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

So with the changes to the royal court and most if not all special characters could the Royal Court be viable again?

A build I was thinking about was something like this

Anrakyr

O.lord
Nightmare Shroud
Blade of Eternity
Res Orb

O.Lord
Voidreaper

Cryptek
Chronometron
Solar Staff

Orikan

Obyron

Lord
Warscythe

Lord
Warscythe

All in a GA

2+/3+ armour that rerolls 1s with 4+ RP and has a one use pseudo invisibility sounds pretty insane on a unit with this much punch. They can hitch a ride on a ghost ark for an AV13 assault vehicle and deepstrike somewhere with Obyron's veil. Reinforce this with some wraiths and a NS or two from immortals and I think its a solid list.

This message was edited 1 time. Last update was at 2015/02/03 15:46:02


"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..."

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It would definitely be near invincible and I'm interested in working out how to make a deathstar list with the new codex myself. The problem is the points investment. I think all the characters there come out to about 965 points. That's a huge ton of points, that at best is going to take out a couple of linchpin enemy units, and at worst is going to get tarpitted or stuck on the wrong side of the board. Having said that, I would definitely use something like this in apocalypse games. There the points isn't much of an obstacle, the enemy will probably be bunched real tight and you need every ounce of durability you can get,

This message was edited 1 time. Last update was at 2015/02/02 22:41:21


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Netherlands

Looks cool, I might take a look at this too!

Edge of Eternity: Not allowed in a Royal Court, since it's not a Mephrit unit.
Chronometron: Why take this if most models already have a 4++?
Shroud of Darkness: Do you mean the Nightmare Shroud or the Veil of Darkness?

I would surely take in Zhandrekh as he can be quite the buffer.
He could give FC to your entire unit and pick any Trait he wants each Turn.
   
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Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Kangodo wrote:
Looks cool, I might take a look at this too!

Edge of Eternity: Not allowed in a Royal Court, since it's not a Mephrit unit. I would take the two O.lords in a CAD and have Anrakyr be the O.lord or have the O.lord with the Voidreaper be the O.lord for the Court Formation
Chronometron: Why take this if most models already have a 4++? The only model in the blob that I took with a 4++ is Orikan, everyone else will rely on the chrono for an invo because shifters are so darn expensive
Shroud of Darkness: Do you mean the Nightmare Shroud or the Veil of Darkness?Nightmare Shroud, sorry about that I wrote this without the dex on hand.

I would surely take in Zhandrekh as he can be quite the buffer.
He could give FC to your entire unit and pick any Trait he wants each Turn. Zhandrekh doesn't really provide any buffer that is worth the drop in hitting power. Anrakyr already provides the unit with FC and CA, plus his warlord trait grants Crusader and relentless to the unit. The formation grants MTC and relentless so the only buff I could really see them getting that would be a large benefit would be fearless.


"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..."

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Netherlands

It's not allowed in a CAD either, you would need the Detachment from the Exterminatus-book, which needs 3x Troops.

Aah, if you are lacking Phase Shifters then the Chronometron is quite good.

Nightmare Shroud can be good, it's a nice 2+ though it is quite expensive.

Anrakyr only gives FC and CA to himself, did you keep that in mind?
While Zhandrekh can pick from the BRB, which allows him to charge and run an inch further, re-roll all to hit rolls of 1 in melee or shooting, nerf the enemy Reserve rolls or buff himself hard.
   
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Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Kangodo wrote:
It's not allowed in a CAD either, you would need the Detachment from the Exterminatus-book, which needs 3x Troops. So take a Mephrit Dynasty Cohort then, It's not a heavily needed relic, the precision strikes are simply nice to have so take its more of just a thing you take if you can afford to take Mephrit.

Aah, if you are lacking Phase Shifters then the Chronometron is quite good.If you have the points then by all means dive another 100ish points in for the Shifters they are far superior than the chronometron if points are no object

Nightmare Shroud can be good, it's a nice 2+ though it is quite expensive. Yes it is expensive but when it allows for a 2+ rerollable I think the price is worth the cost

Anrakyr only gives FC and CA to himself, did you keep that in mind? FC and CA confer to the entire unit
While Zhandrekh can pick from the BRB, which allows him to charge and run an inch further, re-roll all to hit rolls of 1 in melee or shooting, nerf the enemy Reserve rolls or buff himself hard. Yes but these will only be in use for a turn so the versatility he provides doesn't make up for the weaker CC profile, but YMMV.

"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..."

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Netherlands

Sorry, FC and CA do not confer to the enemy unit.
Otherwise everyone would use Anrakyr all the time

And Zhandrekh always has the option to keep his Trait, so in T3 you could take the re-roll in CC and keep it until turn 6.
   
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Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Kangodo wrote:
Sorry, FC and CA do not confer to the enemy unit. Well not the enemy unit of course, but his own unit will get the benefits of CA
Otherwise everyone would use Anrakyr all the time

And Zhandrekh always has the option to keep his Trait, so in T3 you could take the re-roll in CC and keep it until turn 6.You can? Guess I learned something new today, I might actually consider him then.

"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..."

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San Jose, CA

No, not viable.

It lacks the mobility to be a real threat. Most armies can easily get away from them.



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 jy2 wrote:
No, not viable.

It lacks the mobility to be a real threat. Most armies can easily get away from them.


Even with a GA transport?

"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..."

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Louisiana

 jy2 wrote:
No, not viable.

It lacks the mobility to be a real threat. Most armies can easily get away from them.



I partially agree, and partially disagree with that idea. The FIRST unit they want to catch up in assault, they will probably get to thanks to a veil of darkness allowing them to deep strike near the enemy. After that, however, they will be slowly plodding aross the field as the enemy backs away and shoots them from a distance.

So the word "viable" here could mean 2 things:
1.) Will they absolutely rule in the assault phase? 100% yes.
2.) Will running this as a main component of an 1850 tournament style list guarantee you will win games? 100% no. Mobility is king in 7th, in just about every tournament packet i've seen along with standard rulebook missions.

This message was edited 1 time. Last update was at 2015/02/03 16:56:13


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 A GumyBear wrote:
 jy2 wrote:
No, not viable.

It lacks the mobility to be a real threat. Most armies can easily get away from them.


Even with a GA transport?


Full agreement with jy2, even with the ghost ark. Too much fast moving anti-tank out there. Even a stray grav gun shot becomes a concern because an immobilized ghost ark is just as a good as a dead one when it comes to stopping this kind of infantry death star.
   
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San Jose, CA

The GA transport can be popped easily by many armies. But even still, at best the unit disembarks and mulch 1 unit. Then the rest of the opponent's army just moves away from them.

Mechdar, jumping crisis suits, White Scars bikers, FMC Tyranids/Daemons, Gating Centurionstar, MSU mech-spam lists....the list of armies that can avoid the Disco Inferno or who don't care just goes on and on.

Not to mention any unit with Invisibility can basically tie up the Disco for most of the game (until it teleports out).

This message was edited 1 time. Last update was at 2015/02/03 16:56:27



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

Fair enough, back to the drawing board then!

"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..."

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San Jose, CA

 tetrisphreak wrote:
 jy2 wrote:
No, not viable.

It lacks the mobility to be a real threat. Most armies can easily get away from them.



I partially agree, and partially disagree with that idea. The FIRST unit they want to catch up in assault, they will probably get to thanks to a veil of darkness allowing them to deep strike near the enemy. After that, however, they will be slowly plodding aross the field as the enemy backs away and shoots them from a distance.

So the word "viable" here could mean 2 things:
1.) Will they absolutely rule in the assault phase? 100% yes.
2.) Will running this as a main component of an 1850 tournament style list guarantee you will win games? 100% no. Mobility is king in 7th, in just about every tournament packet i've seen along with standard rulebook missions.

They teleport....but then they have to sit there for a turn. The unit they are going after can still get away. Or the opponent can just throw a sacrificial unit to screen them out. Here, eat my 40-pt unit of termagants or my 70-pt combat squad.




Automatically Appended Next Post:
You also have to watch out the triple-Imperial Knight Adamantine Lance formation. With no Invuln's and I2 across the board, you're going to have to survive through 12 I4 Strength D attacks by charging knights and then their stomps afterwards.

This message was edited 3 times. Last update was at 2015/02/03 17:04:04



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Netherlands

I guess it mostly depends on the total price.
A Royal Court can work if it's 50% of your army.

 A GumyBear wrote:
Well not the enemy unit of course, but his own unit will get the benefits of CA[/color]
Can you provide proof that Furious Charge and Counter-attack confer to the entire unit?
   
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Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Kangodo wrote:
I guess it mostly depends on the total price.
A Royal Court can work if it's 50% of your army.

 A GumyBear wrote:
Well not the enemy unit of course, but his own unit will get the benefits of CA[/color]
Can you provide proof that Furious Charge and Counter-attack confer to the entire unit?

Bah you win

"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..."

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 jy2 wrote:
The GA transport can be popped easily by many armies. But even still, at best the unit disembarks and mulch 1 unit. Then the rest of the opponent's army just moves away from them.

Mechdar, jumping crisis suits, White Scars bikers, FMC Tyranids/Daemons, Gating Centurionstar, MSU mech-spam lists....the list of armies that can avoid the Disco Inferno or who don't care just goes on and on.

Not to mention any unit with Invisibility can basically tie up the Disco for most of the game (until it teleports out).



If he got a Veil of Darkness, he could deepstrike OUT of assault to the other side of the board. If you had a NS, you could put them almost anywhere on the board, then if you had Vargard, you could use the ghost mantle once to teleport and then use the Veil of Darkness to teleport one more time. It actually gives the the Disco Inferno a lot of mobility.

This message was edited 1 time. Last update was at 2015/02/03 19:41:54


 
   
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Louisiana

Warmonger2757 wrote:
 jy2 wrote:
The GA transport can be popped easily by many armies. But even still, at best the unit disembarks and mulch 1 unit. Then the rest of the opponent's army just moves away from them.

Mechdar, jumping crisis suits, White Scars bikers, FMC Tyranids/Daemons, Gating Centurionstar, MSU mech-spam lists....the list of armies that can avoid the Disco Inferno or who don't care just goes on and on.

Not to mention any unit with Invisibility can basically tie up the Disco for most of the game (until it teleports out).



If he got a Veil of Darkness, he could deepstrike OUT of assault to the other side of the board. If you had a NS, you could put them almost anywhere on the board, then if you had Vargard, you could use the ghost mantle once to teleport and then use the Veil of Darkness to teleport one more time. It actually gives the the Disco Inferno a lot of mobility.


The problem that I think Jy2 is alluding to, and what I am now seeing as well, is that you cannot assault via any of those 3 methods of transport. So you can deep strike close, wait a turn and hopefully make a charge but if the opponent has any speed you'll need some good luck in reaching them. Also this BAMF-ing across the table 2 or 3 times per game depending on the method means you'll realistically only participate in one, maybe 2 assaults during a 6 turn game.

Been out of the game for awhile, trying to find time to get back into it. 
   
 
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