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| Necron Overlord madness | |
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| Tweet Topic Started: Jun 20 2014, 01:40 PM (308 Views) | |
| OhLongJohnson | Jun 20 2014, 01:40 PM Post #1 |
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Cryptek
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Hey there, In the Royal-court post I had a short talk with Ffyllotepk and he inspired me pretty much to this. He proposed a Royal court of totally equipped Lords (MSS, Phase shifter, Weave, Scythe)- however for me it seems to expensive to stick that many points in a one wound model. So I thought, why not do the same with Necron Overlods using the doble FOC and use the IC-special rules? So here it comes. Necron Overlord Madness Nemesor Zahndrekh (has res orb) Vargard Obyron Necron OL with shifter, MSS, weave, scythe, phylactery Necron OL with shifter, MSS, weave, scythe, phylactery Necron D-Lord with MSS, weave, scythe These all I stick in a unit of: 4 wraiths, 2-3 coils. So, this is about 1000 points, but let me explain it to you. - These are 9 bodies, but a total of 23 wounds. - The majority Toughness is 5, so wraiths got a toughness of 5. - Wraiths transfer fearless to the O-lords. - Zahndrekh gives counter attack or furious charge, also carries the Orb - Destroyer lord gives preferred enemy - Obyron teleports the unit into enemy rows and is the man for challanges against non-ap2-opponents (wounds can flow out of challenges now!) - O-lords can transfer wounds to wraiths with "look out, sir!" - Wraiths give opponents in basecontact I1, which then get slaughtered by scythes. - You may split off the unit in 6 parts!!!!You always may split off destroyer lord and wraiths for known deathstar - each OL has 3 attacks in profile, adding up to 16 scythe attacks with PE on charge. (+ wraiths attacks, + zahndrekhs attacks) Tactic: MOST IMPORTANT PART: Teleport close to the opponent, but be safe. DO NOT mishap. (1 on the table --> you will lose the game) Once there: Think about placement. Use the wraiths as shield or the Overlords, depends on the situation! (a lot of small arms fire-->Overlords, a lot of ap2-->wraiths, S10 weapons--> wraiths). If opponent has S10 barrage place destroyer lord in the middle to suck up wounds without instantkill. Run the turn you arrived to not suffer much from blasts/templates Once you are there and survived the enemy shooting turn (you will): you've made it, now think about making the most of your unit. (this unit is actually a whole army) If there are a lot of soft targets(IG, Tau) split your unit into several parts and hunt several targets. If there are enemy deathstars, mephiston, or similar: Stay together and slay them Note: It is nearly impossible to kill that unit in CC. You have a sh***tload of Scythe attacks with preferred enemy, you have 3 MSS in there, several whip coils and a lot of 3++ invul. MC, Mephiston, Hordes of orks- no problem for this unit. Every opponent will get butchered. Usually I would not spend that much points on one single unit, but dont see it as one single unit. As it consists nearly entirely of IC, you always may split it into different parts, attacking a whole lot of different targets. The unit is in fact a small, compact army. Edited by OhLongJohnson, Jun 20 2014, 01:44 PM.
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| Secundum | Jun 20 2014, 04:36 PM Post #2 |
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Phaeron
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IIRC the double force organisation thing is gone now. |
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| Unholyllama | Jun 20 2014, 04:44 PM Post #3 |
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Lord
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It's not gone as much as not restricted to 2000pts. You can take 3 Combined Arms Detachment (FOCs) within a 1000pt game in some armies by just running 1 HQ and 2 troops in each one. It's all about meeting the restriction of each detachment you take. |
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| OhLongJohnson | Jun 20 2014, 09:38 PM Post #4 |
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Cryptek
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Exactly what unholy says. You dont get an automatic doble FOC on 2000 points anymore, but if you take 2 times 2HQ + 2 troops you can take 4 HQ in total while mantaining the Battleforged status. Using this tactic a list could be for example: - the overlord madness unit - 4 times 5 warriors in scythe - 2 ABs All for 1850 points (cutting points a bit in the overlord madness unit...without phylactery for example). The list is battleforged. Any thoughts on the efectiveness of this unit? Do you think there is any enemy unit that could beat that unit in CC?? |
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| Unholyllama | Jun 20 2014, 10:05 PM Post #5 |
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Lord
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The largest weakness is that the entire unit is I2. Even with multiple MSS, the unit could get trashed by a combat-proficient unit. I see FMC, even with all of their issues, being an issue for the list. Likewise, Hallucination would be REALLY bad if it was successfully manifested. |
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| OhLongJohnson | Jun 20 2014, 10:09 PM Post #6 |
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Cryptek
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Well there are whip coils in the unit...so Initiative should not be a big issue...and the Olords are quite hard to kill. I for myself cannot think of a combat-orientated unit that would kill this one...however, I do not know all CC units in the game :D What does hallucination do?? Edited by OhLongJohnson, Jun 20 2014, 10:09 PM.
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| Unholyllama | Jun 20 2014, 10:17 PM Post #7 |
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Lord
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I could see Bloodcrushers, Nobs, even daemonettes being able to provide some issues onto the unit. Even things like Paladins would have some fun if they position themselves in such a way as to avoid the whip coils (which is pretty easy to do really). Hallucination WC2 Telepathy Malediction D3 chart - on a 3 - a random character takes 1 S3 hit for every other model in the unit. It's a lot weaker than what it was in 6th but still is annoying. Even a 2 (lowers WS, BS, I, A by 1) would affect the unit. |
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| OhLongJohnson | Jun 20 2014, 10:28 PM Post #8 |
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Cryptek
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Well all of these would have to avoid coils AND Mss....I think avoiding the coils is also pretty difficult if you use the wraiths as a shield (and maybe give coils to all wraiths) Even if they do cause some wounds and one lord falls (3 wounds on 3++...dont forget "look out sir") the lords answer with about 12 S7 AP2 PE attacks (counterattack) would pretty much whipe out the other unit...and then the wraiths would get to hit as well... Hallucination has an AP? because without Ap it doesnt seem so bad. the unit consists of 9 models, so one model would take 8 hits, thats 1.33 woundings (T5), thats 0.22 wounds...(2+ save on all characters) The lowering WS, BS, I and A would be annoying, but wouldnt cut the efectivity that badly...we'd still hit most opponents on a 4+, we'd still hit last. Reduced attacks hurts. |
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| Magister Jaigo | Jun 21 2014, 07:06 AM Post #9 |
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Cryptek
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what if you get charged by wraiths with coils! Or worse. Grey knights with grenades that make you I1 aswell. The them hack you apart with force if you miss invulls it will hurt. I like the concept though. I wonder how it wil do in a game. Even with teleport. mobility is an issue. As is charging into terrein. |
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| OhLongJohnson | Jun 21 2014, 03:13 PM Post #10 |
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Cryptek
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Against wraiths 2+, 3++ is pretty good to not die...very hard to lose wounds, wraiths dont even wound you on 2+. Grey knights, do they have instant kill weapons? Else I wouldnt see it a great problem Dont forget, you can go "look out sir!" for every one of your ICs...and when 2 of your models are in basecontact, you choose who is wounded |
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| Xeksen | Jun 21 2014, 08:59 PM Post #11 |
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Warrior
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Will Dlords T6 benefit for OL T5 when calculating majority? For example I have a unit with 6xT4, 4xT5 and 3xT6 what majority toughness ill have? Most models have T5+, but T4 is most frequent. I am excited with idea of OL madness. I'm thinking about loading it with chronometron and some Tachyon Arrows as i calculated some spare points for 1850. BTW, can i reroll one of D6 for charge distance via chronometron? Edited by Xeksen, Jun 21 2014, 09:12 PM.
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| OhLongJohnson | Jun 22 2014, 04:19 PM Post #12 |
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Cryptek
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The Dlords will suffer from majority toughness, they will be hit as T5 even if they have T6 (however, for instant-kill T6 still counts as far as I know) In the case you have 6xT4, 4xT5, 3xT6 majority toughness will be 4!!! (most models have this toughness)...this is exactly why I just used 4 wraiths in the Overlord madness If you want a cronometrum in there, you wont be able to run it with wraiths, as you cant stick a cryptek in a wraith unit. However, there are different ways to run the madness. 1 Variation: Stick the O-lords in a unit of Lychguard (sword and shield would be best). Then profit from the 2 courts you get and stick also 2 Crypteks with cronometrum in there. Deliver all with a nightscythe (Lychguard dedicated transport). Extremely hard to kill due to mass of invul and 2 re-rolls per PHASE. However, you lose the whipcoils and lose fearless. Advantage: save delivery 2 Variation Forget the destroyerlord, get instead 3 overlords, zahn and obyron. Stick them together with 5 warriors in a Ghost ark (Ghost ark is oppen topped, thus an assault vehicle). Advance towards the enemy, then disembark just the overlods (let the warriors stay inside the barge) and charge something. Advantage: You can start embarked on the Ghost ark. Disadvantage: You lose power and lose "look out, sir!". Also you lose PE and fearless. 3 Variation: Like 2, but stick them into a royal court with 4 lords and 1 crontek. Start footslogging, then embark them into a Ghost ark first turn and advance towards the enemy. (Again: GA is assault vehicle, that means charging the same turn as disembarking, that means you can charge enemies in an average of 25'' around the GA!!) You should always be in CC by turn 2. pretty save delivery. Disadvantage: You lose fearless and PE. |
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