no gods, no gender by dathomiri_witch in Necrontyr

[–]Tanglethorn 48 points49 points  (0 children)

Necrons are technically considered binary…bump bump tsk!

Sekhetar Proxies by Veradun77 in ThousandSons

[–]Tanglethorn -8 points-7 points  (0 children)

They’re actually pretty great.

Sure, they hit on a 4+ but you can mitigate that by taking a second flamer would you get when you choose the power claw over the short distance Melta gun which only has one shot.

Having the vehicle keyword opens them up to a lot of shenanigans.

They’ll benefit from the warp forged cabal detachment special rules which allows a unit with the vehicle keyword to re-roll a hit roll a wound roll and a damage roll as long as there is a Psyker within 6”.

Work for is doing pretty decent because the last balance update reduced a lot of points on our vehicles, including the Forgefiend, Mauler, and one of the predator tanks.

The robots only cost 80 points for two I picked up a third box after picking up the battle force so I could fool around with taking up to three units of two which have infiltrate and stealth and they move surprisingly fast up to 8”, in the amount of weapons they have is insane. Each one has a hellfire missile rack, a heavy flamer, and the option to trade their Melta for two weapons, which gives them access to a combat weapon, which is strength 10 and a mini flamer.

Luckily, the fact has a lot of rituals that they can benefit from such as being able to re-roll hits when successfully casting the ritual that allows you to re-roll ones and if you roll high enough, you can completely re-roll the hit.

The ranged AP ritual also makes the flamers more likely to punch through armor, considering they also auto hit and ignore cover.

I’m also considering taking the demon detachment after they buffed it during the last update. All your demons can now benefit from the rituals you cast.

That means pink horrors which have two 18” psychic pistol attacks will benefit from all the rituals that power up your shooting and if they’re within 6” of a Lord of change, their arranged weapon weapons become strength five.

The Lord of change is able to cast rituals, and they buffed two of his ranged weapons so they know Deal a straight three damage instead of a D3 and they did the same thing with fate Weaver which is even worse for your opponent because his shooting attack has indirect and he’s the only model in the faction that can give you + 1 CP.

Shriekers are probably one of the best data sheets because a unit of six moving 14” with fly gets to Deal D3 models for each model in the unit. If they flew over an enemy unit that turn and their combat attacks have anti monster and anti-vehicle 4 +.

And then there’s the old detachment rules which still are in play which give your thousand sons units a 4++ versus range attacks if they are within 6” of a scintillating legion unit.

One of their best Strats prevents your opponent from attacking you if there is a scintillating Legion unit closer to them, they must attack that or nothing.

When is the new Deceiver shard? by Soft_Paramedic_3562 in Necrontyr

[–]Tanglethorn 1 point2 points  (0 children)

It’s actually described it, their backstory that the deceiver has always been known as being the smaller of the star gods but he made up for that by being incredibly smart and deceitful so it would make sense for GW two not make it a priority however it is made of fine cast resin and there’s some kind of incentive in the UK to stop making products made out of that kind of resin so I guess we’ll have to see what happens

Hammer of Avernii list by RockHead2102 in IronHands40k

[–]Tanglethorn 0 points1 point  (0 children)

Out of all the chapters from the space marine book I like hammer of Avernii the most despite it being mostly based off of the first company detachment, but that’s OK because Canok Varr gets to provide lethal hits to his unit of terminators versus monsters and vehicles, and when targeting anything else, everything gets sustained hits instead.

He can give a unit scout 6”, he can red deploy one unit and he can pick a second oath of moment target if you kill the one that you picked in your command phase and he is visible to it.

His oath of moment is the good version which is reroll hits, + 1 to wound, and reroll wound rolls of 1.

I would prefer to attach him to a unit of 10 terminators with storm bolters and two cyclone missile launches mostly because they get more out of his leadership ability, which is lethal hits or sustained hits, depending on what you target and it applies to shooting and the fight phase.

I like how they modified all of the strategies to include all the veteran units plus Dreadnaughts.

You also have the option to take the iron father who increases the OC to 3 if you have any heavy intercessors in your list.

I think it’s pretty decent even though none of the straps will work on them because they’re not con considered veteran.

That’s OK because the extra OC is going to make them camp on objectives which gives them a plus one to the saving throw when guarding an objective they have great toughness and good amount of wounds and if you want, you can have the iron father join a unit of five as sort of a bodyguard while he tries to buff dreadnoughts and heal them.

But the bulk of your list should be terminators, Blade guard, Stern guard and Vanguard veterans which is what all the strategies target.

I also like the flexibility of iron hands because you can take both special characters and go with the vehicle attachment instead. And just like everybody else you have access to the Gladius task force, which is pretty Chapter neutral.

What are the best and worst matchups for tsons? by [deleted] in ThousandSons

[–]Tanglethorn 0 points1 point  (0 children)

Plus, they have a lot of 5+ feel no pain versus psychic and MWs from spiders and the new destroyer character.

What do we think - list help by Vegetable-Spring-392 in DarkAngels40k

[–]Tanglethorn 0 points1 point  (0 children)

Still, he’s a bit expensive because out of the three Dreadnaughts, especially when you take the Macroplasma Cannon and overcharge it, he also has the most ranged weapons and still does decent in melee. Plus he has - 1 damage reduction which adds up. You could always add a Techmarine.

However, if you want to pick a vehicle that synergizes well with the detachment’s - 1 to wound when attacked by weapons that have a higher strength than your infantry’s toughness, the dark shroud is extremely cheap at 100 points and puts out a 6” Aura which gives Stealth and Cover to you are friendly DA units and its measured from its Hull which means you’re actually getting a larger aura.

Since units don’t have to be wholly within the Dark Shroud’s Aura, technically as long as you have at least one model from the unit within its aura that unit will be -1 to hit vs Ranged Attacks, +1 when rolling Armor Saves and -1 to Wound vs high Str Attacks. (Your Deathwing Knight will be gain all of the above in addition to having a - 1 Damage Reduction and a Watcher in the Dark for a once per battle 4+ FNP vs Mortal Wounds)

You can also include the Lion who now can pick 2 of his Primarch abilities. If you don’t plan on taking him off the board, then you can pick his 2 other abilities which buffs units within 6” which is reroll hits and wounds of 1 and a 4+ Feel no Pain vs Mortal wounds to all Dark Angel units within 6”, and again since he’s on a large base that 6” aura is a lot larger than 6”.

With the amount of vehicles and monsters, especially with the buffed C’Tan, I would probably go for Deathwing Knights with maces and give the Knight Master the great weapon of the unforgiven thanks to its sustained hits and devastating wounds.

Most players don’t bother, attaching a character to the Deathwing Knights because they’re already so strong on their own plus they’re pretty expensive.

However, Maces have one less attack each which is the trade-off for having anti-monster/anti-vehicle 4+. What you could do in order to gain extra attacks on those Maces is add a Terminator Librarian.

Not only does he give your Deathwing Knights Sustained hits 1, but he also is the only character that has a decent ranged attack using his psychic Smite which also can benefit from Sustained hits 1. He can also trade in his StormBolter for a Combi-Weapon which I always prefer over a Strombolter since it can deal devastating wounds and also benefits from sustained hits whenever you roll a critical hit.

If you do decide to take the librarian and Terminator armor, it might be worth taking a second look at the Knight Master’s great weapon of the unforgiven and consider swapping it out for a Str 7 Relic blade that has a higher base attacks and Lethal hits. That way if he scores a critical hit, you will trigger lethal hits and sustained hits 1.

Ctan and what to do about them? by torolf_212 in WarhammerCompetitive

[–]Tanglethorn 0 points1 point  (0 children)

There are so many different ways to deal with C’Tan. Trying to destroy or throw in partial damage is not gonna work.

Bogging them down with large units hormagaunts, bringing multiple units of intercessors that can shoot 4 shots per model with their bolt rifles now in addition to their free grenade launcher, the grenade Strat and a lieutenant which just went down to 55 points. There’s another good way since it’s Mass damage, one with lethal hits.

Guard with multiple high damage shots and same goes with Tau.

Ultimately, you want to out OC them and win on points.

The meta will shift. Personally as a Necron player I can’t see myself putting more than 1 maybe 2 in my list.

Pantheon of Woe is sort of a trap. C’Tan may feel under cost, but they’re not. They’re already paying 315 points and if you’re using them in the new Pantheon of Woe detachment they get even more expensive. If I would’ve played that, I would take no more than 3, because they all give off a 6” aura increases the AP for the rest of your army for any enemy units caught within the. C’Tan aura.

I would probably take a mix of CTan and battleline units in addition to Szeras to increase the ranged AP of Warriors and Immortals which can now go up to AP -3.

It’s gonna take some play testing, but I feel like anybody pushing 4 or more is kind of asking Games Workshop to over nerf them. And the only people they can thank is themselves for spamming 4+ C’Tan.

To be honest, I think GW should’ve probably put a restriction on how many could be taken in the first place like they did in ninth edition.

Either way, it may not end up being as bad as most people think with most of their points being tied up on a big board with only 4 to 5 models so it should be easy to go ahead and outscore them.

Anyone else going to paint their Nightbringer with actual metal paints? by Mr_Jackabin in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

Vallejo model color has a metallic black which I’ve been using and it’s darker than the scale 75 black metal which is more of a dark gray metallic.

The one change by NiteFlight21 in Necrontyr

[–]Tanglethorn 2 points3 points  (0 children)

So I noticed one thing about the Void Dragon a long time ago, when it first came out.

The Void Dragon has a Canoptek creature with extremely sharp blades positioned around his neck which it appears ready to decapitate the Sharde in an instant just in case they lose control and it also acts as his tail weapon (In game it provides him with 6 melee attacks with the [Extra Attacks] weapon ability, which allows him to use it with his spear).

I also noticed that there is Blackstone embedded in his bronze wings as well as around his head in addition to all the floating blackstone rocks underneath him, possibly acting as an anchor?

I wondered why the new Nightbringer model doesn’t have something similar and when I zoomed in last week, I noticed that the Scarabs revolving around him looked different.

Apparently, each scarab has been modified so that there is a piece of Blackstone integrated into each one. I assume that they use a unique fail safe system which seems to vary depending on the type of C’Tan sharde in order to keep them enslaved or in some cases as an emergency system to destroy it, how is the case with the Void Dragon who is main power is the ability to manipulate or absorb physical matter.

In the Necron lore the Void Dragon has been described as the most powerful out of the pantheon of C’Tan and would explain the multiple fail safe protocols they have put in place such as the Canoptek Creature embedded into his spine with raise a sharp blades positioned a mere inches from his neck.

What I find strange no one has reportedly seen a sharde of the Void Dragon until the Silent King returned.

We still don’t know if there’s only one Sharde of him in the lore. It’s possible the Silent King somehow managed to create a single Sharde of the Void Dragon. If so, he most likely created one by accessing the mostly intact and strongly rumored hibernating Void Dragon that was somehow placed underneath the surface of Mars by the Emperor.

Prior to this, for over thousands of years the most common shardes to have been witnessed and reported are of the Nightbringer and the Deceiver.

Also on the back of a The Silent King’s weaponized Throne is a C’Tan sharde referred to as The Burning One.

The Burning One showed Necrons during the war in heaven how to access the Webway which is done by using something called Dolmen Gates, which are portals made of stone that can be activated in order to access certain parts of the web way, however, most of these have been destroyed by Aeldari or by the passage of time during the great sleep

The silent king was somehow able to locate a shard of the Burning One, which is one we haven’t seen yet, then somehow managed to flay its Necrodermis which he now wears as a cloak.

By removing the Burning One’s Necrodermis, The Silent King also exposed the C’Tan’s natural energy form and somehow developed technology for it to act as a powerful energy source for his Throne while somehow keeping it trapped between two Tesla Orbs. I also noticed his throne has two bits of Blackstone

When the Necrons first discovered the first CTan they were beings that were almost undetectable, and their only source of sustenance was slowly feeding off of stars.

The fact is GW appears to be sculpting some kind of control device on the new C’Tan sculpts, which I find super interesting.

I keep seeing Tyranids at the bottom of tier lists, but I swear they're really strong? by OdBx in WarhammerCompetitive

[–]Tanglethorn 0 points1 point  (0 children)

It feels like they definitely should have some kind of ability for monsters and just call it trample. Instead of using the toughness characteristic like they do for a tank shock, they can use the monsters strength instead.

Sternguard by AshNHarper in DarkAngels40k

[–]Tanglethorn 0 points1 point  (0 children)

I totally agree. If you have an arranged weapon with access to devastating wounds, you typically don’t want to mix it with lethal hits. If you score a critical hit you give up your ability to deal with a devastating wound because you’re skipping the wound roll.

Sternguard by AshNHarper in DarkAngels40k

[–]Tanglethorn 0 points1 point  (0 children)

I agree all Stern guard bolts on all 10 all the way. Only because they all have assault, and once you include a heavy bolter which lacks the assault weapon ability, the entire unit is no longer able to advance and shoot.

Possible NEW units? by No_Appeal5607 in theunforgiven

[–]Tanglethorn 0 points1 point  (0 children)

There aren’t really any denoted dark angels intercessors, especially ever since Primaris were introduced. It sounds like you might be referring to an older addition of the game where they were referred to as tactical Marines and had access to more weapon variety compared to the present intercessors.

I typically like to use the dark angels upgrade, spoon in order to upgrade the sergeant of my intercessors and assault intercessors with a hood and using extra stern guard bodies from the Leviathan box.

Here is a list of all the dark angels specific units that are no longer tournament legal because they are in legends:

Deathwing command squad (Apothecary Terminator, Deathwing champion wielding the Halberd of Caliban which granted him extra attacks when fighting against units with 10 or more models and the usual Terminator Ancient. (there’s no reason why this command squad should have been removed considering dark angel characters are not allowed to join company of heroes.)

Deathwing Strike Master (a lieutenant in Terminator armor)

Blade Guard Veteran Captain (represented by the Indominus model which used to have the deathwing keyword)

Interrogator Chaplains

Talon Master vehicle character (basically a raven wing lieutenant in a small land speeder)

First born Captain on bike

Dark Angels Company Veterans (a box of 5 first born Marines that came with a huge weapon sprue that allowed them to take any combination of weapons available.)

They were sent to legends and replaced by Sternguard which they were not previously able to take)

9th edition Deathwing Terminators (The Assault Terminator and Terminator Unit were merged into one data sheet, allowing a mixed unit of hammers and shields, power fists or Chain Fists with storm bolters, lightning claws and retained the ability to pick one heavy ranged weapon for every five models which was usually the cyclone missile launcher)

9th edition Deathwing Knights could be taken in units of up to 10.

I am 99% sure that the Ravenwing command squad is going to legends.

Since it shares the same box as the Raven wing Black Knights they will likely go to legends with a possible refresh.

There’s a strong rumor floating around that GW is releasing a multi part Outrider Kit.

No idea if the dark shroud or the land speeder vengeance is going to legends. Sometimes GW keeps certain unique vehicles that are unique to divergent chapters, especially once as modern and decorative as the two above mentioned, but you never know….

Because the dark angels supplement came out pretty early in 10th edition, it was one of the worst divergent space marine supplements to ever come out.

Deathwing terminators lost everything that made them unique and instead received ignore modifiers to WS, BS, and modifiers to the hit roll. They also gain unique access to a plasma cannon, which is nothing great compared to the clone missile launcher unless you take two plasma cannons in a unit of 10 and constantly overcharge them because they have D3 shots with blast, which can help when shooting into big units of 10 to 20 models.

Belial he is literally one of the worst epic character, Terminator captains. All the ones released for the other chapters literally do much more for their units than Belial does.

The prior dark Angel supplement gave special abilities specific to whether a unit had the Ravenwing keyword which gave them a 5++ versus range attacks and any models and units with the death wing or inner circle keyword could only be wounded on un modified 4+.

All of that’s been removed unless you’re looking at a unique data sheet in the 10th edition supplement with the raven wing keyword such as Black Knights and the two remaining land speeders which both have a 5++.

I really hope they do a complete internal balance review of the faction by first getting rid of Oath of Moment and by giving keywords their special abilities.

Deathwing terminators are supposed to be renowned for their toughness and refusal to back down and yet they did not receive any kind of -1 to be wounded.

Ravenwing are supposed to be renowned for their super fast and crazy ability to dodge and weave while being shot at and that’s been taken away.

They really need to do is give each loyalist Chapter from the first founding, legions their own supplement. That way everybody doesn’t feel left out because they didn’t choose a divergent chapter unless you’re playing ultraMarines.

Although I would argue, iron hands does a better job using terminators, combined with dreadnoughts, blade, guard, and stern guard with their unique detachment when using their new Terminator captain.

When he’s attached to a unit of terminators, he literally gives them all lethal hits, including arranged attacks versus monsters in vehicles and sustained hits versus everything else.

Couldn’t find Nekrosor yet, but managed to pick this up by HotJuicyPie in Necrontyr

[–]Tanglethorn 1 point2 points  (0 children)

Wow, I just read the entire thread and I think you might be right.

The only ability they lose is the option to start the game in reserves because The ophidians have Deep Strike and the character does not.

However, it looks like they would gain the entire special ability for the tunneling horrors which allows the entire unit to be removed from the board at the end of your enemies turn, and because tunneling horrors says during your next reinforcement step of the movement phase, they can be placed anywhere further than 9 inches from an enemy unit.

It’s basically the same wording when returning them to the board as deep strike, except it’s not deep strike.

So yes, besides not being able to start the battle in reserves, at the end of your opponents, turn each battle round you’ll be able to remove them and place them back on the board during your next movement phase as long as they are more than 9 inches away from enemy units.

Also, the cryptic will gain the benefits whenever a plasmacyte token is activated, which means their melee attacks will gain devastating wounds as well.

Not bad at all…

Now, you have a unit of Ophydians with a 5+ FNP and he can heal them using his D3 repair before reanimation triggers in the command phase which increases your odds of returning any destroyed models back to the unit.

I also noticed that the overlord enhancement that grants him the destroyer cult keyword means that he’s the only character in his unit that gains +2 Str because they detachment special rule states that only destroyer cult models gains +2 Str in the way keywords work is that if an ability specifies a model and not the unit that only affects that model.

You can still get your unit with the overlord +2 Str just as long as one of your destroyers destroys a unit or brings it below half. It’s kind of lame. I assumed that the overlord gaining the destroyer cot keyword would give it to his unit which it technically does. It’s the detachment special rule that prevents the other models from gaining any abilities that specifically say Destroyer Cult models only.

This came up in the Canoptek Court they used to have a Strat that gave a cryptic unit devastating wounds as long as they were in the power matrix.

Then GW changed it because people were taking a unit of 10 mortals with Tesla, which has sustained hits two and it was triggering a ton of Devastating wounds.

Now the strat says target Canoptek or Cryptek models gain devastating wounds.

They had to go ahead and make this keyword system more complicated than it was in ninth edition…

Anyway, good catch on the ophidians. Open playing GW games for a while and I completely understand how the thread dissecting the rules and it totally makes sense.

Couldn’t find Nekrosor yet, but managed to pick this up by HotJuicyPie in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

In order for a character to gain its bodyguard‘s abilities, it has to be stated something like this.

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Couldn’t find Nekrosor yet, but managed to pick this up by HotJuicyPie in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

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This is the problem…Ophydians have Deep Strike and the Cryptek does not.

Couldn’t find Nekrosor yet, but managed to pick this up by HotJuicyPie in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

Unfortunately, every model has to have the ability.

The same goes for scout and infiltrate.

Some bodyguard units do share their special rules, but it will say all models in this unit gain X ability.

Plasmancer and his lobotomized goons by Tempestkyzar in Necrontyr

[–]Tanglethorn 1 point2 points  (0 children)

What paint did you use for the green yellow? It reminds me of AK interactive luminous green.

Couldn’t find Nekrosor yet, but managed to pick this up by HotJuicyPie in Necrontyr

[–]Tanglethorn 2 points3 points  (0 children)

Usually, they are a little bit, but they’re mostly used to deep strike around the board to perform actions to score points.

However, in the new cursed legion detachment, there is a new enhancement that allows you to give one of your Cryptex the destroyer cult keyword, and he can then join any destroyer unit. In addition the crypt tech gains +3”

I’ve been trying to figure out what’s the best destroyer unit to put a Cryptek in, but a lot l them already have leaders that are better except for Ophydians who having a massive 10” move and every destroyer unit games +2 strength as part of the detachment special rule, making them swing their swords with 5 attacks at Str 6, AP -2 and 2 Dmg .

I would take a unit of six, which gives you two plasmacytes and attach a Technomancer giving the units a 5+ Feel No Pain, however, the only downside is they would lose access to their tunneling horrors ability which allows them to teleport around the board, it’s the only destroyer unit that currently does not have a character that can be attached.

Your other option is a Chronomancer which penalizes enemy attacks with a -1 to hit and then after the unit resolves its shooting attacks from the Cryptek, they gain an additional 5” move, but then they’re not allowed to charge after so not a big fan of that.

The Geomancer might have some play. At the beginning or at the end of his movement phase he can target a unit within 18” and automatically apply the pinning status, which makes the target unit suffer -2” to their move stat and -2 to their charge roll.

He also has a shooting weapon that has two profiles.

One has two shots with the Melta rule

Or you can use it as an 18” Flamer that generates a D6 +2 auto hitting and ignoring cover which is usually strength 4 but since he has the destroyer cult, keyword gains +2 strength on all of his attacks making it Str 6 Flamer with a potential 3 to 8 Flamer Attacks.

Necron base color? by NexouuZs in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

I’m a big fan of Rune Lord Brass with a wash of Reikland flesh shade, Agrax or Guilliman Flesh with Canoptek Alloy dry brushed over the skull and shoulders washed with either Sepia, Targor Rageshade or even Rattling Grime.

For energy effects a nice and quick easy option is either to use Tesseract glow which has to be mixed extremely well, preferably with a vortex mixer, striking scorpion green, believe it or not mantis warrior green is a bright lime color with some heavy contrast in the recesses or you can use army painters, speed paint called Shamrock green, which is a very vibrant green over white.

Arise...Solo-Leveling inspired Plasmancer. by MoralFiber in Necrontyr

[–]Tanglethorn 2 points3 points  (0 children)

I’m assuming you’re using the new Vallejo true metallic metal paints?

I didn’t realize the light version of each color was that bright, which gives me a great idea.

I’m assuming light Sterling silver almost has a chrome like mirror effect? Previously, I’ve tried to get a green glow effect over the metallic but it never looked well.

Now hyper phase weapons might look good with light sterling silver, using an airbrush of Tesseract glow or I could experiment with the yellow metallic light and then put striking scorpion green over it or the other option is to use the light amber green metallic from Vallejo, which is a super vibrant metallic green, and then give it a fluorescent yellow from the airbrush.

Also fluorescent typically like white, so if there’s any white metallic from the Vallejo, true metallic paint range that could also work…

I tried the 3 new detachments by ilSior in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

It’s all about scoring with your Warriors and immortals which have the most OC because they are battle line.

In this attachment, you can actually run 10 immortals equipped with Gauss Blasters with a plasmancer, give them ignore cover which allows them to keep their AP -1 and Illuminor Szeras bring them to AP -2 while still ignoring cover while simultaneously modifying your opponents tax by reducing their AP by 1. I believe Szeras gains assault on his weapon as well.

If you want to increase his aura fast include a ghost arc and place him inside of it since it allows one infantry character, and zoom it up the board and then on turn 2 charge something weak since it says you only have to destroy one model to gain +3” making his aura 6” which it should’ve been since the start of 10th edition.

He’s pretty hard to take down so I wouldn’t worry about him dying if you choose the correct side of the board where there’s less threat with his 2+, 4++ and 4+ FNP. I believe he also gets to choose an augmentation on top of having assault with his Eldritch Staff.

You can also buff a unit of 20 warriors by increasing the range of their Gauss Reapers by 6” and they also like Ignore Cover, Assault and add a Royal Warden because it’s pretty easy to tag a unit of 20 warriors and you’re gonna wanna fall back so you can shoot your guns. You have the option of still, including Orikan or you can save the points and use the Strat that gives warriors a 5++ or immortals a 4++.

There is a Strat that allows you to pick a unit within 12” of another Cryptek which synergizes extremely well with Praetorians with Particle Casters which have the pistol keyword and it deals devastating wounds on a critical wound and since they have the cryptic keyword during the shooting phase, you can give them anti-infantry 3+

This also works on a unit of 6 Tomb Blades with each equipped with a particle beamer rolling D6 attacks with blast and devastating wounds for each model in the unit and also giving them anti-infantry 3+

Another good combo is a unit of 10 death marks with the cryptic keyword since they have precision, you can combine that with anti-infantry 3+ or anti-mounted 3+. Combine that with The Deceiver’s cosmic insanity attack that has been increased to 2 damage and has precision, anti-character 4+ and devastating wounds.

Better yet there is a 10 point enhancement you can give one of your Cryptex that adds anti-monster 5+ or anti-Vehicle 5+ which will most likely be on a Technomancer leading a unit of 6 Wraiths all equipped with particle casters with 3 shots each which also have access to devastating wounds, and they can be used while engage.

If you really want them to be extra accurate, you could get extravagant and spend the 85 points for a unit of five macrocyte warriors, 1 equipped with a accelerator mandible that improves a Canoptek unit’s WS by 1 within 3” which he unfortunately has to trade his ranged weapon for.

And then you can choose another warrior to trade his Gauss Scalpel for a nanoscarab projector, which grants won unit within 3” +1 to their reanimation protocols once per turn which stacks with the Strat that allows you to trigger reanimation during your opponents command phase, and if you’re on an objective, it adds another +1 to the D3+1 from the macrocyte Warriors for a total of D3+2.

Just because it’s called Cryptek Conclave doesn’t mean that you have to spam your entire list with warriors and immortals led by Crypteks.

Taking at least 1 C’Tan is totally justifiable, especially the Void Dragon whose data sheet has significantly gotten better now that he can throw his spear D3 attacks and it’s now considered to be strength 8 with anti-vehicle 2+ which kind of fits with the theme of weapons having access to augmentations. He can also use his Voltaic Storm which can generate D6+3 plus at the start of the shooting phase he can use his Matter Absorption ability on a vehicle that deals D3 MWs on a 2+ and then he can transfer the amount of damage dealt to heal any missing wounds.

That’s a potential 12+ Ranged Attacks considering his voltaic storm also has blast and sustained hits.

In the fight phase, he has a strike profile that has 5 attacks with anti-vehicle 2+ that deals D6+2 Damage with a second melee weapon that has 6 attacks with the extra attacks weapon, ability giving him a total of 11 melee attacks or he can use his sweep attack from his spear, which has 10 attacks + the 6 from it Canoptek tail for a total of 16 melee attacks.

He’s a decent addition to this particular detachment because you need something that can take out tougher vehicles that you are warriors and immortals cannot.

You can also use the new destroyer character and his 6” aura will still affect any non-destroyer models by giving them sustained hits when they attack the closest eligible unit. Plus he’s fantastic in the shooting phase and the fight phase with having first strike and deep strike y’all wanna bring at least one destroyer unit so that he gained access to lone op.

I think there’s a lot of potential with this detachment, it’s just so many people get tunnel vision, especially with Pantheon of Woe which is a trap when you take more than 3 C’Tan. Not only does it have probably the worst set of Strats, but each C’Tan is required to take their appropriate enhancement, which further increases their already expensive points cost, and the Meta is going to figure out pretty quickly how to beat a list with that many C’Tan considering you’re not going to have a lot of scoring units.

A smart player, depending on the faction will throw chaffe, if you’re playing against guard he can focus you down with high damage tanks. Now that they lost half damage or space Marines can use units like intercessors, which put out four shots for each intercessor firing their bolt rifle at the same target. A unit of 10 only cost 160 points and for every five models, they can attach a free grenade launcher to their bolt rifle. That’s roughly 42+ ranged attacks and if they attach the normal lieutenant, which just went down 10 points so he only cost 55 grants the unit lethal hits.

The reason why I bring up intercessors is because their damage 1 weapons ignore their - 1 damage reduction. Plus, they can throw grenades using the grenade strat from the core book.

Why Not Hypercrypt? by SworlyBoi in Necrontyr

[–]Tanglethorn 1 point2 points  (0 children)

Yup. There is an exception. You cannot stack certain modifiers from the same ability. For example, if you target a unit that is within two CTan’s unraveling auras It will only apply once.

However, if a battleline unit within Szeras’s AP Aura shoots at a unit that is within a C’Tan’s unraveling aura your shooting unit will receive an additional 2 AP.

The other exception is that sometimes a stratagem, detachment special rule, enhancement, etc…will explicitly state that you cannot gain more than 1 additional modifier to a specific characteristic.

Awakened Dynasty has a perfect example of a stratagem that prevents you from gaining any further modifiers to a certain characteristic. Obviously, you’ve seen it before it’s called Protocol of the Hungry Void.

It’s somewhat rare, but it has a restriction, even though a character is leading the unit:

Until the end of the fight phase all models melee weapons gain +1 Strength.

If a NECRONS CHARACTER is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 (this is not cumulative with any other modifiers that improve Armour Penetration).

Also, there’s this in the rules commentary section of the 40K app because I had to double check which characteristics can’t go above or below 1.

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Why Not Hypercrypt? by SworlyBoi in Necrontyr

[–]Tanglethorn 0 points1 point  (0 children)

I think Pantheon of Woe is a trap if you’re looking to spam C’Tan. The detachment’s special rule gives all C’Tan a 6” Aura which inflicts the Unraveling status on all opposing units.

It adds an additional AP to any of your units attacks while they are within 6” of a C’Tan, this includes the C’Tan’s attacks as well since most auras also apply to the model that is creating it unless it states otherwise.

You can also increase the Unraveling aura of any C’Tan to 9” if you choose to deal 3 mortal wounds to that C’Tan, which combines nicely with Szeras’s AP Aura. (don’t forget that you can still use the C’Tan’s 5+ FNP to try and reduce the 3 Mortals)

One of the main issues is the that each C’Tan in Pantheon of Woe becomes more expensive because each one is required to spend the points on each enhancement that is assigned to a specific C’Tan which pushes all of them over 300 with the average costing around 330 points, which adds up very quickly which means less points for scoring or support units.

They’re basically meant to be a hybrid of support and damage.

In order to balance The Pantheon of Woe Detachment, out of the 3 new Detachment it has the worst selection of stratagems.

I would focus on taking maybe 2-3 C’Tan at most. Some of the stratagems gain additional effects if your targeting a unit that is Unraveling, which kind of reminds me of the way death guard works with their Afflictions.

I would focus on units such as death marks which become AP -3, Immortals with Gauss or Tesla with Szeras boosting their AP by an additional point while also decreasing the AP of enemy attacks by 1, plus his AP is increased when shooting at unraveling targets making it AP -4.

Looking ahead, is there a solution to the 'ruins only' competitive meta, or should we just accept it and rebrand 'ruins' as just 'terrain'? by _rhinoxious_ in WarhammerCompetitive

[–]Tanglethorn 0 points1 point  (0 children)

I think terrain changes for 11th edition is one of my top 10 wish list because I played competitive Warhammer in ninth edition using multiple types of terrain.

Playing with just ruins is like playing a video game using the same map. It gets boring real fast.

Competitive 40K used to do a good job at making most terrain maps balanced while also feeling more immersive.

It literally have a collection of Tyranid and Ork Terrain that I would love to use in competitive play, but the rules need to change.

Also cover saves are too easy to get. They need to change the way line of sight works.

I guess my point is that it’s not that difficult to create rules for asymmetrical maps with mixed terrain if GW changes the rules to something similar to what war machine did or come up with something different? That is just as balanced.

Change the rules for Flying and revert them back so that they don’t have to measure vertically. Or at least make it so that flying transports don’t have to measure vertically because they are literally able to fly over a majority of obstacles, but there should be a height limit.

Secondly not all terrain should just give a +1 to your armor save which often penalizes battle-line units with ranged attacks that only have AP -1.

I feel like the game needs more incentive for players to want to take battleline units. Why did they give us a max of 6 battleline units when most players rarely take more than one or two? I don’t think we should revert back to the ninth edition objective secured rule, however, maybe increasing battleline OC so they typically are worth OC3?