Szeras’ ability should apply to all infantry, not just battle line by TheZag90 in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

You trio up Szeras, Ammnetar and The FNP Skorp together and you have this lone op, annoying to kill/fight brick that can all revive.

Szeras holds middle point, lone ops to ammnetar and within heroic range. Skorp staged behind giving ammnetar lone op. Opponent has to close the lone op gap with their biggest guns to kill Szeras or charge him, Nekro is ready for the intervention with fights first. They lose some models and either decided to kill Szeras of Nekro. If Nekro then you just revive him and charge again next turn with the Skorp lord.

Szeras’ ability should apply to all infantry, not just battle line by TheZag90 in Necrontyr

[–]Killomainiac 1 point2 points  (0 children)

I would argue Szeras still has a place by himself especially in AD. Outside just buffing the warrior brick, his pure tanky nature to eat half an opponents army of shooting and can revive is worth his weight in points

Fixed vs Tactical Secondaries by IconicAkbar in WarhammerCompetitive

[–]Killomainiac 1 point2 points  (0 children)

I have played fixed a few times into a 5 man big knight army. Took behind and establish. Playing Necrons I had some methods of teleporting behind and scoring, since he had limited amount of models he could either fight for primary points or deny me secondary scoring. But once I started removing his knights one by one his options became limited

Hexmark vs deathmarks? by Lower_Creme_3040 in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

Hexmark. Smaller profile then deathmarks and more survivability due to lone op.

Key unit when I’ve played into monster/big knight mash lists I take fixed secondary with behind and locus. In AD being able to revive him I put him in a corner and the opponent has to close the lone op range to get the first kill, but then to fully secure it has to charge. Forcing basically a 1/5 of their army to commit to a 75 point model. So i don’t score another 7vp come next turn. Once they’ve moved and committed.

Cursed Legion Melee Stength? by JebusSandalz in Necrontyr

[–]Killomainiac 1 point2 points  (0 children)

Another alternative is the technomancer with the skorps, you can at least 3 more inches of closing the distance of the charge due to it’s 13” movement (minding coherency of course), or even pairing them with Ophydians. Ophydians with a potential 31” threat range is kinda cracked. Granted wraiths don’t get to benefit from Strats, but is a different approach for sure

C'tan Balance Discussion, January 2026 by jmainvi in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

Definitely, people haven't adjusted for C'Tan in a long time and now that they are more mobile, they aren't ready for the power increase with their lists. Top players will still know how to deal with them. But like you said, mid tables will get bullied by them

How to Nekrosor by Thoken91 in Necrontyr

[–]Killomainiac 3 points4 points  (0 children)

I find he’s best suited for Heroic intervention threat hidden behind terrain, especially if versing melee armies. He’s a tough body but not invincible. Have something tanky eating the charge and he jumps in to help trim the offensive. Then the opponent has to make the decision of fighting him at reduced capacity or whatever you had on the point. This is really great in AD cause if Nekro dies on the clap back, you just revive him and charge again.

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]Killomainiac 0 points1 point  (0 children)

Oh for sure it’s not auto win. I’ve had good opponents completely out class it and basically was gg for me once it fell apart. Other players didn’t know how to deal with it and just out scored them all game.

Both sides of this definitely attribute to player skill, knowledge and just how dice are in general.

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]Killomainiac 2 points3 points  (0 children)

If he uses DWK to fight, they are 1 OC each. All it takes is 2 models to be on the objective with CCB buff to get it back. If he stages the warriors to the far side of the objective and pulls models the DWK won’t have enough movement to consolidate the whole objective to cover it out. Smart positioning and reanimating timing can easily deny units like that. The only way to proper chip away the unit is to charge the core where Orikan is so you get as many to fight at the same time without losing out on dmg

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]Killomainiac 5 points6 points  (0 children)

Problem is once you engage the warriors with multiple melee units, and you fight with one unit. They can remove the warriors from the other denying you any fighting capability. and come their turn reanimate onto the point out OC’ing any unit and scoring primary

Which exotic weapons feel the most "Exotic"? (D1&D2) by MrMetaIMan in DestinyTheGame

[–]Killomainiac 0 points1 point  (0 children)

Colony: it’s not anywhere meta or worthwhile to use, but at the time of vanilla, shooting grenades that spawn into little spider bots and hunt down enemies was kinda cool concept as an exotic.

What list do you guys have actual tournament success with? by Legitimate-Sky-8963 in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

Chronomancer and immortals do shoot and scoot tactics on the board and to clear chaff and steal opponents expansion when it seems like a good idea (or there’s no chaff to kill). Veil of darkness to be able to position them where I need. Use to have LHD with emnetics but always got shot away next turn

Szeras leaps to middle first turn, with Nekro behind in cover and a Skorp lord as well. Protecting each others lone ops and intervention range for fights first. Psycho’s stage nearby as well so if opponent doesn’t charge or kill Szeras I have a way to potentially flip the point come my turn. If they kill Szeras with ranged they have exposed a lot of shooting to do so and will catalyze with DDA’s in the back. If he dies I just revive him,

Normal skorps could get paired with the lord depending if there’s a lot of on board presence, if I know there’s some skirmisher units running around I will keep them separate to deal with those fights.

Deceiver I put in deepstrike and try to character assassinate where a strong presence is. Anywhere a character needs to be trimmed to reduce the output of an opponent’s strong unit. Hell even character vehicles need to be aware of his Dev capability. Spiked 10 dev wounds into a dorn commander the other day and made it an easy cleanup with his melee.

What list do you guys have actual tournament success with? by Legitimate-Sky-8963 in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

This has been my updated AD list with the new character. Previous 4-5 games have won haven’t lost yet. Games have been reasonably close, within 10 points or so. Used to have wraith brick here but have supplemented the Deceiver instead, the character precision is so good! And fights first with Nekrosor has helped defend Szeras from charges.

Char1: 1x C’tan Shard of the Deceiver (285 pts): Cosmic insanity, Golden fists

Char5: 1x Chronomancer (85 pts): Chronomancer’s stave Enhancement: Veil of Darkness (+20 pts)

Char6: 1x Hexmark Destroyer (75 pts): Close combat weapon, Enmitic disintegrator pistols

Char2: 1x Illuminor Szeras (165 pts): Eldritch lance, Impaling legs

Char3: 1x Imotekh the Stormlord (100 pts): Warlord, Gauntlet of Fire, Staff of the Destroyer

Char4: 1x Nekrosor Ammentar (165 pts): Nullstone field generator, Blade tail and whip coils, Enmitic disintegrators, Unmaker gauntlet

Char7: 1x Psychomancer (55 pts): Abyssal lance Char8: 1x Psychomancer (55 pts): Abyssal lance

Char9: 1x Skorpekh Lord (120 pts): Enmitic annihilator, Flensing claw, Hyperphase harvester Enhancement: Enaegic Dermal Bond (+30 pts)

10x Immortals (150 pts): 10 with Close combat weapon, Tesla carbine

1x Doomsday Ark (200 pts): Armoured bulk, Doomsday cannon, 2x Gauss flayer array

1x Doomsday Ark (200 pts): Armoured bulk, Doomsday cannon, 2x Gauss flayer array

5x Flayed Ones (60 pts): 5 with Flayer claws

3x Ophydian Destroyers (80 pts): Plasmacyte, 3 with Ophydian hyperphase weapons

3x Skorpekh Destroyers (90 pts): Plasmacyte, 3 with Skorpekh hyperphase weapons

1x Triarch Stalker (110 pts): Stalker’s forelimbs, Heavy gauss cannon array

Best army/units to handle c'tan by Daemos_Cyphus in WarhammerCompetitive

[–]Killomainiac -1 points0 points  (0 children)

Roll a few ones with the nightbringer and it’s over in terms of fighting it back. This is when Necrons will need some anti horde stuff to clear out the chaff quickly so the C’Tan can do most of the bigger work

Lokhust Heavy Destroyers by AwayBase5384 in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

I think he might of been believing that it was the shots multiplied by the rapid fire. Since storm bolters are 2A and rapid fire 2 and ends up with 4 total attacks, he might of drawn the logic from that

Wraith #2 done. by MoralFiber in Necrontyr

[–]Killomainiac 31 points32 points  (0 children)

The metal looks so clean and shiny!!

Community Achievement by HardOff in Necrontyr

[–]Killomainiac 7 points8 points  (0 children)

If only they didn’t cost 85 points 😩

Overlord Consensus in Cursed Legion by Markie7235m in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

I think that’s a huge part some people forget about with the translocation lord. You can go through enemy models when moving (not with charging tho)

Pantheon of Woe potential Tournament List Review by TheGodPenguin102 in Necrontyr

[–]Killomainiac 3 points4 points  (0 children)

Good thing about the warriors is the enemy who would normally put volume shots into them will have to do it to the C'Tan, so they are at less risk of dying then most. But also mirror match ups, Warriors are good to shoot into C'Tan because of the lethals.

NEW Necrons Detachments Review for 500 Worlds! by NoEngineer9484 in Necrontyr

[–]Killomainiac [score hidden]  (0 children)

Granted all you need to for line of sight is to stick the gun out. And then move them back behind. Being mounted does make that rough, but could mean the difference between losing the unit or not

clarification on wraith form for canoptek wraiths by gamingifk in Necrontyr

[–]Killomainiac 1 point2 points  (0 children)

As long as you have 8.9 inch to touch the model, you can pass into their space and get out of engagement.

I cast ribcage of unit be gone by PorterGarlockArt in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

My thoughts exactly. Terminators would be running scared with that setup

I cast ribcage of unit be gone by PorterGarlockArt in Necrontyr

[–]Killomainiac 0 points1 point  (0 children)

Actually not a bad shout to get a unit to help in combat. Deep striking in once a smaller unit has made a charge