I did indeed factor in the FNP for the lash maths, whihc makes it even better!
    For the list, bear in mind it was made as a sort of joke, while hopefully being semi-competitive...
    Here goes:
    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad w. lascannon


    Platoon Command Squad
    Infantry Squad w. autocannon
    Infantry Squad
    3x Sabre Lascannons
    3x Sabre Lascannons
    3x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons



    Inquisitor w. ML1
    Inquisitor w. ML1



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    Thoughts?

    For your 4K list, I'm thinking more infantry and especially more mobile infantry. Get a few vendettas in there with melta/flamer special weapon squads and more regular infantry and I think you're good.

    Also, I'm not sure you can run 2 fortifications in regular games unless you run double-FOC's.


     Therion wrote:
    You don't think in an Escalation army it would be worth taking Anrakyr and putting him in one of the Night Scythes? He costs only 45 points more than your currently quite useless HQ choice (drop the Scarabs to finance this), but he gives you a really good chance of hijacking the enemy big guy. If you want to make it almost a certainty give him a Chronotek. I'd say that one shooting phase with a Revenant titan is worth the 50 points (or more).

    Yeah, Anrakyr is another utility character that you can consider, just like Trazyn and Zahndrehk. I'm not really too big on his Mind in the Machine power. The moment you expose him to use his power, you are giving up Warlord. But feel free to drop the scarabs and replace the Overlord in your lists with him if you'd like. As for me, I prefer the increased survivability of multiple units instead.


     CthuluIsSpy wrote:
    Why did you leave out the other necron super heavies, the Obelisk and the Vault?

    I should have mentioned them, but mainly, at least for me, the only 2 units I was truly considering was the C'tan and the Pylon. The Obelisk is just to specialized and the Vault is just plain inferior to the C'tan in my opinion.

    Then again, my mind isn't set in stone. If I see what they can do in action, I just might reconsider them, especially the Obelisk in lower points Escalation games of 1.5K or even lower.


    JohnnyCage wrote:
    Gargantuan creatures are SnP.

    Tactical_Genius wrote:
     Redbeard wrote:
    JohnnyCage wrote:
    Gargantuan creatures are SnP.


    Don't you love blanket rules. The Daemon Lord of Slaanesh, a model that moves 12"/turn, gets an extra 3" when she runs, is fleet, and is I10(!!) is "Slow and Purposeful". WTF. Can any company really be this bad at writing cohesive rules?

    Again, where is this rule coming from?

    Just checked the Escalation book.

    Actually, GC's aren't SnP. Rather, they just can't fire Overwatch.

    I knew there was a reason why I hadn't even considered D-Overwatch from the C'tan.




    This message was edited 2 times. Last update was at 2013/12/19 17:58:03



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

     jy2 wrote:
    Tactical_Genius wrote:
    Yeah, it's scary... In my game I was going to eat the overwatch with a unit of pink horrors... As it turned out, I killed it with shooting (then rolled invuln. saves like a boss from the necrodermis!!!)
    I did indeed factor in the FNP for the lash maths, whihc makes it even better!
    For the list, bear in mind it was made as a sort of joke, while hopefully being semi-competitive...
    Here goes:
    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad w. lascannon


    Platoon Command Squad
    Infantry Squad w. autocannon
    Infantry Squad
    3x Sabre Lascannons
    3x Sabre Lascannons
    3x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons



    Inquisitor w. ML1
    Inquisitor w. ML1



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    Thoughts?

    For your 4K list, I'm thinking more infantry and especially more mobile infantry. Get a few vendettas in there with melta/flamer special weapon squads and more regular infantry and I think you're good.

    Also, I'm not sure you can run 2 fortifications in regular games unless you run double-FOC's.

    The reason I didn't go more infantry is because sabres can hold objectives, and can scout onto objectives near me, and hold them the whole game. Kill the scoring troops, and hold my objectives.
    Good point on the fortifications. I was going to just make the inquisition the primary, bu then I realised that RAW inquisition can't take anything in escalation... darn... I'll have a quick rethink...

    Here's my quick re-do:
    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad

    Company Command Squad


    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    Sabre Lascannon
    Sabre Lascannon

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon

    Vet Squad w. 3 meltaguns

    Vet Squad w. 3 plasmaguns


    Vendetta

    Vendetta



    Inquisitor w. ML1
    Inquisitor w. ML1, servo skull



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    -3998pts

    This message was edited 2 times. Last update was at 2013/12/29 15:15:38


    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Fixture of Dakka





    San Jose, CA

    Tactical_Genius wrote:
    The reason I didn't go more infantry is because sabres can hold objectives, and can scout onto objectives near me, and hold them the whole game. Kill the scoring troops, and hold my objectives.
    Good point on the fortifications. I was going to just make the inquisition the primary, bu then I realised that RAW inquisition can't take anything in escalation... darn... I'll have a quick rethink...

    So you have 20 units in/near your deployment zone holding onto only your side of the objectives. Now you have no way to get to the opponent's objectives. Just 1 or 2 LOS-blocking terrain can really mess up your day.

    This is a pure gunline army. However, BLOS terrain throws a monkey wrench into that build. IMO a balanced list needs some mobility, especially in its scoring units.

    But I wouldn't want to play against that army on a terrain-lite table, that's for sure.




    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in gb
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    Wiltshire

     jy2 wrote:
    Tactical_Genius wrote:
    The reason I didn't go more infantry is because sabres can hold objectives, and can scout onto objectives near me, and hold them the whole game. Kill the scoring troops, and hold my objectives.
    Good point on the fortifications. I was going to just make the inquisition the primary, bu then I realised that RAW inquisition can't take anything in escalation... darn... I'll have a quick rethink...

    So you have 20 units in/near your deployment zone holding onto only your side of the objectives. Now you have no way to get to the opponent's objectives. Just 1 or 2 LOS-blocking terrain can really mess up your day.

    This is a pure gunline army. However, BLOS terrain throws a monkey wrench into that build. IMO a balanced list needs some mobility, especially in its scoring units.

    But I wouldn't want to play against that army on a terrain-lite table, that's for sure.

    I've edited the list to make it legal, which did necessitate more mobile scoring. However, I have much, much less flyer defense now.
    Also, it's quite hard to BLOS to a reaver, given its height!
    Edit to add: the 50 guardsmen can also make their advance almost unhindered, given that almost all firepower will be going towards the big things


    Automatically Appended Next Post:
    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad

    Company Command Squad


    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    Sabre Lascannon
    Sabre Lascannon

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon

    Vet Squad w. 3 meltaguns

    Vet Squad w. 3 plasmaguns


    Vendetta

    Vendetta



    Inquisitor w. ML1
    Inquisitor w. ML1, servo skull



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    -3998pts

    ^New list

    This message was edited 3 times. Last update was at 2013/12/29 15:16:17


    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Purposeful Hammerhead Pilot




    Vior'la Sept

    This is truly great. Keep it coming!
       
    Made in us
    Grisly Ghost Ark Driver





    Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

    Has anyone tried a build like this? I discussed it in the preferred LoW thread and it seemed to be very strong vs almost all threats

    HQ
    Anrakyr

    Veiltek
    Chronotek
    3 Stormteks
    Lord MSS Orb

    TROOPS
    4X 5 Warriors in NS

    HEAVY SUPPORT
    2 D Scythes

    LOW
    Gauss Pylon

    The RC turtles t1 or makes a daring attack if they get to go second until reserves can come in. The pylon DS within enemy voidshields to ignore them when shooting. The flyers can ignore traditional D weapons and pack a punch vs most targets. The RC can take over the SH weapons and use them to wipe the enemies few ground troops and haywire it to death afterwards with the pylon to finish it off if needed. The only problem with this list is if the enemy can land a hit with their D weapons to kill the RC before t2 but that shouldnt be a problem with proper terrain placement

    "Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

    "If your not winning, try a bigger sword! Usually works..."

    10k
    2k
    500 
       
    Made in us
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    Chicago

     jy2 wrote:


    Again, where is this rule coming from?

    Just checked the Escalation book.

    Actually, GC's aren't SnP. Rather, they just can't fire Overwatch.

    I knew there was a reason why I hadn't even considered D-Overwatch from the C'tan.


    Huh. They are all SnP in the apocalypse book. Yay GW.

       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

     Redbeard wrote:
     jy2 wrote:


    Again, where is this rule coming from?

    Just checked the Escalation book.

    Actually, GC's aren't SnP. Rather, they just can't fire Overwatch.

    I knew there was a reason why I hadn't even considered D-Overwatch from the C'tan.


    Huh. They are all SnP in the apocalypse book. Yay GW.

    No they aren't... At least, not in my one...
    They can't fire overwatch (don't know how I missed that, my bad!), but are definitley NOT SnP

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Wise Ethereal with Bodyguard




    Catskills in NYS

    Tactical_Genius wrote:
     Redbeard wrote:
     jy2 wrote:


    Again, where is this rule coming from?

    Just checked the Escalation book.

    Actually, GC's aren't SnP. Rather, they just can't fire Overwatch.

    I knew there was a reason why I hadn't even considered D-Overwatch from the C'tan.


    Huh. They are all SnP in the apocalypse book. Yay GW.

    No they aren't... At least, not in my one...
    They can't fire overwatch (don't know how I missed that, my bad!), but are definitley NOT SnP

    What book/version are you using? To have everything correct you have to be using either the new Apocalypse or the new IA:Apocalypse.

    Homosexuality is the #1 cause of gay marriage.
     kronk wrote:
    Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
     sebster wrote:
    Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
     BaronIveagh wrote:
    Basically they went from a carrot and stick to a smaller carrot and flanged mace.
     
       
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    Wiltshire

     Co'tor Shas wrote:
    Tactical_Genius wrote:
     Redbeard wrote:
     jy2 wrote:


    Again, where is this rule coming from?

    Just checked the Escalation book.

    Actually, GC's aren't SnP. Rather, they just can't fire Overwatch.

    I knew there was a reason why I hadn't even considered D-Overwatch from the C'tan.


    Huh. They are all SnP in the apocalypse book. Yay GW.

    No they aren't... At least, not in my one...
    They can't fire overwatch (don't know how I missed that, my bad!), but are definitley NOT SnP

    What book/version are you using? To have everything correct you have to be using either the new Apocalypse or the new IA:Apocalypse.

    Yep, new apocalypse (digi version).

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Sword-Bearing Inquisitorial Crusader





    North idaho/ Washington

    Love what your doing jy2! Thank you

    My question is why didnt you include a pylon list?

    I would sign this contract but I already ate the potato

    GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
       
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    [ARTICLE MOD]
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    Chicago

    Tactical_Genius wrote:


    What book/version are you using? To have everything correct you have to be using either the new Apocalypse or the new IA:Apocalypse.

    Yep, new apocalypse (digi version).


    Odd, me too. In fact, the entry on page 126 does not include SnP, but the summary on 419 does,


    GARGANTUAN CREATURES AND
    FLYING GARGANTUAN CREATURES
    Both have Fear, Fearless, Hammer of Wrath, Move Through Cover, Relentless, Slow
    and Purposeful, Smash, Strikedown. Gargantuan Creatures are Monstrous Creatures,
    but may move 12" in the Movement phase. Flying Gargantuan Creatures are Flying Monstrous
    Creatures, and also have Vector Strike. When shooting, they may fire at multiple targets and
    can fire Ordnance weapons and others freely, but cannot fire Overwatch. Both may Stomp like
    Super-heavy Walkers. Attacks that cause Instant Death inflict D3 Wounds on (Flying)
    Gargantuan Creatures instead. Poisoned or Sniper Weapons only wound them on a 6.


    (that's a direct cut&paste)

       
    Made in us
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    San Jose, CA

    Tactical_Genius wrote:

    Spoiler:

    Imperial Guard w. Inquisition allies, 4k points
    Company Command Squad

    Company Command Squad


    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    2x Sabre Lascannons
    2x Sabre Lascannons
    2x Sabre Lascannons
    Sabre Lascannon
    Sabre Lascannon

    Platoon Command Squad
    Infantry Squad
    Infantry Squad
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon
    Sabre Lascannon


    Vet Squad w. 3 meltaguns

    Vet Squad w. 3 plasmaguns


    Vendetta

    Vendetta


    Inquisitor w. ML1
    Inquisitor w. ML1, servo skull



    Reaver Titan w. 2x Laser Blaster, Double-Barrelled turbo-laser destructor



    Void relay network:
    3 void shield generators w. 2x extra shields each
    Mandatory promethium relay pipe


    Vortex Missile Aquila Strong Point w. 3 void shields

    -3998pts

    ^New list

    That definitely is a nasty list. That's a lot of sabres!


     Commander_Farsight wrote:
    This is truly great. Keep it coming!

    Thanks.


     A GumyBear wrote:
    Has anyone tried a build like this? I discussed it in the preferred LoW thread and it seemed to be very strong vs almost all threats

    HQ
    Anrakyr

    Veiltek
    Chronotek
    3 Stormteks
    Lord MSS Orb

    TROOPS
    4X 5 Warriors in NS

    HEAVY SUPPORT
    2 D Scythes

    LOW
    Gauss Pylon

    The RC turtles t1 or makes a daring attack if they get to go second until reserves can come in. The pylon DS within enemy voidshields to ignore them when shooting. The flyers can ignore traditional D weapons and pack a punch vs most targets. The RC can take over the SH weapons and use them to wipe the enemies few ground troops and haywire it to death afterwards with the pylon to finish it off if needed. The only problem with this list is if the enemy can land a hit with their D weapons to kill the RC before t2 but that shouldnt be a problem with proper terrain placement

    I'm not big on what I refer to as 1-trick-pony lists. And by 1-trick-pony, I'm talking about lists that use gimmicks or rely on certain "events" to happen in order to pull off a particular move. The Royal Court build in this list is one of them. Sure, you can be successful with them. However, against a titan, chances are greater that you're going to get tabled on T1 against an army with D-weapons, especially if you reserve your Pylon to deepstrike in later.

    However, the rest of your list is strong. The weakness of the list is that the ground presence just isn't that great. Against Revdar, even if you hide your Royal Court, the Revenant with his 36" move has a good chance to still get to them and once he does, you're tabled on Turn 1. In any case, it's a big risk to run the army with such a weak ground force.




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    McKenzie, TN

    Another nice tactica.

    I assume you ignored Seismic Assault due to the points cost, which is fair enough, however that power has the range, number of hits, and strength to really mess up a revenant titan. It seems like one of the more useful powers if you don't need/want to wave of D.
       
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    San Jose, CA

     Redbeard wrote:
    Tactical_Genius wrote:


    What book/version are you using? To have everything correct you have to be using either the new Apocalypse or the new IA:Apocalypse.

    Yep, new apocalypse (digi version).


    Odd, me too. In fact, the entry on page 126 does not include SnP, but the summary on 419 does,


    GARGANTUAN CREATURES AND
    FLYING GARGANTUAN CREATURES
    Both have Fear, Fearless, Hammer of Wrath, Move Through Cover, Relentless, Slow
    and Purposeful, Smash, Strikedown. Gargantuan Creatures are Monstrous Creatures,
    but may move 12" in the Movement phase. Flying Gargantuan Creatures are Flying Monstrous
    Creatures, and also have Vector Strike. When shooting, they may fire at multiple targets and
    can fire Ordnance weapons and others freely, but cannot fire Overwatch. Both may Stomp like
    Super-heavy Walkers. Attacks that cause Instant Death inflict D3 Wounds on (Flying)
    Gargantuan Creatures instead. Poisoned or Sniper Weapons only wound them on a 6.


    (that's a direct cut&paste)

    SnP is missing in the book entry for Escalation. And since we are talking about Escalation here....




    Automatically Appended Next Post:
     Solosam47 wrote:
    Love what your doing jy2! Thank you

    My question is why didnt you include a pylon list?

    Thanks.

    Basically, for my tactica and lists, I am only including 1 type of super-heavy - the super-heavy that I personally would use for my Escalation army.

    However, using the same concept and philosophy, you can build similar type lists with other Necron super-heavies. As a guideline, I prefer to go MSU when playing in games of Escalation because I think they have the best survivability factor, especially against D-weapons.

    But for a 1750 Necron Pylon list, I would go like this:


    Trazyn
    3x Storm-teks

    5x Warriors - Night Scythe
    5x Warriors - Night Scythe
    5x Warriors - Night Scythe
    5x Warriors - Night Scythe

    3x Scarabs

    Annihilation Barge
    Annihilation Barge
    Annihilation Barge

    Pylon

    Void Shield Generator - +2 Extra Shields


    Basically with the Pylon, I can bring in 1 extra flyer and troops. I can also bring in the haywire crypteks as well as Trazyn, who gives me a 5th scoring unit. With Trazyn in the list, I can play my warriors a little more aggressively. Another option would be to swap out Trazyn for Anrakyr if you like.


     ansacs wrote:
    Another nice tactica.

    I assume you ignored Seismic Assault due to the points cost, which is fair enough, however that power has the range, number of hits, and strength to really mess up a revenant titan. It seems like one of the more useful powers if you don't need/want to wave of D.

    Correct. For a 1750 game, it's much too expensive. I wouldn't even get it for 2K, not when I can get Double-D templates for 80-pts less.

    Also, what I don't really like about Seismic Assault is that it is somewhat situational. For 200-pts, I want a sure-thing. For example, it may do alright against the Revenant, but it won't fare very well against AV14 super-heavies like a Baneblade-variant, Warhound or Reaver. It also isn't very good against a Hierophant Bio-titan or An'ggrath. Although Wave has a much, much shorter range, it'll hurt almost anything equally well.

    In any case, I'd have to sacrifice too much to bring Seismic Assault into my arsenal. At games of over 2K, I would consider it but not at the lower points games, at least not for a TAC (Take-All-Comer's) list. At 2K or less, my supporting units actually come first.


    This message was edited 1 time. Last update was at 2013/12/19 23:07:27



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    Vior'la Sept

    C'mon people! Vote for Tau!
       
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    McKenzie, TN

    So my escalation design philosophy has pretty much been set now; mobility, MSU, AA, D weapons, Void Shields in decreasing priority. I am thinking that the formula for all these lists will be pretty similar as you basically need to pick your SH, add AA preferably in flyer form, and then find the most mobile MSU troop choice you can in the codex and fill out your points. Then if you have enough scoring you can play with improving your alpha strike resistance.

    Have you decided yet whether you will go MSU paladins or MSU henchmen in your GK tactica? I am thinking either could work though I think I like the idea of stormravens with some henchmen better.

    The IG tactica almost seems like it will need a FW version and a non FW version. Without FW though IG, Tau, and Orks are all pretty badly outclassed in the LoW department.

    I can also see several drastically different builds for the IG+warhound with either lots of artillery and shields or a vendetta centric list. There is also some serious pluses for a vulture. Of course I am kind of thinking that a coteaz is going to be nearly ubiquitous in IoM escalation lists.

    The worst part of escalation is Jy2 will no longer get to crab crawl his wraiths across the table...perhaps you can move your C'Tan with his back toward the opponent?
       
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    All of the questions I was going to ask have already been addressed in the comments, so instead I will just say
    Bravo, sir! Excellent as always.

    Too bad there's no way to deep strike a Super C'tan. Nothing like finding Dr. Manhattan in your back field on turn two, ready to double D template your entire army.
    (perhaps for noncompetitive lists one could experiment with Monoliths and/or Obyron... wait, can Obyron even join a GC and Ghostwalk? If so, turn one: half opponents army gone.)
     ansacs wrote:
    The worst part of escalation is Jy2 will no longer get to crab crawl his wraiths across the table...perhaps you can move your C'Tan with his back toward the opponent?

    I must have missed the thread where that was a thing... though, am intrigued.
    Care to expand on what you mean by "crab crawling his Wraiths"?

    This message was edited 1 time. Last update was at 2013/12/20 02:13:57


     
       
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    McKenzie, TN

    It is a fairly common sight for Jy2's wraiths to walk backwards toward the enemy. I consider It a feature of Jy2's batreps

    IC cannot join units that always consist of a single model; ie Trans C'Tan.

    I am looking foward to creed outflanking a warhound at some point. Probably a total waste of points and first turn but funny.
       
     
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