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Experiences with Named HQs
Topic Started: Sep 11 2014, 03:12 PM (109 Views)
Unholyllama
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Lord
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I posted this on a different forum as a response and figured I would share it here. What does everyone think of the named HQs? What has your experiences been?

I've used all of them and return to them from time to time. However, I have some specific favorites. Below is my opinion of each one based on my own experiences - your experiences may vary.

Imotekh
- Great at stealing the initiative
- Lightning is too random to be dependable.
- His Flayed One ability is somewhat gimmicky but definitely not bad if you're using Flayed Ones.
- Doesn't come with an Orb
- Unlocks Royal Court
- 2+/3++ save
- Phaeron - in the event you want to do a counter-charge with Warriors or Gauss Immortals
- Expensive but great option to try and hold onto Night Fighting more to give most of our vehicles a 3+ jink.

Szeras
- Cheap, great for low point games or when you want to maximize on non-HQ slots
- Buff ability is random but all 3 options are useful. Thankfully Buffs happen before deployment.
- He's a 2W Destruc-tek with Defensive Grenades

Orikan
- Great Close Combat Weapon
- 4+/3++ save (Good for Grav Marines)
- Great for mitigating Reserve Rolls without a Comms Relay or Scryer's Gaze
- Super Saiyan Mode is Gimmicky but is a huge surprise (no pun intended) when it happens and you assault out of a Ghost Ark
- Forcing the enemy into Difficult Terrain the entire first turn is awesome at slowing down fast armies. Paired with C'Tan (not needed) it can do a lot of damage. By himself, can help slow down bikes, Jump, and vehicle-heavy lists if your opponent rolls a lot of 1's.

Trazyn
- Comes with MSS
- Unlocks a Royal Court
- Melee Weapon sounds great for anti-horde until you remember the horde will probably kill you before your initiative step. Easy to be mitigated via challenges.
- Stupid Resilient if you want him to be thanks to the Surrogate Hosts ability. Doesn't require Lychguard though many do - I find he is better without them.
- Needs updated in new Codex to clarify "another piece" rule now that he's scoring by default in 7th (just not ObjSec).

Zahndrekh
- 2+/3++ Save
- Unlocks a Royal Court
- Comes with ResOrb
- Adaptive Tactics are great for helping friendly units. Tank Hunter + Gauss makes "glance it to death" a reliable strategy for anti-vehicle. Stealth helps protect vehicles. Even Hit and Run helps to overcome getting tarpitted (albeit I2 doesn't give you the best of odds)
- Counter Tactics - requires line of site but can completely neuter strategies. Removing Furious Charge dramatically hinders Orks. Removing Hit and Run allows Eldar/Dark Eldar deathstars with the Baron to be tarpitted. Removing tank hunter is self-explanatory in its importance.
- Phase Reinforcements is gimmicky; however, can force your opponent to completely rethink the turn's strategy. Drop a Monolith in on your opponent's turn and now they HAVE to deal with it. Doing this to counter drop pods makes the SM player sweat sometimes.


Obyron
- A beast in close combat - better in challenges
- Owns the movement phase thanks to Ghostwalk Mantle; however, becareful of scatter. Zahndrekh mitigates this but I would argue that Zahndrekh shouldn't be where Obyron is teleporting to.
- Able to voluntarily remove his unit from close combat thanks to the mantle - huge with Zahndrekh and late-game shenanigans to grab/clear objectives.
- Cleaving counter blow sounds great but is limited due to it only triggering if the opponent is attacking Obyron directly. So he has to be solo or in a challenge to get more attacks (just like the DE Clone Field). If to-hit rolls were allocated to individual models or the ability was scoped to the unit, then it would be near broken.
- 2+ save only - very vulnerable to MC and Dreadnaughts
- Comes with Warscythe - Great for single-handedly destroying buildings and vehicles.
- Requires to jump to Zahndrekh's side whenever Zahndrekh's unit is assaulted. Somewhat a counter but allows you to protect your warlord (Zahndrekh) if he survives to your next turn when you can ghostwalk out of combat to safety.


Anrakyr
- Warscythe and Tachyon Arrow
- Counter-Attack and Furious Charge
- Can overtake vehicles which is very useful as more are being played in 7th - have to double check if it can overtake a super-heavy (:-) )
- Immortals upgrade is ok but not the most useful (building walking, assault-oriented immortals isn't that useful)
- Unlocks a Royal Court
- Can be useful when paired with Flayed Ones (outflanking or pulled through a Monolith) since Counter-attack confers to the unit.


Recently - I've been using Zahndrekh or Orikan near exclusively when I use named characters. Zahndrekh adds a great level of tactics to an already tactical army. He allows just enough adaptability to not feel out of place and still be useful. Even if my opponent doesn't have any abilities to take away I still benefit by giving a Ghost Ark or AB stealth for a Jink bonus or warriors Tank Hunter to double table a vehicle after a Stalker paints ones. I rarely use the Phased Reinforcements ability since it is limited in use due to positioning; however, can disrupt the "clear" plan my opponent had when I bring in a Monolith on their turn. Using Phased Reinforcements in a double Monoliths list is almost a surefire way to watch your opponent squirm just a bit when he sees what's really close to him.

Orikan was a huge surprise for me. In games where I have 3+ units in reserve or depend on reserves in general, being able to reroll is nice. A lot of my local meta runs bikes and some vehicles as well - making his difficult terrain ability come into play more time than one would expect. Wounding bikes and immobalizing land raiders due to a bad roll almost instantly causes my opponent to lose their resolve.
Edited by Unholyllama, Sep 11 2014, 03:12 PM.
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Secundum
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Phaeron
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I used Imotekh all the time in 5th edition.
In 6th and 7th edition he sits on the shelf.
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