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Made in us
Discriminating Deathmark Assassin




Out of my Mind

**This is NOT for the Matched Play Mission**

Necrons Battalion [93 PL, 8CP, 1,998pts]
Dynasty: Mephrit

+ HQ +
Overlord: Hand of the Phaeron, Relic: Voltaic Staff, Resurrection Orb,
. Warlord:Immortal Pride/Thrall of the Silent King
Chronomancer: Entropic Lance, Arkana: Prismatic Obfuscatron, Dynastic Heirlooms: Veil of Darkness
. 2xCryptothralls
Chronomancer: Entropic Lance **Dynastic Advisor
. 2xCryptothralls
Royal Warden: Dynastic Heirlooms: Conduit of Stars(Mephrit)

+ Troops +
10x Immortals: Gauss Blaster
20x Necron Warriors: Gauss Reaper
20x Necron Warriors: Gauss Reaper

+ Elites +
3x Canoptek Reanimator

15x Flayed Ones
15x Flayed Ones

+ Fast Attack +
6x Tomb Blades: Twin Gauss Blaster, Shieldvanes

Got some of the new Flayed Ones to play around with. Flayed Ones still have a few drawbacks to really get much more use out of them. They're not CORE, so can't use MWBD on them. No reason to Reserve them since they can't shoot, and with no other counter-assault on the board, having them show up T2 might be too late. I'll have the option to use the reanimator's on them depending on the situation. I have a few fixes I'd like to see them, but having some sort of Forward Deployment would be at the top of the list.

Working them into my existing Mephrit army for now. I've got a core Mephrit list of ~1500 pts (Overlord/Warden/Chronomancer with 3 blocks of Warriors with Reanimators, with Deathmarks whenever possible. This comfortably leaves me with enough CP to do what I need to over the game. Flayed Ones take up a good chunk of points, so I've had to cut the 3rd block of Warriors and drop the Deathmarks down to Immortals to fill the requirements. So that alone puts me out of my comfort zone while not having learn how the entire army will work. I typically use Scarabs as the screen and have been using the Tomb Blades in a similar role. In fact, the Tomb Blades are the motivation for how I think the Flayed Ones will perform well in a Mephrit based list.

Not changing the Dynasty to make the most of them since none of the other Dynasties offer much to benefit the rest of the Army. Nephrekh would work with this list if I switched the Warriors over to Gauss, but the lack of higher AP and the Mephrit Stratagem would be noticed. I have considered splitting the army into a Patrol/Vanguard (or Patrol/Patrol) Detachment and adding in Szeras in place of the 2 Chronomancers. He can lead a Novokh Patrol for the Flayed Ones with a Mephrit Patrol. Not sure if the CP loss would be worth it to go that route. I'd also have an issue trying to pick a 3rd Elite or Troop to put into the Novokh Patrol to fill the requirement.

Anyone with Flayed Ones experience offer any tips that I might have missed?


Current Armies
Waiting for 40k to come back in the next edition.

 
   
Made in ch
Irked Necron Immortal




Switzerland

Flayed once get a bad rep for no reason

Im not a fan of Reanimators, could be just me.
   
Made in us
Discriminating Deathmark Assassin




Out of my Mind

 Manchild 1984 wrote:
Flayed ones get a bad rep for no reason.

I'm not a fan of Reanimators, could be just me.
I've loved Flayed Ones in every edition except their first appearance. I think that's fair since the army as a whole wasn't really as fleshed out as it is now. They have two things that give them a bad rep in this edition. The first is the cost. It's very pricy for 5 models and I bought 40 of them! This alone will keep most players away from them, or find cheaper alternatives to convert them. With the new GT rules though, I doubt we'll see them at all.

The second is they have the same issue as other non-shooting reserve units. They don't really do much to help the army until it's probably too late. They don't have the ability to 'Infiltrate' when that was a rule. It was okay when they could come in from Reserves on Turn 1, effectively making it an infiltrate. Not allowing Strategic Reserves on Turn 1 hurt them even more, when all they need is a 'Free move', like Marines did. Right now, you're using CP to bring a unit in where it won't deter, or even prevent an opponent from getting into CC with his original target.

I get more Comments/Messages on the Reanimators for any of my lists. I absolutely get why players don't like them but here is my stance on them. First, I don't waste my time with 'Matched Play', unless someone specifically asks me because they're preparing to go to an event. 'Open War' is the best way to play 40k while waiting for 'Matched Play' to get fixed, so I typically end up with some great stories from the scenarios that make them a bit more useful.

I'm also only playing 'Mephrit Dynasty' right now, and those Reaper Warriors are the Bread n Butter of the army, and this is the first list where I'm not running 3 units of them. Having support for those Warriors is still what I revolve around. Technomancers and Ghost Arks are the other Warrior based Support options. Technomancers share spots with the Chronomancers, so it's more of a choice on how I prefer to support them between these two. Saving 1/3 before RP vs. replacing D3 after RP just feels like a better call. Same reason I'm not taking Ghost Arks, replacing D3 after RP seems like less of a return, especially considering the points investment. If I ever drop down to 1 unit of Warriors, then I might try the Techno/Ghost Ark route. In Mephrit, that would just put a bigger target on their head. So that leaves Reanimators filling elites spots and using Flayed Ones are the first time I've had to compete for slots. With the points changes though, I'm not having an issue with this list.


Current Armies
Waiting for 40k to come back in the next edition.

 
   
 
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