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Made in us
Quick-fingered Warlord Moderatus




Fort me it comes down to plasmancer or hexdestroyer for that roll. Hex destroyer seems better for the cost but in almost every list that +5 points over the plasmancer is a deal breaker.


That's where I am too. Plasmancer either needs a points drop (I said 15 but that's probably too much honestly), OR he needs to do more damage with his special abilities. If Living Lighting did D3 mortal wounds maybe?


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in gb
Dakka Veteran





Nah no way. Chronomancer is the best Cryptek and is the only one that's definitely worth the points lol. It has 4++ and grants 5++ to anything in your dynasty and they can reroll charges. It has a native 8" move and the Entropic Lance isn't bad. The Technomancer on the other hand just seems like it's undercooked. Great if you're just gonna babysit 3 Doomstalkers, underwhelming otherwise
   
Made in gb
Longtime Dakkanaut




I think Chronomancer/Technomancer is the best combination right now. The 5++ is amazing and the Entropic Lance is actually a dangerous weapon and the Arkana that slows charges can be pretty clutch too.

The Technomancer isn't as good overall but the synergy with the Canoptek units seems pretty good and resurrecting D3 Warriors a turn is not bad either, if you can keep the unit alive.
   
Made in us
Longtime Dakkanaut




The big problem with the plasmancer is there's no point to it if it isn't efficient, because it doesn't do anything but damage. The unit has no reason to exist except its mathhammer abilities, and so it's really a big blow against it that it doesn't mathhammer well.

Contrast that with the other crypteks, which all have reasons you might want to take one other than pure math. Something like the psychomancer is the ultimate example of this. It does very little from a mathhammer perspective at all, and on top of that it's difficult to use because of the 12" range and the fact its ability goes off in the morale phase. But it offers four different debuffs, most of which you cannot get anywhere else in the codex. So there is a reason you might take the model, even if you're not convinced it's the most efficient use of points.

The plasmancer is badly designed because it's a mathhammer HQ, and HQ units should not be mathhammer units because then you are left with them either being auto-takes or never-takes.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah if the plasmancer had an offensive ability that benefited other units he would be more plausible.

Such as a +1 to wound modifier on a unit he hits with his mortalwound attack for future units that attack that target. Since its locked to closest unit it would be difficult to have it hit something of high value, but still be pretty potent.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

 Vineheart01 wrote:
Yeah if the plasmancer had an offensive ability that benefited other units he would be more plausible.

Such as a +1 to wound modifier on a unit he hits with his mortalwound attack for future units that attack that target. Since its locked to closest unit it would be difficult to have it hit something of high value, but still be pretty potent.


I would have liked to see his aura energize nearby core units or something, like adding an extra dice when you roll for RP.


On topic, I think I could see plasmancers in a MW heavy list or in smaller point games, other than that, I'm just not a fan. The other Crypteks are just much better overall and I really only like to run about 3 HQs max in my Necron lists.

How is everyone's meta shaping up on Vehicles? I'm really starting to consider just filling my Heavy slot with 3x 1 LHD with the Destructor and calling it a day.


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in us
Irked Necron Immortal



Colorado

For me, I'll be taking 2 DDA's and the Void Dragon to shore up my AT.

This message was edited 1 time. Last update was at 2020/11/07 12:19:49


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Pile of Necron Spare Parts





So, I'm curious to hear what everyone thinks about the classic FW model, the gauss pylon. I think it's probably slightly weaker, having lost macro, but it still does extremely respectable damage at d3+6 damage on its gun. I really want to build a list with one as the centerpiece. Any advice?
   
Made in us
Longtime Dakkanaut




Unfortunately the Gauss Pylon suffers from all the problems of the monolith, but even worse, since it can't move at all. It's so massive you can't bring it down where you want to because it's so easy to screen out, it can't hide, things can hide from it, etc etc. It does get its own 5++ I guess so that's something, but obscuring is a massive nerf to its ability to contribute to a fight - if the opponent doesn't want to kill it, they can just force it to come down somewhere where it can't draw LOS to what it wants to.
   
Made in es
Wicked Wych With a Whip





Hey guys!

As Necrons already have a dex and my other armies are in stand by, I just dusted off my 1000pts of Necrons from 7th edition. Are my units considered good? I wanted to start a Crusade with it.

I have:

Overlord
Cryptek (the old resin one)

10 (12, because of weird box back in the day) Warriors with cool green plastic weapons
5 Gauss Immortals
5 Tesla Immortals

5 Shieldguard
1 Triarch Stalker

3 Scarab Swarms
3 Tomb Blades

If I wanted to expand it to 2000 pts, where should I go?

Thank you!

The Bloody Sails
 
   
Made in be
Regular Dakkanaut




Thats a nice start.
I would expand your lycheguard to 10
More warriors so you have a unit of 20
Maybe a box of wraits

And then something you just like. You could add a ctan
Maybe some more tomb blades if you like them. Its up to you
Maybe a dda or doomstalker, best 2
   
Made in be
Regular Dakkanaut




In a few days my first game.
Wanted to try a theme based around warriors and because i have to model, try the reanimator.

Here is the list:
Spoiler:

Necrons silver tide 2k (Warhammer 40,000 9th Edition) [100 PL, 8CP, 1,995pts]Battalion Detachment 0CP (Necrons) [100 PL, 8CP, 1,995pts]Configuration [12CP]Battle Size [12CP]

Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Detachment CPDynasty Choice

Selections: Dynasty: Novokh

HQ [18 PL, -4CP, 375pts]Catacomb Command Barge [9 PL, -2CP, 185pts]
Selections: Gauss Cannon [5pts], Hand of the Phaeron [-2CP], Relic: Orb of Eternity, Resurrection Orb [30pts], Warlord, Warlord Trait (Codex 1): Enduring Will, Warscythe [5pts]

Crypteks [4 PL, -1CP, 90pts]Technomancer [4 PL, -1CP, 90pts]
Selections: Canoptek Control Node [15pts], Rarefied Nobility [-1CP], Staff of Light, Warlord Trait (Codex 4): Thrall of the Silent King

Lord [5 PL, -1CP, 100pts]
Selections: Dynastic Heirlooms [-1CP], Relic: Voltaic Staff, Resurrection Orb [30pts], Staff of Light

Troops [28 PL, 605pts]Immortals [4 PL, 85pts]
Selections: Gauss Blaster, 5x Immortal [85pts]

Necron Warriors [12 PL, 260pts]20x Necron Warrior (Gauss Flayer) [260pts]
Selections: 20x Gauss Flayer

Necron Warriors [12 PL, 260pts]20x Necron Warrior (Gauss Reaper) [260pts]
Selections: 20x Gauss Reaper

Elites [20 PL, 390pts]Canoptek Reanimator [6 PL, 110pts]
Selections: 2x Atomiser Beam, Reanimator's Claws

Lychguard [14 PL, 280pts]
Selections: 10x Lychguard [280pts], Warscythe

Fast Attack [19 PL, 340pts]Canoptek Scarab Swarms [4 PL, 60pts]4x Canoptek Scarab Swarm [60pts]
Selections: 4x Feeder Mandibles

Canoptek Wraiths [10 PL, 175pts]5x Canoptek Wraith (Claws) [175pts]
Selections: 5x Vicious Claws

Canoptek Wraiths [5 PL, 105pts]3x Canoptek Wraith (Claws) [105pts]
Selections: 3x Vicious Claws

Heavy Support [7 PL, 140pts]Canoptek Doomstalker [7 PL, 140pts]
Selections: Doomsday Blaster, Twin Gauss Flayer

Dedicated Transport [8 PL, 145pts]Ghost Ark [8 PL, 145pts]
Selections: 2x Gauss Flayer Array

Doomsday blaster stay on backfield with technomancer and reanimator, screend by a unit of warriors with flayers.

Lord with reaper warriors and ghost ark move up the board.

Ccb with lychguard move up the middle board with the small wrait unit zs bzckup
The other 5 wraits go harras.

Immortals and swarm take any other backfield obj.

Novok because of the many cc units and for warriors who probably get in cc to.

Any smal chances you would advise? Warlord traits or cryptek arcana?
   
Made in fi
Locked in the Tower of Amareo





Barcha wrote:
So, I'm curious to hear what everyone thinks about the classic FW model, the gauss pylon. I think it's probably slightly weaker, having lost macro, but it still does extremely respectable damage at d3+6 damage on its gun. I really want to build a list with one as the centerpiece. Any advice?


It got hurt with missions and obscuring terrain. You couldn\t even count on having anything to shoot in 8e. And now with midfield being the king immobile hurts. You can spend entire game not seeing anything even remotely worth shooting.

Unless you KNOW you face 18+ wound models or flyers it just ain't going to make much of a dent.

2024 painted/bought: 109/109 
   
Made in us
Irked Necron Immortal





Jackson, TN

 wuestenfux wrote:
Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).


This weekend I got in a batch of 1k games and was trying out the other Traditions. But kept the 6" early move.

Obsec was good as we already know. But mostly was not needed as much as I wanted it to be.

Rad-wreathed was great in my Canoptek army. Was able to force enough kills with just scarabs and wraiths that the objectives were easily grabbed and protected. Smaller unit of Warriors that I Veild into the opponent's deployment zone were actually killing high toughness units in melee when backed up by a Technomancer that kept bringing back dead warriors.

A similar situation with my detachment that had a mix between scarabs/Warriors/Tomb Blades that took Unyielding. Was forced to shoot off the defenders, then the 6++ saved a lot of scarabs from weapons that would normally auto damage them, and again, was able to survive and push off the enemy from objectives. I did not miss ObSec at all.

None of the others were too impactful in the games they were used in.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Draco765 wrote:
 wuestenfux wrote:
Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).


This weekend I got in a batch of 1k games and was trying out the other Traditions. But kept the 6" early move.

Obsec was good as we already know. But mostly was not needed as much as I wanted it to be.

Rad-wreathed was great in my Canoptek army. Was able to force enough kills with just scarabs and wraiths that the objectives were easily grabbed and protected. Smaller unit of Warriors that I Veild into the opponent's deployment zone were actually killing high toughness units in melee when backed up by a Technomancer that kept bringing back dead warriors.

A similar situation with my detachment that had a mix between scarabs/Warriors/Tomb Blades that took Unyielding. Was forced to shoot off the defenders, then the 6++ saved a lot of scarabs from weapons that would normally auto damage them, and again, was able to survive and push off the enemy from objectives. I did not miss ObSec at all.

None of the others were too impactful in the games they were used in.

Good call. Thanks for pointing out.

My tourney army in the 6th and 7th had a core elements 20 Warriors and 20 Immortals backing up 3x5 Wraiths.
My new army will also center around Wraiths and other Canoptek units.
Here both, ObSec and Radwreathed are decent.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Irked Necron Immortal



Colorado

What do you guys think about using the Hexmark Destroyer to drop in to grab objectives or psychological utility?

This message was edited 1 time. Last update was at 2020/11/09 18:25:31


 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

v0iddrgn wrote:
What do you guys think about using the Hexmark Destroyer to drop in to grab objectives or psychological utility?


If the Meta wasn't largely based on MEQ and 2W type models, I feel like the Hexmark may have a place. Right now, it just doesn't pull enough weight. No one is scared of a Hexmark deploying to their backlines.

If the Meta shifts, I could maybe see it. It'd have to be a solid shift though

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Irked Necron Immortal



Colorado

What about giving him the relic pistol? Moreover, I was mainly suggesting sniping objectives not killing stuff so much. Although, i can imagine the hilarity of giving him the Novokh WL trait.

This message was edited 1 time. Last update was at 2020/11/09 21:13:14


 
   
Made in fi
Locked in the Tower of Amareo





 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


Then again if he's doing vp generating actions he IS enticing target.

2024 painted/bought: 109/109 
   
Made in pl
Regular Dakkanaut






Triarch Praetorians in 5 or 10 models unit?
10 feels to big to hide and to squeez in tight combats. 5 feels to easy to delete in shooting.

Rest of army are 2x 20 Warriors blobs, command barge, cryptek, heavy destroyers. It needs some counter mele units and Flayed Ones are not fast enough.
   
Made in gb
Longtime Dakkanaut




 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


My experience so far with 9th says that doesn't really work. Either he's generating VPs and therefore a target or not doing anything and therefore pretty useless. You're unlikely to be able to drop one onto an objective since any competent opponent knows you have one waiting and can easily screen out their own objectives and likely do the same for the central objectives too in most cases, especially those central objectives your army isn't already moving towards.

A Hexmark's defensive profile is fine but not so good that they're difficult to kill with only minor inconvenience. As others have said, against not-SM they're potentially much better but the meta is crawling with T4+ targets with good saves and that's not a scenario that favours the Hexmark.
   
Made in de
One Canoptek Scarab in a Swarm




Slipspace wrote:
 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


My experience so far with 9th says that doesn't really work. Either he's generating VPs and therefore a target or not doing anything and therefore pretty useless. You're unlikely to be able to drop one onto an objective since any competent opponent knows you have one waiting and can easily screen out their own objectives and likely do the same for the central objectives too in most cases, especially those central objectives your army isn't already moving towards.

A Hexmark's defensive profile is fine but not so good that they're difficult to kill with only minor inconvenience. As others have said, against not-SM they're potentially much better but the meta is crawling with T4+ targets with good saves and that's not a scenario that favours the Hexmark.


The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

With the new FW index, I'm wierdly liking the Tomb Stalker. A mere 90pts get you a fast and fairly deadly monster. Ya it's BS/WS 4 now but the low cost makes up for it. Seems like a cheap distraction carnifex and great in a Novokh list.

This message was edited 1 time. Last update was at 2020/11/10 14:46:29


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 de
Numberless Necron Warrior




Bremen

Hey,

with the online release of Legends, I came across a problem with the Tomb Citadel Walls:
https://www.warhammer-community.com/wp-content/uploads/2020/11/ROlabv2jfo8uNWLJ.pdf

1. Is it even possible to set this unit up when the advised terrain density is one terrain piece per 12x12 area? The old rules had some special deployment rules and interconnectivity of multiple citadels wich is both gone. Would be easy to let it be deployed in your deployment zone and removing all preplaced terrain in that area except mission markers.

2. And if it is possible how limited is it's placeability: the rulebook specifies that a unit overstepping it's deployment zone due to it's size cannot attack etc. in it's first round but doesn't specify any terrain related spacial issues.

3. What is it with the point cost of 760 without gun emplacements, while simultaneously reducing it's bonusses - maybe too early to tell.. but that point cost is definitely not acceptable!

4. It seems just so lazy and undercooked for such a cool model that i personally really love and would love to use more but how do you want to compete at that point price?

I already mentioned it on their facebook page and hope it will be adressed as other problems have been adressed such as a missing transport capacity for the gorgon transport. https://www.facebook.com/warhammer40000uk/posts/2804011793252775
Any ideas, do I miss something with placing terrain or setting up big units?
Wish you all well in the pandemic!
-A-

This message was edited 1 time. Last update was at 2020/11/10 16:32:27


9,500pts 
   
Made in us
Omnipotent Necron Overlord






Cynista wrote:
Nah no way. Chronomancer is the best Cryptek and is the only one that's definitely worth the points lol. It has 4++ and grants 5++ to anything in your dynasty and they can reroll charges. It has a native 8" move and the Entropic Lance isn't bad. The Technomancer on the other hand just seems like it's undercooked. Great if you're just gonna babysit 3 Doomstalkers, underwhelming otherwise

I pretty much ignore the melee weapon on a unit with 1 attack. Because it is pretty much worthless and you should never actually use it. RR charge is not terrible but realistically it is also just a baby sitter unit like the techno.

Put Chrono with 6 skorp destroyers and walk up the field. Pretty pricey for that though - i mean you could just take almost 3 more destroyers for his cost. Techno on the other hands with 3 doom stalkers actually nets you an efficiency bonus and can bring back core units every turn. 5++ is just not that good - a kustom force feild does this in a giant aura on units that have no save at all...it's really not even a fair comparison - the crono is bad compared to a big meck with a KFF.

Don't see the hate on the plasmamancer. "All he does is do damage" Great - just what I want my units to do. Characters with good shooting attacks are always good because they can't be removed except by snipers. Plus a little mortal wound damage is always nice to have in your pocket. Plus veil caddy. Crono can do this job pretty good too. ESP with warrior but I usually try to keep suicidy options cheaper.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in fi
Locked in the Tower of Amareo





 Henker-Kind wrote:
Hey,

with the online release of Legends, I came across a problem with the Tomb Citadel Walls:
https://www.warhammer-community.com/wp-content/uploads/2020/11/ROlabv2jfo8uNWLJ.pdf

1. Is it even possible to set this unit up when the advised terrain density is one terrain piece per 12x12 area? The old rules had some special deployment rules and interconnectivity of multiple citadels wich is both gone. Would be easy to let it be deployed in your deployment zone and removing all preplaced terrain in that area except mission markers.

2. And if it is possible how limited is it's placeability: the rulebook specifies that a unit overstepping it's deployment zone due to it's size cannot attack etc. in it's first round but doesn't specify any terrain related spacial issues.

3. What is it with the point cost of 760 without gun emplacements, while simultaneously reducing it's bonusses - maybe too early to tell.. but that point cost is definitely not acceptable!

4. It seems just so lazy and undercooked for such a cool model that i personally really love and would love to use more but how do you want to compete at that point price?

I already mentioned it on their facebook page and hope it will be adressed as other problems have been adressed such as a missing transport capacity for the gorgon transport. https://www.facebook.com/warhammer40000uk/posts/2804011793252775
Any ideas, do I miss something with placing terrain or setting up big units?
Wish you all well in the pandemic!
-A-


Wasn't the model like 2'x2' square? So even in 8e hopeless to field in tournament.

Model was made for collectors and not games. Gw doesn't even want gameis to buy resin rather than plastic. This was for those who just buy cool models without spamming something. Resin is optimal for models for that target group

2024 painted/bought: 109/109 
   
Made in us
Irked Necron Immortal



Colorado

savemelmac wrote:

The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.
You can always give the Hexmark Enduring Will for a little more tankiness if you need to weather some incoming firepower. It's actually very enticing to force my opponent to direct resources to remove him. I'm thinking of using him to drop in to score line breaker since screening out your entire deployment zone from a single model seems a bit tougher to do and if you are doing it then you're spending your time in your deployment zone and not anywhere else on the board.

This message was edited 1 time. Last update was at 2020/11/10 18:47:35


 
   
Made in us
Omnipotent Necron Overlord






v0iddrgn wrote:
savemelmac wrote:

The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.
You can always give the Hexmark Enduring Will for a little more tankiness if you need to weather some incoming firepower. It's actually very enticing to force my opponent to direct resources to remove him. I'm thinking of using him to drop in to score line breaker since screening out your entire deployment zone from a single model seems a bit tougher to do and if you are doing it then you're spending your time in your deployment zone and not anywhere else on the board.
It is actually a pretty good idea to use him that way I think. For pretty cheap he could really make a mess of cheap back line units trying to score objectives. His melee profile isn't bad vs those unit and he can still shoot at them if hes locked in!.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
 
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