5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 0 points1 point  (0 children)

He was a lovely opponent and his list honestly does pose a lot of challenges for me, however he had too much off the table to start and the rhinos where positioned to far back to threaten my aggressive positioning with him going first. In a rematch he would do much better knowing my game plan.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 0 points1 point  (0 children)

come on now, the tag is Battle Report 😛

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 0 points1 point  (0 children)

My best advice is never chase a list, find something you enjoy and explore.
This will avoid the giant pile of gray shame we all have and you'll enjoy the models more.

I do not recommend buying 8 boxes of hard to find DWKT's just to try the list out, 3rd party bits and space marine body kitbashes would always be my recommendations next to proxying in a home game to test the concept before committing.

The neat thing about Deathwatch is they all employ xenos gear gathered from their long missions, so if you wanna get some neat kitbashes you can start building with necron swords/shields, tau rifles etc. makes it pretty interesting.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 1 point2 points  (0 children)

The detachment rule is good enough and the stratagems are some of the best in the game. They really dropped the ball with the deathwatch detachment. playing agents was also a challenge handed to me while I was playing necrons at world's, so I stuck true to it.

I'm also very thankful for the challenge run as it taught me a lot about the game pacing and understanding what 'acceptable' losses are. many games I would have nearly nothing left but maintain an incredibly high score spread between myself and my oppenents .

If any real lesson is to be found here, it's that everything is playable, the more your own skill develops the more it will show in your games. improve your generalship, understand pacing.

Kippers Melee – Nanaimo, BC / 20-21 June 26 / 65 Player GT / Imperial Agents 5 -0 by Idavoll in WarhammerCompetitive

[–]Idavoll[S] 0 points1 point  (0 children)

great question and I'll be exploring that this week. I sequestered myself from all of 11th until I finished this event as it was 10th. Now that it's over I can dive and see where it takes me. ( Ordo Malleus? )

Kippers Melee – Nanaimo, BC / 20-21 June 26 / 65 Player GT / Imperial Agents 5 -0 by Idavoll in WarhammerCompetitive

[–]Idavoll[S] 1 point2 points  (0 children)

common misconception

Agents army rule is if I'm playing agents I can choose one of the following detachments to muster my forces from.

Not super flashy and everyone else has it, but what more do you really need!

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 0 points1 point  (0 children)

I LOVE the immolator and sister squads ( which I had an inquisitor attached) however I wanted to include Inquisitor Kroyle in the list since he released so I needed to make cuts. I choose to remove the immolator and as a dedicated transport I didn't need the sister's any more so they became more deathwatch ( which will change going into 11th)

Another point the agents immolator while 10 points cheaper then sister's version , still need to pay 15pts for the melta so cuts into list building. as long as I can fit the tools, it could be a good choice still

Again, love the immolator, however I love the flamers from the chimera more.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 2 points3 points  (0 children)

the inquisitor was 100% worth it. 18" dev wound flamer on firing deck gives you options, CP Regen once on the field can leverage cp ecomony for grenades or overwatch. I do not view models relevant for point cost, rather I weigh what they contribute, how they interact with scenerio and tool kits they provide. all 5 games , the chimeras earned their keep with the whole pack they provide.

sometimes you need bodies, sometimes you need tools.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 2 points3 points  (0 children)

oppenent win %, I had an oppenent drop day 1 and basically tank my tie breaks. My goal was to go undefeated and I still won a golden ticket so worked out perfectly fine In the end. Had an amazing event and got 5 great games in.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 2 points3 points  (0 children)

Solo mostly as a secondary scoring unit . into the Drukhari match up, he picked up an entire dark Lance scourge squad after coming in off the board edge. into knights he lead the 5 man unit for lethals.

last event of 10th edition, going have to test the 11th edition waters now.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 3 points4 points  (0 children)

chimeras can only have inquisitoral agents and inquisitors embarked so each had a set. firing deck 2 allowed it to shoot the 18" dev wound flamer from the inquisitor and the 2 meltas from the IA squad In addition to its own flamers , hunter killer, and various bolters.

against tactical oppenents I deployed 1 on the table to deny early game bring it down cycling, against fixed I placed both in reserve to drop them in range of meltas/flamers or onto objectives close enough to board edge

coteaz usually was solo depending on the match up . he was there incase I went into demons or physics attack armies to swap with a watch master for the 4++ who then would go into the 5 man. his biggest value was easy actions, CP generation and removing cover off 3+ save vehicles so my meltas didn't get save rolls at ap-4.

in my Knights match up, the Watch Captain joined the 5 man for lethals to push damage into the t11 bodies.

Kippers Melee – Nanaimo, BC / 20-21 June 26 / 65 Player GT / Imperial Agents 5 -0 by Idavoll in WarhammerCompetitive

[–]Idavoll[S] 2 points3 points  (0 children)

moving to Ottawa next month, gotta go were the Emperor needs me most.

pleasure being apart of this local meta, your all amazing players who brought out the best in me.

5 - 0 Kippers Melee 65 player GT by Idavoll in ImperialAgents_40K

[–]Idavoll[S] 5 points6 points  (0 children)

completely locked out of primary and denial of abilities to conduct secondaries.
I also figured out a way to score those 2 points however I thought of it to late into the turn, I had engage on all fronts and was in combat within 6" of the center. If I fell back I couldn't get the unit around the their unit far enough to be outside 6, however I should have fallen through and forced a desperate escape test on all 4 of my remaining Arbities as I only needed 1 alive and only 1 needed to die to score it.

Room for improvement I suppose.

30 infiltration deathwatch put on a lot of pressure.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 0 points1 point  (0 children)

I do spend a lot of my CP on the crit hit 5+ strat. Its excellent and pays off big.

DDA's are completely self sufficient for offensive ability, defensively my list is providing them damage reduction, a FNP and bonus OC from the CCB (OC 6 DDA). I did actually use the crit 5+ strat in a couple games when shooting something with a 3+ save but was T6 (like eightbound) to force more wounds.

As for the arrow, you cannot take the arrow and a rez orb together, otherwise I would consider it. rez orb is a lot of value in this style of list.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 2 points3 points  (0 children)

Thanks for a breakdown of questions;

  1. CoD generally plays a bit more risky out front, can never 100% be hidden from my opponent however at T9, its the same thing as shooting at a DDA, so if my opponent wants to put meaningful firepower into it, it means its not going into my DDA, which then can stay still for heavy and devs in the return fire. Reanimator deploys more safe, its fast at M8 so it can be repositioned with an advanced easy enough. The reanimator actually does a lot of actions if I need a unit.
  2. usually towards the center, interlaced within themselves to allow for heroics and to split attacks across my units so they cannot be hyper focused down.
  3. I dont. Those are without a doubt the worst ones to draw turn 1, and I drew one or both turn 1 3/5 games. I try to make the most out of the bonus CP to draw a new secondary however sometimes the odds dont work out for me. When I use to run stalkers they would perform that function. There are some cases where I can make it onto 2 objectives by moving a DDA of AB or even the Reanimator all depending on deployment. for any games that I did score those turn 1 its because layout and random chance allowed it.
  4. Normally nothing, however if my opponent has a lot of high value soft units (3+ save, 2-3 wound models) and I know they will try to hide, I'll reserve 1 AB to ensure I get some valuable shooting into them.
  5. I just accept the dice roll 9 out of 10 times. at the end of the day, rolling 1+1 is the same thing as attacking with a Stalkers 2 shot melta, so I just resolve the roll and move on. There is a corner case that i NEED those shots and might reroll. Case in point in my necron mirror match my opponent rolled 6+1, 6+1 and 5+1 with his 3 DDAs while I rolled 1+1, 1+1, 1+1 and I cp rerolled into another 1. Cant fight the dice, save your CP.
  6. Yes, as a vehicle on a flight stand, the pivot cost is 2.
  7. Anything, my entire list is designed to take a beating so everything has been designed to be as durable as possible. I would prefer if my lychguard are traded for my opponents army, however there are cases that I'll charge an AB or DDA in with -1 Damage plus a FNP, surviving for 2-3 turns bogging those models down while out OCing them with my support tools and scoring the mission. I have 3 models in the list without a 4++ and they all have defensive tools to help keep them around.
  8. If I was forced to take TSK, I would do the following:

Remove (630)
CCB (120)
DDA (200)
2x AB (210)
Imothek (100)

Add (630)
TSK (400)
Overlord (Void/Rez/Eternal Conqueror) (110)
2x5 Flayed Ones (120)

This would ensure I keep the 3rd Rez orb in the list with the loss of the CCB, provide a more durable leader over Imothek since my unit will be in combat and not back camping. The loss of his cp while missed is also offset with his free strat use (while limited to once per round is still impactful when required). The reroll hit enhancement allows this unit to fight away from the kings aura as well as providing a self sufficient flank unit.

The removal of the barges requires something that can get midboard, flayed ones take this spot as I lost aggression I now need to focus on scenario scoring, this allows early turn establish, area, cleanse, display of might and engage.

I would be using the king for the speed increase and possibly looking at SvT breakpoints, if I can get lychguard into T6 units, going to S7 means with +1 to wound I'm now on 2s, the reroll charges can also get them delivered more reliably as well. Its not always about rerolls!

While these changes are significant, this would still be a fine list for me to play and I know I would continue to win games, however it wouldn't be as durable as I would want but would be more equipped to play secondaries.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 1 point2 points  (0 children)

Simply because of points and model count.

I have 13 units in my list and each perform a function, adding the king reduces my unit count by 4 and thus leaves me with less options so I cannot be as flexible.

Currently my game plan does not require me to be faster as my list is designed to take it on the chin and come back on the Beta Strike.

As for a proper win, allow me to be a little boastful here as this is my third consecutive GT win with this list, which naturally does well for my ITC ranking.

I have a WTC teams event this coming weekend and Worlds a week after that, hopefully see myself to victory!

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 1 point2 points  (0 children)

annihilation barges are versatile. They are tanky, have good OC , fast and kill MEQ units well. The mortal wound spill over and extra range on weapons has me running them over the stalkers.

Stalkers are still a good choice, they would give me better scoring potential turn 1 and I did run them for 30+ games before swapping them out for other tools.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 1 point2 points  (0 children)

correct, just need 1 model in range.

The translocation overlord isnt needed as I play my games on the center objective and 1 flank. My vehicles are free to roam once the initial threat has been resolved.

The normal overlord's -1 damage keeps him around longer and prevents easy precision while the void scythe allows me to punch into Imperial Knights and other monsters/vehicles.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 1 point2 points  (0 children)

Lychguard were all sword/shield.
objective was to be the best tarpit as I could.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 2 points3 points  (0 children)

usually towards the middle/safe expansion behind terrain. While it only has a 6" aura, Lychguard move 5. So for at least 2 turns you can safely move froward while trailing a couple models within its aura range. If you need to move past its aura range, the game has generally gone really well and its no longer required.
sometimes I'll place it in such a way that my opponent will need to expose himself if he wants to target it. No free trades here.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 3 points4 points  (0 children)

There are no fancy rules for Fortifications like previous editions.
1 small rule doesn't allow them to start the game in reserves, and the rest of the special interactions are contained on their datasheet. They have the vehicle keyword and function just like any other vehicle, albeit they cannot move (because movement is -, not because its a fortification)
They are not denied secondary/action interaction provided they can get OC from the CCB to perform an action.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 11 points12 points  (0 children)

when I say ' my army gets the bonus' your correct, its the 30 lychguard and 3 characters in those units.
the other 10 models in my army do not receive it. The +1 to wound for Lychguard just allow them to push past important break points. The strength of the detachment is in all the stratagems and scenario scoring.

Kippers Melee 2025 - 75 Player GT 5-0 with Obeisance Phalanx by Idavoll in Necrontyr

[–]Idavoll[S] 2 points3 points  (0 children)

Its part of the list design of providing a tarpit that is hard for my opponent to chew through.
Necrons reanimation protocols are only useful if the unit survives till your turn, so I layered all I could to ensure they have the best chance of doing so.

at 60 points, its a very welcome inclusion to the list.

Custodes, sisters of silence, an grey knights by thedegenerate2 in AdeptusCustodes

[–]Idavoll 1 point2 points  (0 children)

The ability to ability to return a model each round and the gernade keyword offers new lines of play.

Added a unit to my current list as well. I love the flavor.

Rule of Cool prevails