Switch Theme:

Necron players... are Deathmarks worth it?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Shas'ui with Bonding Knife






Was thinking of running a squad or two in my Decurion Detachment. My only concern is that their range is rather short compared to most snipers. Are they worth running?

Thanks

SG

40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in us
Speedy Swiftclaw Biker





Honestly from what I've seen Deathmarks are a mixed bag depending entirely on what you're facing. Really from what I've seen they're ok at best but definitely a pain when you pick a GMC or the like as it's target. Besides that you're playing Necrons a far more durable unit than what most other guys have so the range isn't as a big of a gimp.

...then again the guy who usually plays necrons in my group has a habit of rarely failing reanimation protocols so my views may be exceedingly skewed.
   
Made in us
Shas'ui with Bonding Knife






Spiritfox22 wrote:
...then again the guy who usually plays necrons in my group has a habit of rarely failing reanimation protocols so my views may be exceedingly skewed.
Sure his dice aren't weighted?

SG

40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in us
Longtime Dakkanaut




Ute nation

Deathmarks are amazing the turn they come in, and merely ok after that. So how good they are depends on how well you can prioritize targets, and enemy comp. They have two big use scenarios:

Counter deep strike, this is amazing against marines, and can gut a deep strike death star before they ever get a head of steam. As soon as they drop in, you counter deep strike them, and use your 3+/2+ rapid fire, rending to drop units before they can get buffs up. Range isn't really an issue since you are deep striking.

Monster hunters, Thanks to the latest FAQ, Deathmarks are now among the best GMC hunters in the game. They can easily get most/all of a wraith knight on the turn they drop. After that they could have a dance party for the rest of the game and still come out on the plus side of the points.

So the question is, do you fight a lot of marines and/ or tau/eldar, ie the other members of the big 4? If so and you can get a lot of mileage out of deathmarks. This is a case where the shifting meta made a mediocre unit much better.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Deranged Necron Destroyer





I feel they are fantastic when they come in and cheap enough (for a necron unit anyway) to be a thorn in people's sides that isn't a huge loss if they get wiped out.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Most of the pluses have been covered, so I'll just add some other Drawbacks.

Going First. Since they can't be held back, going first can make them kind of meh. Anything you might want to use them to kill won't be around yet so their bonuses could be wasted on whatever happens to be around. Zahndrekh gives some control over this, but it's been my experience that your wasting a better WL trait option on T2.

'Trading'. This is where I've personally struggled fielding them. Getting them to do enough damage to justify their cost before they get swept out of existence is the harder thing to decide. Yes, against High T models like WKs, and now GMGs they're great. Putting some hurt on Deathstars before they gain momentum is great as well. I just don't find myself running into either of those scenarios often enough to take them on a regular basis. Against some of the more Mobile units, like Jetbikes or Crisis Suits they're not a bad choice, provided they eliminate those units.

Following Turns. This is where I don't like them since they don't contribute much after they come in. They might hold an objective, or if you're lucky, you'll have them in a position to not die the following turn. In the few games where that's happened, my opponents have just ignored them. I feel they got worse with this Dex, and prefer the last Dex rules. It seems to be an even trade and speeds up the game by not having to track which units are marked or not.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Auspicious Daemonic Herald





 Grimgold wrote:
Monster hunters, Thanks to the latest FAQ, Deathmarks are now among the best GMC hunters in the game. They can easily get most/all of a wraith knight on the turn they drop. After that they could have a dance party for the rest of the game and still come out on the plus side of the points.

That's how they worked against GMCs before the FAQ, all it did was verified it. And honestly they still aren't great against WKs because even with 20 shots they still only do about 3 wounds on average (even with ap2 on 6s)

   
Made in gb
Dakka Veteran





I like putting a d lord with them... now and then just to give them perfered emeny and points allowing giving the lord the plasma flamer for the following turn as if you intercept with them they cant shoot next time round.

For me they work as in my area theres alot of podded marines so they nearly always have a target.
   
Made in us
Longtime Dakkanaut




Skullhammer wrote:
I like putting a d lord with them... now and then just to give them perfered emeny and points allowing giving the lord the plasma flamer for the following turn as if you intercept with them they cant shoot next time round.

For me they work as in my area theres alot of podded marines so they nearly always have a target.


If a D Lord is attached to the Deathmarks, the Deathmarks won't be able to use the Ethereal Interception special rule.
   
Made in gb
Dakka Veteran





Yes they can it say 'unit' not every member or some other restriction. The only restiction is deep strike and the d lord has that.
   
Made in us
Longtime Dakkanaut




From the Draft FAQ for the BRB . . .

Spoiler:
Q: Do rules applying to ‘the unit’, such as those from Formation command benefits (e.g. the Skyhammer Annihilation Force), or unit-wide special rules such as Dunestrider from Codex: Skitarii apply to any attached Independent Characters?
A: No.
   
Made in gb
Dakka Veteran





Ok missed that but untill the faq becomes finalized its legit.
   
Made in us
Longtime Dakkanaut




Skullhammer wrote:
Ok missed that but untill the faq becomes finalized its legit.


Not exactly. The BRB has this rule.

Spoiler:
Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.


So there has to be something in the Ethereal Interception rule that specifically confers the ability to the Destroyer Lord. Stubborn has a clause 'a unit that contains at least one member with this special rule' that confers the ability of the special rule to attached ICs.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






One thing that caught me off guard once was finding out that the Deathmark's Sniper bolters don't have the "heavy" drawback. I was so used to sniper rifle having the heavy rule that I forgot it wasn't built into the Sniper Rule itself and was a byproduct of every single other sniper weapon also being a heavy weapon too.

This means that their sniper weapons can be effective in picking off special weapons users if you can get precision shots, doubly so if you can "rend" with the to-wound roll. With the buff to Rapid Fire weapons and allowing you to shoot at full range even on the move, this can make them quite useful in harassing camping devastators or the like (not obscenely awesome, but still something).

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in jp
Proud Triarch Praetorian





If a D.Lord is attached to Deathmarks, and the unit is in reserve, then an opponent's unit comes in from reserves in their turn,
Can the Deathmarks still enter via their Ethereal Interception ability, minus the Destroyer Lord? Or is it a case of everyone must enter together at the same time if they were together before the game started?

 
   
Made in us
Lone Wolf Sentinel Pilot






I've found that while they shine brightest on the turn they come in, they can still be a big pain in subsequent turns with still decent weapons, and it can be tough to take them down with RP and 3+ armor sav-- wait, why are you laughing? Lasguns are pretty strong, right?

But yeah, units of 5 can really make you question allocating pie plates or other heavy weapons to remove them once they've already done their best shooting attack. They look fun to run around back lines with if they are left ignored.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Krazed Killa Kan






They are the type of unit that isn't going to blow you away with extremely impressive points efficiency but they are something I feel that is generally a fairly safe bet for being useful and being worth the points (as long as you don't mishap). They have their interceptor reserves and get to shoot wounding on 2s the turn they show up. Rapid fire snipers are quite decent as they can be mobile on later turns and get more volume of shooting. Drop in, deal damage, and either draw fire until they die or become a thorn in the enemy's side as they keep plinking away.

Keep them lean and be smart about placing them/target priority and they will be fairly reliable.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Speedy Swiftclaw Biker





 ServiceGames wrote:
Spiritfox22 wrote:
...then again the guy who usually plays necrons in my group has a habit of rarely failing reanimation protocols so my views may be exceedingly skewed.
Sure his dice aren't weighted?

SG


Pretty sure seeing as he buys a new set of dice at the store every week. Though he's 99% of the games running with 4+ Reanimation. That and I'm not a guy who's invested in a huge mess of str8+ weapons in my armies. I'm mainly a SW player and I'm not a huge fan of Wolfy McWolferson and his band of Hungry Wolves in more casual games.
   
Made in us
Longtime Dakkanaut




 skoffs wrote:
If a D.Lord is attached to Deathmarks, and the unit is in reserve, then an opponent's unit comes in from reserves in their turn,
Can the Deathmarks still enter via their Ethereal Interception ability, minus the Destroyer Lord? Or is it a case of everyone must enter together at the same time if they were together before the game started?


Spoiler:
Combined Reserve Units
During deployment, when deciding which units are kept as Reserves, you must specify if any of the Independent Characters in Reserve are joining a unit, in which case they must arrive together.
   
Made in jp
Proud Triarch Praetorian





Alright, so they're going to need some other way to make sure they get PE when they fire the turn they come in.

Let's try this hypothetical:
A Destroyer Lord and a Deathmark unit are stuck in reserves, separate from each other.
Luck would have it they both get their reserve roll to let them come in at the same time.
They both deep strike. The player places the Deathmarks and then goes for the risky move of placing the Destroyer Lord close to them. It doesn't scatter, so they're close enough to each other that the Destroyer Lord can run in the shooting phase to get right up next to them. The Deathmarks then shoot at their chosen target.
The question is, would they get PE at that point?

 
   
Made in us
Deranged Necron Destroyer





 skoffs wrote:
Alright, so they're going to need some other way to make sure they get PE when they fire the turn they come in.

Let's try this hypothetical:
A Destroyer Lord and a Deathmark unit are stuck in reserves, separate from each other.
Luck would have it they both get their reserve roll to let them come in at the same time.
They both deep strike. The player places the Deathmarks and then goes for the risky move of placing the Destroyer Lord close to them. It doesn't scatter, so they're close enough to each other that the Destroyer Lord can run in the shooting phase to get right up next to them. The Deathmarks then shoot at their chosen target.
The question is, would they get PE at that point?


As long as the D. Lord is close enough to join them by the end of movement he joins them. Unless I'm missing something I'm sure they get PE.

Why can't you attach the D.lord to the deathmarks at the start again? Won't be able to use EI from the deathmarks but you could use deepstrike normally. (the D.lord wouldn't get the wounding on 2+ ability either)

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in jp
Proud Triarch Praetorian





Alright, so they've gotta be danger close before running is even possible.
Gotcha.

It's a just-in-case scenario.
Most likely I'd be deep striking them together, but in situations where i might be facing something where I'd want to make use of EI (drop pods, etc.), I'd want to know what my options may be, even if they're a little ridiculous.

 
   
Made in us
Deranged Necron Destroyer





 skoffs wrote:
Alright, so they've gotta be danger close before running is even possible.
Gotcha.

It's a just-in-case scenario.
Most likely I'd be deep striking them together, but in situations where i might be facing something where I'd want to make use of EI (drop pods, etc.), I'd want to know what my options may be, even if they're a little ridiculous.


Yup. If you need a reference btw pg 166 of the brb under Independent character, 2nd paragraph under joining and leaving a Unit first sentence. Cheers and enjoy them death marks.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Space Wolves player.
With a bit of Deep strike luck on their side Deathmarks can completely ruin some of my favorite strategies, like, all the ones that revolve around Deep strike.

I don't break the rules but I'll bend them as far as they'll go. 
   
 
Forum Index » 40K General Discussion
Go to: