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Made in au
Regular Dakkanaut




 skoffs wrote:
Nebulas1 wrote:
Could do a vanguard a little like this-
Spoiler:


Zandrekh 180
Obyron 151
10 lychguard 300
10 lychguard 300
12 flayed ones 252
Deciever 225
Nightscythe 174
Nightscythe 174
3 Heavy Destroyers 225
Use grand deception to deploy the nightscythes up field, turn one drop out zandrekh and a squad of lychguard, ghost walk up obyron and the other lychguard infiltrate the flayed ones then go hard as you can on opponents. Spend a command point if needed to try and make sure you get what you need out of grand deception.

Still doesn't get the Flayed Ones closer. If there were a way to reliably get them into combat after they hit the table it would change everything. Until that way is figured out, not sure how well they'd work in this case, apart from psychological effect of having a bunch of CC guys real close to you that will probably require you attention (thus distracting attention away from the Lychguard).

Realistically, with all of the options, it looks like you can only get two CC units into that Alpha strike on average* (using a CP to reroll if 1). The only difference is the kind of support you want to go with them... and honestly, if you're using two Night Scythes, you might not even need N.Z and V.O (just have the Lychguard step out and walk up). Those HQ are not contributing much to that initial charge/attack as far as buffs go, so you could probably save a lot of points there by omitting them.

*If you manage a 3 for Grand Illusion, bring a shooty unit.


No doubt there is more efficient but nemesor and obyron can go after seperate charges themselves it depends or not if you want to commit to a full on assault army. I don't think any unit is proof from failing charges. If your willing to spend a CP though it does increase your chances significantly.


Automatically Appended Next Post:
Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.

This message was edited 1 time. Last update was at 2017/06/11 08:43:43


 
   
Made in jp
Proud Triarch Praetorian





Nebulas1 wrote:
Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.

Umm, Deathmarks must be at least 9" away from enemies when they hit the table. That's the same as Flayed Ones, so they're just as likely to fail their charge.

And for reference, as far as "[not] any unit is proof from failing charges", the most extreme version of the Deceiver Bomb puts any one unit within 1" of a chosen enemy.
Check this out-
Spoiler:
Zhandrekh in a Ghost Ark. Obyron next to Lychguard somewhere on the table. Deceiver anywhere.
Use Deceiver to stick Ghost Ark 12" away from enemy, with it's side facing the target.
Turn 1, movement phase, pivot the Ghost Ark so the front is now pointing at target. This will have gained you an inch or two. Disembark Zahndrekh 3", so that's about 5" closer, now. Walk him up, so that's 10". End of movement phase Obyron and Lychguard Ghostwalk within 6" of Zahndrekh... which gives you like 16" of total distance from where you first set up with the Deceiver... who was only 12" away from the enemy... you've still gotta be 1" away from enemy, but it's now impossible to fail the charge.
Actually, this would depend on whether pivoting a vehicle counts as moving it. If it does, then Zahndrekh just gets out without the extra 2" the pivot would have gotten you... which still gives you 14" of distance when you only needed 11".

This message was edited 1 time. Last update was at 2017/06/11 09:14:40


 
   
Made in no
Grisly Ghost Ark Driver





Something else entirely - you can use the Ghost Ark's repair barge ability on one and the same warrior unit more than once on a single unit a turn, right? If you bring two or more arks I mean.


Automatically Appended Next Post:
 skoffs wrote:
Nebulas1 wrote:
Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.

Umm, Deathmarks must be at least 9" away from enemies when they hit the table. That's the same as Flayed Ones, so they're just as likely to fail their charge.

And for reference, as far as "[not] any unit is proof from failing charges", the most extreme version of the Deceiver Bomb puts any one unit within 1" of a chosen enemy.
Check this out-
Spoiler:
Zhandrekh in a Ghost Ark. Obyron next to Lychguard somewhere on the table. Deceiver anywhere.
Use Deceiver to stick Ghost Ark 12" away from enemy, with it's side facing the target.
Turn 1, movement phase, pivot the Ghost Ark so the front is now pointing at target. This will have gained you an inch or two. Disembark Zahndrekh 3", so that's about 5" closer, now. Walk him up, so that's 10". End of movement phase Obyron and Lychguard Ghostwalk within 6" of Zahndrekh... which gives you like 16" of total distance from where you first set up with the Deceiver... who was only 12" away from the enemy... you've still gotta be 1" away from enemy, but it's now impossible to fail the charge.
Actually, this would depend on whether pivoting a vehicle counts as moving it. If it does, then Zahndrekh just gets out without the extra 2" the pivot would have gotten you... which still gives you 14" of distance when you only needed 11".


If you bring in Orikan too for 5++ in CC then you could perhaps go warscythes on the lychguard, it'd be nice to see how long that wreckingball rolls before it stops.


Automatically Appended Next Post:
Of course with the ghost ark, 10 lychguard, 3 HQs and the deceiver, most of your army is now committed, so the prospect of it stopping is a gloomy one

This message was edited 2 times. Last update was at 2017/06/11 10:11:40


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 skoffs wrote:
The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.


It's actually 9".

 Grimgold wrote:

5.) living metal is surprisingly meh, when I've had a vehicle or character die it's been the result of sudden concentrations of fire not as a result of ongoing damage. I was mad at first that only d-lords can take a phylactery now I don't even bother with it. Our opponents are not dumb, they know the best way to kill something is to overkill it. Living metal only works against incidental damage, and it doesn't really make our characters tougher. I've spent some time thinking on this, and the only way to make necron characters feel as tough as the rest of the army is to give them more wounds, and they are understandably reluctant to do that.


You know, I mentioned this point when the Necron stuff was first leaked and all I got was a lot of people telling me I was stupid and that Necron characters were more durable than they'd ever been in the history of 40k.

Anyway, instead of giving them more wounds, what if they allowed them to benefit from a special version of RP? Maybe they can only revive if there's a unit of Necrons within 3" of where they died? Or they can always revive, but only on a 6?

As it is, it's really weird that our basic infantry can revive any number of times but our HQ's revival circuits are all completely broken.


Wishlisting aside, if you're not taking a Phylactery on the Destroyer Lord, do you think it's worth getting a Resurrection Orb instead? Also, given their relative fragility, what weapons would you suggest on our HQs?

This message was edited 1 time. Last update was at 2017/06/11 10:23:28


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in nz
Dakka Veteran




 Actinium wrote:
Halfpast_Yellow wrote:
Eh, I don't know about that. 10 Gauss Immortals dropping out of a NightScythe can wipe out a full Tactical Squad in cover in one turn. You can kite them with 10 Tesla Immortals at 24" but you're only plinking 2 out a turn with their 2+ cover saves. I can see a reason to take Gauss in some lists.


Isn't it 20 shots, 13.33 hits, 8.88wounds, 4.44 failed saves so about 4 or 5 dead in that scenario rather than a full 10? Also i said 2+ saves is specifically what gauss is better at and with the new terrain rules making you fit all models of a unit inside cover to get the armor bonus i don't think it will be totally ubiquitous. Meanwhile tesla is flat even with averaged gauss against 3+ saves, better against 4+ and much better at 5+ and 6+. With targeting relay and MWBD gauss is still better against 2+ saves but now tesla is better even against 3+ saves as well as all the higher saves.


I think if you get 5 down off the rapid fire you can charge for an extra 1, and/or find Tesla off a Nightscythe for 1, so either way you get 6+ casualties in the turn forcing a pretty tough Morale test even for SM with their reroll.

Instead of Nightscythe+10 Gauss Immortals you might have 20 Tesla Immortals for the same points, and it takes them 3 turns to blast them out.

It's different tools, Tesla Immortals are going to be great for clearing screens and swarms and the like, but I can see the point to fast deploy Gauss Immortals for 'take and hold' scenarios.
   
Made in jp
Proud Triarch Praetorian





 vipoid wrote:
 skoffs wrote:
The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy)
So

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 skoffs wrote:
 vipoid wrote:
 skoffs wrote:
The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy)
So


Except that you have to place them "more than 9" away" (emphasis mine).

If they are exactly 9" away, then they have been placed illegally.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ie
Deranged Necron Destroyer





The damage characteristic doesn't do anything against single wound models like nids, orks, genestealers? Damage only removes multiple wounds from models with multiple wounds, as in monsters and vehicles and sometimes heavier infantry like bikes and terminators
Good point. Over looked that a small bit.

Getting to double your hits against blobs is a nice bonus that lets the ark be more flexible in what it can shoot at to make up for how inflexible it is at moving which is a big point in its favor vs heavy destroyers who can do very little against something like a genestealer swarm. I also really hope the low power shot gets errata'd to also become a d6 against 10+ model units because it's really not a half bad front line tank in a pinch with those flayer arrays even with the negative hit modifier, and the low power shot was always the same large blast template size as the full power shot and most of the other cannons that have translated into d6 hit profiles.

When I 1st read the description I honestly thought it affected both till I re-read it yesterday. It would be a really good buff as the DDA will be a good "horde" control unit in both long and medium/short range.

I think i am going to place my DDA last on the table when I set up games so I can position the DDA in the safest and most destructive way possible.

A moving DDA is really good imo. its damage output suffers a small bit but its still reliable with its 2 Gauss Flayer Arrays.

I am also starting to like the Anni Barge. If equipped with both "Two Tesla Destructors" and "Tesla Cannon" it puts out a lot of shots that will also be good against horde armies. I would take the Gauss Cannon but it costs a bit more then the tesla so im stuck between which to use. The Gauss cannon is good with ap - 3 and its d3 wounds. But, its also Heavy 2 so if you move you will have to hit with -1 modifier.

I think Tesla Cannon is the better option with it being Assault and having the chance to do 3 hits on a every 6+.



This message was edited 1 time. Last update was at 2017/06/11 10:55:27


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in jp
Proud Triarch Praetorian





 vipoid wrote:
 skoffs wrote:
 vipoid wrote:
 skoffs wrote:
The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy)
So

Except that you have to place them "more than 9" away" (emphasis mine).
If they are exactly 9" away, then they have been placed illegally.

Egad!


(regardless, it's still too far to reliably risk trying to charge the turn they come in. You can try, but that's a pretty big gamble for what could possibly be quite an expensive unit)

This message was edited 1 time. Last update was at 2017/06/11 10:56:05


 
   
Made in au
Regular Dakkanaut




I suggested deathmarks because while they may fail the real benefit is their shooting, being able to charge is just a bonus.
   
Made in jp
Proud Triarch Praetorian





You could do both:
A unit of 10 Deathmarks at 10-11" away, with a unit of 10+ Flayed Ones at 9.01" to act as a very intimidating screen.
Rapid fire into whatever and then maybe attempt to charge... if you're feeling daring.

 
   
Made in no
Grisly Ghost Ark Driver





If the flayed ones fail the charge, and next turn get shot at, then charged themselves, the deathmarks suffer a big risk of being sucked into that cc through pile ins etc.

But for a flanking operation, against weak spots in the enemy defense line, this could perhaps be a nice card to keep up the sleeve till when the game opens up after a few turns.
   
Made in it
Shas'la with Pulse Carbine





Quick list I drafted after reading all the suggestions here:

Spoiler:

2000 points
Supreme Command Detachment

- Nemesor Zandrekh [in Ghost Ark]
- Vargard Obyron
- Destroyer Lord [Hyperphase Swords]
- C'Tan Shard of the Deceiver

Spearhead Detachment

- Anrakyr the Traveller
- 10 Lychguard [Warscythe]
- 3 Heavy Destroyers
- 3 Heavy Destroyers
- 3 Heavy Destroyers

Total: 1995 pts, 5 CP

Classic Deceiver bomb: the Ark gets moved by the Deceiver, Anrakyr too with a 2 on the D3.
If Anrakyr remains where he is deployed, he uses MWBD on the Lychguard
Start of the turn, Zandrekh disembarks and gets 3" closer (9,01" now). Everyone (C'Tan, Ark, Zandrekh and, if present, Anrakyr) moves closer (4,01" now).
Obyron teleports him and the Lychguard to Zandrekh, within 6" of him (1,01").
Everyone shoots, the C'Tan uses its power, Anrakyr uses his Tachyon Arrow regardless of his position and if he is close he uses Mind in the Machine.
Lychguards charge, characters charge or perform an Heroic Intervention. The Lychguards either have 30 Attacks (if Anrakyr is there) or WS 2+ (if he is not and he used MWBD), with S7 Ap-4 D2 there are few units who would survive this alpha strike.

I could drop a pair of Heavy Destroyers for some Scarabs or Wraiths as a screen for enemy deepstriking units.


 
   
Made in jp
Proud Triarch Praetorian





If you're crazy you could go for an all out, "every single thing you have hits their side of the table" first turn Alpha strike.
It would involve some (but not all, that's way too expensive):
- Deceiver
- Night Scythes/Monolith(s)
- Lychguard
- Deathmarks
- Flayed Ones
- Doomsday Arks (not physically ON that side of the table, but their guns could reach it)
- Heavy Destroyers/HGC Stalkers (maybe. They're fast enough, and their guns might just be able to reach, so 46" threat range)

Pretty much devote everything in hopes of causing enough damage in that one turn that your opponent won't be able to recover... high risk, but high reward.
All In - v.1:
Spoiler:
[Vanguard]
HQ-
-Anrakyr[167pts]
Elites-
-Deceiver [225pts]
-10x Deathmark [200pts]
-10x Lychguard (WS) [300pts]
-10x Lychguard (WS) [300pts]
-Triarch Stalker (HGC) [181pts]
Fast Attack-
-5x Scarab [65pts]
Heavy Support-
-Doomsday Ark [203pts]
Flyer-
-Night Scythe [174pts]
-Night Scythe [174pts]

=1989

All In - v.2:
Spoiler:
[Vanguard]
HQ-
-Anrakyr[167pts]
Elites-
-Deceiver [225pts]
-10x Deathmark [200pts]
-10x Lychguard (WS) [300pts]
-10x Lychguard (WS) [300pts]
Fast Attack-
-3x Scarab [39pts]
Heavy Support-
-Monolith [381pts]
-Monolith [381pts]

= 1993

With that second one only having 8 units, you're pretty much guaranteed to have to first turn initiative (... unless they seize, like Reecius did to Frankie, in which case it'll be an utter disaster)

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Chaps, I've got this in mind for a 1500pt list:

Destroyer Lord w/ Warscythe, Phylactery
Cryptek
15 Warriors
15 Warriors
10 Immortals
3 Destroyers + Heavy Destroyer
3 Destroyers + Heavy Destroyer

That comes to 1332pts

The D. Lord goes with the Destroyers, the Cryptek goes with the Warriors and Immortals.

My question is, how do you think I should finish this list off?

I could add any one of the following:
- Anrakyr the Traveller
- A regular Overlord (maybe with a few scarabs to fill in the points)
- A Triarch Stalker
- 4 Wraiths

Basically, I'm not sure whether to add another buff to the central Warrior/Immortal block (and if so, which one) or whether to take something like Wraiths to give me an independent unit.

Also, would you recommend Gauss or Tesla on the Immortals?

Advice would be most welcome.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in jp
Proud Triarch Praetorian





 vipoid wrote:
Chaps, I've got this in mind for a 1500pt list:
Spoiler:


Destroyer Lord w/ Warscythe, Phylactery
Cryptek
15 Warriors
15 Warriors
10 Immortals
3 Destroyers + Heavy Destroyer
3 Destroyers + Heavy Destroyer

That comes to 1332pts

The D. Lord goes with the Destroyers, the Cryptek goes with the Warriors and Immortals.

My question is, how do you think I should finish this list off?

I could add any one of the following:
- Anrakyr the Traveller
- A regular Overlord (maybe with a few scarabs to fill in the points)
- A Triarch Stalker
- 4 Wraiths

Basically, I'm not sure whether to add another buff to the central Warrior/Immortal block (and if so, which one) or whether to take something like Wraiths to give me an independent unit.

Also, would you recommend Gauss or Tesla on the Immortals?
Advice would be most welcome.

Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.

Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Alternatively, you could give the D.Lord a Sword and get your Immortals a Night Scythe... not as good an idea as the Overlord + Scarabs, but it's an option.

This message was edited 1 time. Last update was at 2017/06/11 14:18:27


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 skoffs wrote:

Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.

Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).


Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).

With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in jp
Proud Triarch Praetorian





 vipoid wrote:
Spoiler:
 skoffs wrote:
Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.

Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).

With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?

It's not a BAD idea, it's just not as good as sticking him with dedicated CC units, where that extra attack he gives out will really shine.
Quickly throwing together a list based on yours, yeah, it looks like it will make a decent lower points level TAC army.
Spoiler:
[Battalion]
HQ-
- Overlord (Staff) - 119
- Cryptek - 104
Troops-
- 15 Warriors - 180
- 10 Immortals (Tesla) - 170
- 10 Immortals (Gauss) - 170

[Outrider]
HQ-
- D.Lord (Staff, Orb) - 177
FAST-
- 3 Destroyers + 1 Heavy - 264
- 3 Destroyers + 1 Heavy - 264
- 4 Scarabs - 52

= 1500 exactly
You could probably swap the Overlord's staff out for a Warscythe here, if you wanted.

This message was edited 1 time. Last update was at 2017/06/11 14:41:35


 
   
Made in us
Loyal Necron Lychguard




Remember, one of the nice things about the Deceiver is that you just redeploy him plus 1d3. They don't have to go together, and they don't have to go exactly 12" away. You can use it to just redeploy Gauss Immortals in ruins in the middle of the map, or shift a unit out of Line of Sight from something that counterdeployed.

If he doesn't use the redeploy himself, he can also charge, so you can also leave him in your DZ with some Wraiths and Scarabs to follow up the redeploy with melee.


As for general deployment shenanigans, the Night Scythe can be a tricky low-drop tool. Think about this: put 2 Night Scythes on the table, 4 Immortal units on the Tomb World. On T1, before moving, just plop 2 units of Tesla Immortals in Ruins on your side of the map. You just saved 2 Deployment drops and got the same result as deploying them.

Since Heavy Destroyers are also Infantry and generally just set up in the backfield, you can put them up in the Tomb World and then drop them out of whichever Scythe is best on T1.
   
Made in no
Grisly Ghost Ark Driver





Don't reserves count towards the unit deployment drop?
   
Made in pl
Fresh-Faced New User




 skoffs wrote:
 vipoid wrote:
Spoiler:
 skoffs wrote:
Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.

Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).

With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?

It's not a BAD idea, it's just not as good as sticking him with dedicated CC units, where that extra attack he gives out will really shine.
Quickly throwing together a list based on yours, yeah, it looks like it will make a decent lower points level TAC army.
Spoiler:
[Battalion]
HQ-
- Overlord (Staff) - 119
- Cryptek - 104
Troops-
- 15 Warriors - 180
- 10 Immortals (Tesla) - 170
- 10 Immortals (Gauss) - 170

[Outrider]
HQ-
- D.Lord (Staff, Orb) - 177
FAST-
- 3 Destroyers + 1 Heavy - 264
- 3 Destroyers + 1 Heavy - 264
- 4 Scarabs - 52

= 1500 exactly
You could probably swap the Overlord's staff out for a Warscythe here, if you wanted.


What would you recommend for a 1000 point list in this style?
   
Made in us
Loyal Necron Lychguard




torblind wrote:
Don't reserves count towards the unit deployment drop?


Not when you put them in the Scythe. You can deploy as many units on the Tomb World as you want at the same time that you put down the flyer (or Monolith for that matter)
   
Made in jp
Proud Triarch Praetorian





Maaxqatsi wrote:
 skoffs wrote:
Quickly throwing together a list based on yours, yeah, it looks like it will make a decent lower points level TAC army.
Spoiler:
[Battalion]
HQ-
- Overlord (Staff) - 119
- Cryptek - 104
Troops-
- 15 Warriors - 180
- 10 Immortals (Tesla) - 170
- 10 Immortals (Gauss) - 170

[Outrider]
HQ-
- D.Lord (Staff, Orb) - 177
FAST-
- 3 Destroyers + 1 Heavy - 264
- 3 Destroyers + 1 Heavy - 264
- 4 Scarabs - 52

= 1500 exactly
You could probably swap the Overlord's staff out for a Warscythe here, if you wanted.

What would you recommend for a 1000 point list in this style?

Depends, what do you want it to do?
Normally TAC lists want to fulfill certain requirements:
- fast objective capturers
- durable units
- anti-horde
- anti-elite
- anti-vehilce/monster
- anti-characters (previously anti-deathstars)

With only a thousand points, it's going to be almost impossible to check everything off the list.
So really, at that point level you probably have to pick two or three things and commit to them.

You'd be able to make a smaller version of the above, but it wouldn't really excel at anything, just be average-
Spoiler:
[Battalion]
HQ-
- Lord (Warscythe) - 84
- Cryptek - 104
Troops-
- 14 Warriors - 168
- 10 Immortals (Tesla) - 170
- 10 Immortals (Gauss) - 170
FAST-
- 3 Destroyers + 1 Heavy - 264
- 3 Scarabs - 39

= 999

This message was edited 1 time. Last update was at 2017/06/11 16:47:07


 
   
Made in pl
Fresh-Faced New User




I think missing out on Overlord+Tesla Immortals is a shame. I usually face a few vehicles/monsters or horde armies.
   
Made in jp
Proud Triarch Praetorian





Maaxqatsi wrote:
I think missing out on Overlord+Tesla Immortals is a shame. I usually face a few vehicles/monsters or horde armies.

Well, if you need anti-horde, Tesla is probably best. Throw in a Stalker for Vehicle/Monster hunting and it'll really make Tesla shine.
Maybe try:
Spoiler:
[Battalion]
HQ-
- Overlord (Sword) - 104
- Cryptek - 104
Troops-
- 9 Immortals (Tesla) - 153
- 9 Immortals (Tesla) - 153
- 12 Warriors - 144
Fast-
- 4 Tomb Blades (Tesla) - 168
Elite-
- Stalker (Heat Ray) - 171

= 997
You could replace the Tomb Blades with a Night Scythe if you drop another Warrior as well. You'll be able to upgrade the Overlord with a Warscythe then, too.
Issue then will be less shots, but more powerful.

 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

After my game against a good Yannari player today (victory!) I think I'm just going to double down on what works. Crypteks, warriors blobs (15 seems to be the magic number), doomsday arks, annihilation barges. Overlord and MYBD is great but I just don't think it's great enough over all a cryptek offers. The adds are to support those units which are triarch stalkers and I'm thinking praetorians for counter charge. List I'm thinking of now.

Spoiler:

HQ: 351
Orkian (143)
Cryptek (104)
Cryptek (104)

Elites: 607
Triarch Stalker (181): Dual heavy Gauss
Triarch Stalker (181): Dual heavy Gauss
7 Praetorians (245): Rods

Troops: 540
15 Warriors (180)
15 Warriors (180)
15 Warriors (180)

Heavy Support: 495
Doomsday Ark (203)
Annihilation Barge (146): Tesla
Annihilation Barge (146): Tesla

Total: 1993

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Grisly Ghost Ark Driver





4th Obelisk On The Right

Instead of building lists that try to maximize the chances of first turn assaults and alpha strikes, has anyone attenpts to build a two phase hammer and anvil strategy?

Peering into other tactics threads and it seems alpha is the desired go to. I was thinking of maybe working on a list that bets to recieve alpha strike attempts on my anvil and then deepstrikes the hammer in behind the alpha strike. Catching it on a two front attack.

I don't know enough about the future 8th meta to understand if that could ever work though.

 
   
Made in at
Fresh-Faced New User




Quick question about the deathmarks.

A unit of Deathmarks could deepstrike after a droppod arrived on the battlefield but, according to the rules, they could only shoot on the droppod itself, not the unit that disembarked from the vehicle.

Do I understand the rules correctly? Is this merely an oversight (and could be clarified in an upcoming FaQ) or intended?
   
Made in us
Been Around the Block




One thing I haven't seen discussed much is the new Particle Shredder has a pretty solid profile.

24" Heavy 6 S7 AP -1 D3

That's really not bad at all. Also a good 23 points cheaper then the twin HGCs.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Shadar_Logoth wrote:
One thing I haven't seen discussed much is the new Particle Shredder has a pretty solid profile.

24" Heavy 6 S7 AP -1 D3

That's really not bad at all. Also a good 23 points cheaper then the twin HGCs.


You might be onto something there. It's a pretty perfect anti tank profile except against T8.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
 
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