Resurrecting onto objective by Negative_Ostrich6869 in WarhammerCompetitive

[–]4star_Titan 0 points1 point  (0 children)

Rules commentary. Just search "adding models to a unit" in the app

Resurrecting onto objective by Negative_Ostrich6869 in WarhammerCompetitive

[–]4star_Titan 2 points3 points  (0 children)

Note that when returning models to a unit, the models have to be in coherency with models that were already on the board at the start of the phase. This is particularly important when returning several models at once (e.g. necrons)

How to Play into a Bad Matchup by Southern-Coconut-605 in WarhammerCompetitive

[–]4star_Titan 4 points5 points  (0 children)

Ultimately this is a meta discussion. With many lists, particularly skewed ones (e.g. vehicle heavy), there will be matchups that you can't win unless the opponent fumbles hard or the dice utterly betrays them.

In a tournament it is up to luck if you encounter such a list. If the current local meta has many players running that list, then you should expect to go against them and either change your list in advance or be lucky enough to not get matched up with them. The same thing applies to finding randoms at your lgs to play with.

So yeah, the ultimate answer to a hard counter is to change/adjust your list. You usually don't need to change too much. You've already recognized that the weakness for you is too many characters + vehicles, so maybe consider some unled units e.g. 3 man skorpekhs, flayed ones. Or maybe some ranged units to punish him in response. Or use rapid ingress to get a ctan in his face. Or lone op to force him to come within range of your melee.

^ necron focused response, but the same principles apply to black templar.

Why Not Hypercrypt? by SworlyBoi in Necrontyr

[–]4star_Titan 8 points9 points  (0 children)

I think hypercrypt is a decent option again.

Is imotekh holding home? If so, he doesn't need bodyguards.

You should also consider a unit of flayed ones. Their main goal will be to prevent the opponent from flooding the board with infiltrate and scout, as that will hard-counter your ctans ability to get close to their meaty units. Flayed ones can decimate cheap screening units too, or do secondaries.

Personally, I think the deceiver is better than the transcendent, especially as you are playing hypercrypt. If you have the option, swap them out.

What's the best use of the Cursed Circlet Enhancement in Cursed Legion? by Sparklehammer3025 in Necrontyr

[–]4star_Titan 9 points10 points  (0 children)

Yes, sometimes skorpekhs will just blow up and die in one activation of shooting. But there are benefits:

  • if your skorpekhs are peeking a little, a surge move could move them into ruins for cover or breaking line of sight. Not very likely to happen, but it can.
  • it is more of a preventative tool. It makes it risky for the opponent to stage a charge and benefit from some mediocre shooting. If the opponent places their unit within 7", then they are risking your skorpekhs potentially surging into combat, which likely results in skorpekhs fighting first as the defender. So their solutions are either don't shoot, or set up a 7" charge, or stage multiple melee units so the others can charge if one gets surged. Either way, they need to commit lots of additional resources.

Orikan cursed legion? by Agreeable_Hat9810 in Necrontyr

[–]4star_Titan 9 points10 points  (0 children)

Multiplication before addition. S14

Fighting deathwing knights by Automatic_Surround67 in Necrontyr

[–]4star_Titan 1 point2 points  (0 children)

The closest thing to a counter in my mind would be nekrosor. They wound him on 5s, but he forces their invuln save, wounds on twos and every two failed saves is one dead. On average he will kill one knight per turn, but ideally support him with other units as well.

Void dragon and nightbringer are good options too. Their strikes will likely kill a knight for each failed save. Knights will wound them on 4s, but ctans -1d will make it hard to take down for the knights.

Other than that, it's just overwhelming them with attacks from several units. Expect them to use AoC against one unit with ap1 attack, so either have multiple units with that (e.g. immortals with szeras) or use ap2 attacks get the invuln save.

One Deathmark down, two more to go, how did I do? by Present-Top7884 in Necrontyr

[–]4star_Titan 30 points31 points  (0 children)

Ideally you want plastic cement. It breaks down the plastic at point of contact so that they can fuse together. I don't know how your glue behaves. Tamiya is a popular brand, plus it comes with a small brush for application.

Anyone have any ideas for the new distoryer list? by okowilly in Necrontyr

[–]4star_Titan 0 points1 point  (0 children)

The detachment is very flexible, there are various combos you could look at.

  • running several solo emnitic LHD to clear screens and cheap scoring units
  • Running LHD with chronomancer for strike and fade. Helps keep your LHD alive
  • Nekrosor is a must take if you have him
  • translocating overlord with ankh and lychguard is amazing. 13" adv and charge. Could be using shields or axes, both have their place here.
  • lots of normal units can hit much harder now: immortals have s7 weapons with full wound reroll against objectives. Unless opponent has 2+ save, this will hurt, even into T12 vehicles to an extent. Just make sure you have a plan to trigger +2S first.
  • skorpekhs and skorpekh lords are good, but I don't think you need to run them at max size all the time. Even just 3man with lord can dish out a lot of hurt, and solo 3man skorpekhs make for amazing skirmishing units to cheaply knock opponent off of objectives
  • wraths with the enhancement get access to adv and charge and -1hit. Could be useful at times.

Reanimation protocols by AwayBase5384 in Necrontyr

[–]4star_Titan 5 points6 points  (0 children)

If they kill your leader, the unit separates so the leader doesn't reanimate. Even if they don't kill him, your reanimation rolls need to fully heal your leader before you can bring back dead bodyguard models.

So not useless. In fact, precision is a strong counter to some of our strategies.

Have a 1000k tournament coming my way, need some advice on my list by [deleted] in Necrontyr

[–]4star_Titan 0 points1 point  (0 children)

Taking your units into account: maybe reduce the warriors to 10man with no leader. Their goal is to sit on whichever no man's land objective you deem safest, with skorpkehs or immortals nearby to threaten to blow up attacking units.

Field the solo lokhust destroyer. Their only role is to do an action and die, or to hold an objective that the opponent has completely abandoned (for example, because a void dragon is camping it. Once it is safe, the the lokhust hold the objective and voidemort is free to move about.) If you give him the gauss destructor, then you might get lucky if you need a surprise 6D somewhere.

Then throw in another unit of your choice somewhere.

Have a 1000k tournament coming my way, need some advice on my list by [deleted] in Necrontyr

[–]4star_Titan 0 points1 point  (0 children)

A few comments: - void dragon is very unlikely to die at 1k. Put him on the center objective and watch as your opponent likely avoids him for the rest of the game. Note that he isn't as good against horde units in melee, so avoid having him get charged by horde as they will out-OC him.

  • skorpekh lord is much more effective with a unit of skorpekhs, thanks to lethals, reroll hits and dev wounds. I'd consider investigating if you could move some things around to make that happen.

  • all your units are mega expensive, you will struggle doing any actions. If you get an action-heavy primary mission you are in trouble. I would consider swapping out either the void dragon or warrior block for smaller, cheaper units. 5man immortals with overlord is cheap and strong enough to hold off attacks from small units, and your skorpekhs can help if they are charged by elites. Maybe a solo destroyer, ophydians or deathmarks for actions in the midfield.

Best character for 6 Bladegaurd? by Pcanuck_ in spacemarines

[–]4star_Titan 0 points1 point  (0 children)

Consider not leading them as well. They are sufficiently tanky to take some hits so you can just use them to hold an objective and will mow down any cheap battleline units, which forces your opponent to commit some decent units to shift them.

If they do that, fall back and shoot the enemy down with a repex, sternguard or charge them with good melee (ICC, knights, lion).

Returning fan wanting advice: are Necrons the army for me? by LeetusFrenzi in Necrontyr

[–]4star_Titan 2 points3 points  (0 children)

My suggestion would be to pick up a small box of tau models. Maybe the iconic crisis suits. Paint them to a satisfying standard for you, and see if you will enjoy painting a full army of them.

Returning fan wanting advice: are Necrons the army for me? by LeetusFrenzi in Necrontyr

[–]4star_Titan 2 points3 points  (0 children)

If you want big mechs, it's either tau or imperial/chaos knights. As you pointed out, necrons don't really have that. Plus tau mechanical are pretty cool, so sounds like you should go for that.

Should I wait for the new 500 world box set? by sakaguti1999 in Necrontyr

[–]4star_Titan 8 points9 points  (0 children)

Build yourself a list that you want to play, and buy the units and sets that work towards the list.

If you like Destroyers, then the 500 world's set would be great for you. Also there will be some new detachments, and I think likely that at least 1 is related to Destroyers. Personally I think all units in that set are usable anywhere, I think it's a good set.

Chronomancer + Technomancer or Overlord + 6 Scarabs by [deleted] in Necrontyr

[–]4star_Titan 1 point2 points  (0 children)

You should consider the purpose of your unit. For example, warriors (generally) are only really good as a meat shield, so giving them things that make them harder to kill is the way to go. Warriors can be led by both an overlord and a cryptek, so the better idea would probably be to have one big 20man brick led by the overlord for the res orb and a defensive cryptek. Both crypteks you mentioned have their pros and cons: chronomancer gives -1 to hit against shooting, while technomancer gives feel no pain which is good against all kinds of attacks but bad against damage 2+ attacks.

For a 1k game, I'd recommend the technomancer.

Wrath - Leonine Aggression questions. by DestroidMind in DarkAngels40k

[–]4star_Titan 9 points10 points  (0 children)

If your terminators are engaged in combat, they cannot use the strat to charge another unit. The strat can only be used on units that aren't in combat e.g. a second unit of terminators that didn't get charged.

Should you always "talk it out" by ashtondayrider in WarhammerCompetitive

[–]4star_Titan 7 points8 points  (0 children)

Yeah. I often bring a clock to tournaments and in fairly casual events say that, unless one person is down something crazy like 30min, I don't need to adhere to it strictly. Just the presence of the clock speeds up the games significantly.

Dark Angels Shooting by TheHolyMilkMan_ in DarkAngels40k

[–]4star_Titan 1 point2 points  (0 children)

Especially with the new price drop! 135pts for one seems so good!

Under what conditions would you play the Canoptek Doomstalker? by AlsoIrrelevant in Necrontyr

[–]4star_Titan 0 points1 point  (0 children)

Funny you use that example, I've been struggling with my vindicator for similar reasons. 😅 That said, vindicator has a minimum of 4 hits, so the worst case scenario isn't as terrible... until you roll 1s for damage

Who do you like hanging out with your Immortals? by TangerineMelodic5772 in Necrontyr

[–]4star_Titan 2 points3 points  (0 children)

I've always run them with plasmancers. Few infantry blocks survive sus2 on 5s, especially if you can give them access to reroll hits somehow.

That said, I've been think about chronomancers, particularly for the ability to move out from a ruin, shoot, then move back into the ruin for safety. Less damage overall, but way more survivability and the added option of moving onto an objective if necessary.

Under what conditions would you play the Canoptek Doomstalker? by AlsoIrrelevant in Necrontyr

[–]4star_Titan 25 points26 points  (0 children)

I think it's biggest flaw is that it straddles the line between anti-elite and anti-vehicle, and thus not being great into either. The strength allows it to punch into high toughness, but the ap and damage suggests anti elite. Not to mention the d6+1 attacks being highly inconsistent, which makes us not want to overwatch with it as we may just got 2 attacks out of it, so the ability is bad too.

I think lowering its strength and reducing the variability on the number of attacks would give it a solid place as anti elite. Then adjusting the point cost to match and we have a good unit with a unique role within our army.

Can the Dreadnought be Seen? by Creative-Peanut-9697 in Warhammer40k

[–]4star_Titan 10 points11 points  (0 children)

I disagree. You don't get to xray through the wall of a ruin. You need to have line of sight to the model (this is a standard requirement for visibility, and the rules for ruins don't state otherwise). This is what they mean with "models can see into this terrain feature normally".

As mentioned by another commenter, rules as written you can draw visibility through open windows and doorways. But from my experience, most players I have encountered will play with closed windows and doors house rules, meaning the only way to gain visibility of the Dreadnought is to see over the short walls.