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1500 Deceiver blob
Topic Started: Jul 4 2017, 02:10 AM (260 Views)
Death1942
Immortal
[ *  *  *  * ]

Patrol detachment (1446)

HQ:

Orikan

Overlord
Staff of light

Troops:

10x Tesla Immortals

20x Warriors

Elites:

C'tan Shard of the Deceiver

Triarch Stalker
Heat Ray

Heavy Support:

Annihilation Barge

3x Heavy Destroyers


So the idea is the C'tan will ideally teleport the 20 warriors and Orikan to within rapid fire range of the enemy battle lines. The Overlord walks up with the immortals for the 2+ to hit and 5s and 6s tesla and the rest of the army is anti tank.

So far my biggest issue has been getting reliable AT into lists as we just don't seem to toss out enough dice to knock out tanks. I am hoping that the c'tan might actually go alright against vehicles in combat as it does 3 wounds per attack and should be wounding them on 4s.

Thoughts on the list? I can also split the immortals down into 2 5 man squads and take a battalion for +3cp but then I would most likely swap to Gauss.
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M0NS_1914
Canoptek Scarab
[ *  * ]
A few thoughts.

I like the core of the list, but if you read the deceiver's movement rule you have to be more than 12 inches away which means no rapid fire for the teleporting warriors. If you really want to have the warriors rapid fire you will need a Night scythe to first Deceiver Teleport and then bring in the warriors from reserve to be within 9 inches of the enemy. To do this, you would probably have to replace the annihilation barge and find the extra points at the loss of more controllable Tesla shots.

If you want CP (which I recommend as you will want to reroll that teleportation rolll) I would shoot for a different army composition than Battalion, specifically Vanguard.

I would drop the immortals and the the Overlord and grab 1 unit of 10 Deathmarks to meet the 3+ elite unit requirement for vanguard elites. Next with your remaining points, I would consider dropping the heavy destroyers for a Doomsday ark for more firepower and the gauss flayers (which you will need). Lastly I would upgrade your the heat ray on the stalker to be a heavy Gauss cannon for stronger firepower that can sit farther back.

With your remaining points you might be able to get some scarabs for objective holding/chaff duty or replace the annihilation barge for a night scythe but you would have to do the math.






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Mechanicus_Adept
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Flayed One
[ *  *  *  *  * ]
i am not a fan of the Triarch Stalker with Heat Ray. if you are playing against a lot of horde armies then this weapon makes sense.

IMO. it should be equipped with the heavy guass guns. You want it to be buffing your warriors and immortals as they advance closer to the enemy.


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M0NS_1914
Canoptek Scarab
[ *  * ]
Just had another possible idea that you might want to consider if you want to go 1500 deceiver bomb. Keep the heavy Destroyers, and consider adding a second unit of Deathmarks (by dropping the overlord) to support the warriors Orikan and the 1st unit of Deathmarks. the Warriors may not be able to rapid fire, but the Deathmarks can deep strike in, benefit from Orkian, and shoot 2x just fine. the Warriors can support their efforts from slightly farther back but will have the space to do it if you know that they cannot rapid fire anyways
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Death1942
Immortal
[ *  *  *  * ]
M0NS_1914
Jul 4 2017, 02:51 AM
A few thoughts.

I like the core of the list, but if you read the deceiver's movement rule you have to be more than 12 inches away which means no rapid fire for the teleporting warriors. If you really want to have the warriors rapid fire you will need a Night scythe to first Deceiver Teleport and then bring in the warriors from reserve to be within 9 inches of the enemy. To do this, you would probably have to replace the annihilation barge and find the extra points at the loss of more controllable Tesla shots.

If you want CP (which I recommend as you will want to reroll that teleportation rolll) I would shoot for a different army composition than Battalion, specifically Vanguard.

I would drop the immortals and the the Overlord and grab 1 unit of 10 Deathmarks to meet the 3+ elite unit requirement for vanguard elites. Next with your remaining points, I would consider dropping the heavy destroyers for a Doomsday ark for more firepower and the gauss flayers (which you will need). Lastly I would upgrade your the heat ray on the stalker to be a heavy Gauss cannon for stronger firepower that can sit farther back.

With your remaining points you might be able to get some scarabs for objective holding/chaff duty or replace the annihilation barge for a night scythe but you would have to do the math.






Actually the deceiver kicks off at the start of the game and before either player has taken their turn. Assuming I get the first turn I have a full movement phase before my shooting phase and can easily get all the warriors into rapid fire range.

I personally think deathmarks are a terrible unit in this edition, 2 shots (if at 12") at strength 4 with zero AP and hoping for 6s for a mortal wound is not amazing.

I will have a look at the scarabs as a possible objective grabbers. Maybe a few small units scattered around the edges of my force?

I have tried the gauss triarch stalker and I wasn't all that amazed with it. Granted it was my first few games so maybe I was still learning 8th and not using him properly. I found he would just auto get focused down if I told my opponent he has 36" range instead of 24"
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M0NS_1914
Canoptek Scarab
[ *  * ]
Wow, just realized that I have been reading the Deceiver's rules all wrong. I got movement confused with the inability to charge. Really appreciate the info Death. You've actually inspired me to try another hand at the Deceiver Bomb.

Have you tried your list yet? Any battle reports to share.
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Death1942
Immortal
[ *  *  *  * ]
M0NS_1914
Jul 12 2017, 05:27 AM
Wow, just realized that I have been reading the Deceiver's rules all wrong. I got movement confused with the inability to charge. Really appreciate the info Death. You've actually inspired me to try another hand at the Deceiver Bomb.

Have you tried your list yet? Any battle reports to share.
So I tried a slight variant on the list:

Destroyer lord

2x Destroyer 1x Heavy Destroyer

2x Destroyer 1x Heavy Destroyer

2x Destroyer 1x Heavy Destroyer

4x Scarabs

4x Scarabs

5x Wraiths with the pistols

Doom Scythe


I rolled a 1 for the Deceiver teleport so I grabbed the wraiths and the Deceiver and chucked them 12" away from the enemy and behind a building. They then proceeded to tie up almost half his army and basically stop him from moving across the board for the entire game. I would say it helped me win the game (we were playing tactical objectives) and the Deceiver even managed to take out his close combat beast of a warlord.

Overall I am really happy with the gimmick, I think you either need to run a big wraith blob that can't get shot off the board for that 1 turn while they can't charge. Or you run the massive immortal or warrior blob and try and alpha strike away something turn 1. Deceiver is well worth the points in my opinion.
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deth110
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Lychguard
[ *  *  *  *  *  *  *  * ]
Sounds interesting. I have to wonder how you would position your units with the deciever if you end up going second? Would it be worth it to try to take large units in an effort to finish deploying first?
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Death1942
Immortal
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deth110
Jul 23 2017, 06:17 PM
Sounds interesting. I have to wonder how you would position your units with the deciever if you end up going second? Would it be worth it to try to take large units in an effort to finish deploying first?
I think you have two options. Either you know you are going first and thus you position them for a decent first turn flank threat. Or you are iffy about whether you are going first or not and so position them out of line of sight to protect them.

Either way you really want to force your opponent to scatter his forces to deal with your threat. The strength of the deceiver blob is more about the distraction it causes your opponent and disrupting their battle plan.
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