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Made in us
Evasive Eshin Assassin






So since i have 9 now whats the general consensus on them?
Best tactics for them?
   
Made in us
Decrepit Dakkanaut




They look too slow

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Gargantuan Gargant






They're solid but only when they're backed up by consistent use of Whirling Onslaught to deal with the dakka in the current meta and protection via Chronomancer for the charge rerolls and the sweet, sweet 5++ save.

You more or less have to leverage terrain and move them into position to challenge central objectives, they're certainly not bad but I don't feel like they're a must-take, you have to have an army build that already supports their use.
   
Made in us
Decrepit Dakkanaut




Didn't the charge rerolls only apply to CORE units or am I misremembering?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Evasive Eshin Assassin






I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?
   
Made in gb
Longtime Dakkanaut




I think the general view is to line up to go after an objective. If you go first you can advance on to it and force people to attack them.

If you go second, and your opponent moves on to the objective then great, as you should be looking at an easy charge and they should make a mess of most things on average luck.

With 8" movement you should definitely be hitting something valuable turn 2 unless your opponent has completely abandoned the field in which case... just max out the primary and win.

I don't think they are mad overpowered take 18 and auto-win, but they are respectable for their points cost. "they die though" - sure, but again, at 35 points this isn't apocalyptic, and you should hopefully have a load of other units that are going to mess up your opponent if they focus on these.

Unfortunately 9 is a bit of an odd number - I'd go with 2 units of 5. There is potentially an argument for 6, as you get 2 reap-blades (and in terms of actual models wysiwyg it gets awkward) - but there are some nasty blast weapons out there that hurt 6 man elite units much more than hordes, so I'm not sure the full 6 is advisable.
   
Made in ca
Gargantuan Gargant






 usernamesareannoying wrote:
I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?


I would suggest Novokh over Nephrekh, simply because you get some useful extra AP in CC to completely ignore power armour AND you get the 1CP +1A strat that can be very clutch when you really need to guarantee a unit dead or if you're handling hordes.
   
Made in us
Nihilistic Necron Lord






 Grimskul wrote:
 usernamesareannoying wrote:
I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?


I would suggest Novokh over Nephrekh, simply because you get some useful extra AP in CC to completely ignore power armour AND you get the 1CP +1A strat that can be very clutch when you really need to guarantee a unit dead or if you're handling hordes.


Yeah, but with Nephrekh you get to paint your guys bright shiny gold!

Plus the inherent 6++ ain’t bad.

This message was edited 1 time. Last update was at 2020/11/27 02:29:36


 
   
Made in us
Decrepit Dakkanaut




 AduroT wrote:
 Grimskul wrote:
 usernamesareannoying wrote:
I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?


I would suggest Novokh over Nephrekh, simply because you get some useful extra AP in CC to completely ignore power armour AND you get the 1CP +1A strat that can be very clutch when you really need to guarantee a unit dead or if you're handling hordes.


Yeah, but with Nephrekh you get to paint your guys bright shiny gold!

Plus the inherent 6++ ain’t bad.

The 6++ ain't bad on Warriors but it's limited in use for a 3+ model.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Gargantuan Gargant






 AduroT wrote:
 Grimskul wrote:
 usernamesareannoying wrote:
I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?


I would suggest Novokh over Nephrekh, simply because you get some useful extra AP in CC to completely ignore power armour AND you get the 1CP +1A strat that can be very clutch when you really need to guarantee a unit dead or if you're handling hordes.


Yeah, but with Nephrekh you get to paint your guys bright shiny gold!

Plus the inherent 6++ ain’t bad.


It's not bad but you're already likely to keep the Chronomancer as support behind the Skorpekh so they're likely to have a 5++ save anyways, making the 6++ save redundant.
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

Skorpekhs are pretty good, though depending on your meta I would suggest bringing them in groups of 5. While losing out the second reap blade sucks, it helps them dodge stuff like Plasma Inceptors which dunk on them.

Novokh is usually the best dynasty to run them in, the extra AP on the charge/charged and even more importantly the +1 to charge is pretty huge. It also has the +1 attacks stratagem which is amazing in a unit of these.

The Chronomancer has been mentioned a few times, but the 5++ from the Chronometron isn't that big of a deal. it only comes into effect at AP 3, which is not that common. It does however allow you to reroll charged, which has been the big selling point for me. The reroll charges+ 1' from Novokh has ensured that they almost always get where they need to be. Saving a CP for Whirling Onslaught is really great. Do keep in mind that Whirling Onslaught lasts the whole phase as well!

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Nihilistic Necron Lord






 Grimskul wrote:
 AduroT wrote:
 Grimskul wrote:
 usernamesareannoying wrote:
I was thinking about running them with the dynasty that lets them fly with an auto 6 advance.
Translocation beams i think?


I would suggest Novokh over Nephrekh, simply because you get some useful extra AP in CC to completely ignore power armour AND you get the 1CP +1A strat that can be very clutch when you really need to guarantee a unit dead or if you're handling hordes.


Yeah, but with Nephrekh you get to paint your guys bright shiny gold!

Plus the inherent 6++ ain’t bad.


It's not bad but you're already likely to keep the Chronomancer as support behind the Skorpekh so they're likely to have a 5++ save anyways, making the 6++ save redundant.


If all you care about is that one unit, sure. Or take a chronomancer per unit in your army. And again, I didn’t say it was Good, I said it Wasn’t Bad.

 
   
Made in gb
Swift Swooping Hawk




UK

Destroyer and Canoptek heavy armies are probably one of the biggest beneficiaries of the Eternal Conquerors + Relentless Expansionist combo as it gives them a bit of extra movement to start getting into peoples faces while also overcoming the lack of obsec issue. Obviously Novokh is amazing on them but in my albeit limited experience with the Codex (thanks 2nd national lockdown!) that trait is more impactful on units that aren't already amazing in CC.

Nazi punks feth off 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd use it as a counter strike unit in the center of the battle field as they are decent in cc.
While Wraiths can step forward rather fast and take on enemy units in the enemy zone, the Skorpekh's are able to hold the center.

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
Decrepit Dakkanaut




 wuestenfux wrote:
Well, I'd use it as a counter strike unit in the center of the battle field as they are decent in cc.
While Wraiths can step forward rather fast and take on enemy units in the enemy zone, the Skorpekh's are able to hold the center.

Then why not just take more Wraiths for that added flexibility and durability of the 4++?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Slayer-Fan123 wrote:
 wuestenfux wrote:
Well, I'd use it as a counter strike unit in the center of the battle field as they are decent in cc.
While Wraiths can step forward rather fast and take on enemy units in the enemy zone, the Skorpekh's are able to hold the center.

Then why not just take more Wraiths for that added flexibility and durability of the 4++?

It gives some variety to your army.
Wraiths are decent when it comes to stay power due to their 4++ save.
But Skorpekhs have more bang for the bucks when it comes to cc.

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 it
Dakka Veteran




 Sasori wrote:
Skorpekhs are pretty good, though depending on your meta I would suggest bringing them in groups of 5. While losing out the second reap blade sucks, it helps them dodge stuff like Plasma Inceptors which dunk on them.

Novokh is usually the best dynasty to run them in, the extra AP on the charge/charged and even more importantly the +1 to charge is pretty huge. It also has the +1 attacks stratagem which is amazing in a unit of these.

The Chronomancer has been mentioned a few times, but the 5++ from the Chronometron isn't that big of a deal. it only comes into effect at AP 3, which is not that common. It does however allow you to reroll charged, which has been the big selling point for me. The reroll charges+ 1' from Novokh has ensured that they almost always get where they need to be. Saving a CP for Whirling Onslaught is really great. Do keep in mind that Whirling Onslaught lasts the whole phase as well!


Nah, best Dynasty is actually 6" pre-game movement and the Rad thing since you can at least try charging something starting from turn 1 (6"+8"+2D6" which doesn't guarantee a charge but if a unit is placed 24" away a rerollable 9"-10" charge could do that)
   
 
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