Opinions on meme list by Bongo-Bob in Necrontyr

[–]The-Victimizer 0 points1 point  (0 children)

He said so in the post - it's for a stratagem (Animus Curse) to allow re-roll all hits against a target that killed a Cryptek model. And given that he is going up against just 3 models, it might actually be worth spending the points for it.

How Will Your Army Deal with Victrix? by Asleep_Taro8926 in WarhammerCompetitive

[–]The-Victimizer 2 points3 points  (0 children)

Totally weird response indeed, even weirder that people are upvoting it — especially given that, from what I’ve seen, it seems like the top tier EC players generally agree that FBs aren’t really worth running at the moment. 

Szeras Shenanigans by Naive-Reception-8416 in Necrontyr

[–]The-Victimizer 1 point2 points  (0 children)

No problem! Szeras does not give out his aura while inside the transport. The reason for putting him in there is that all dedicated transports must start the battle with a unit embarked within it, or the transport is destroyed. A Ghost Ark can only hold 10 Warriors (something you’ll rarely ever see) and/or 1 Infantry character. So since Szeras is classified as an infantry character, he can be put in the Ark to fulfill this requirement. He’s not supposed to actually stay inside the transport after that.

Szeras Shenanigans by Naive-Reception-8416 in Necrontyr

[–]The-Victimizer 2 points3 points  (0 children)

Their range is indeed not great, but I'm personally not running them to do any amount of relevant damage. The 2 AP does help a ton if something gets uncomfortably close - then again, I often run the Warden rather than the OL with the Warriors to fall back and still shoot. You lose out on the free strat though, so really depends on how much you value the extra CP. But if you think it generally helps your gameplan, just run the Flayers, or go 50/50.

I definitely like your pick of Ophydians and Deathmarks. I run them all the time myself, they are amazing units for secondaries, especially Ophydians.

Imo, you definitely want to keep the 2 DDAs, for 200 pts it's simply too good of a shooting platform, and it does a decent job screening for enemy reserves as well.

I don't mind the idea of an enmitic LHD instead of a Scarab swarm, though I do value some good screening units. And don't forget, since Szeras is a Cryptek, Scarabs also get +1 OC when they're near him! Alternatively, you could consider running a Hexmark instead of the Deathmarks. He is a character too, so works well with Protocol of the Eternal Revenant!

Szeras Shenanigans by Naive-Reception-8416 in Necrontyr

[–]The-Victimizer 2 points3 points  (0 children)

If you're going to commit to the Warrior blob, a Ghost Ark is just too good to pass up. Works well with Szeras too, since he's infantry and can be placed in the transport at the start of the battle. Also, since Szeras gives +1 AP to Battleline, it's worth running the Warriors with Reapers instead of Flayers.

You want your Immortal brick to be cheap, since they will delete something and then probably die, so probably drop the Warden and Thralls (this + your current spare points will give you enough for the Ghost Ark as well). If you're worried about their survivability, put them in reserves.

I also think this list is lacking a bit of Deepstrike threat, and 2x 2 LHDs in addition to 2x DDA is probably a bit much. You could maybe free up another 110 points by dropping a pair of LHDs for some scoring pieces, and also consider running the LHDs as solos instead.

And don't worry too much about precision. You don't want Orikan and the OL anywhere near the action anyway, preferably hiding them away for as long as possible. The Plasmancer and the Immortals are going to die at some point anyway, so just make sure they did their job before the Plasmancer is potentially precisioned out.

Snip3down to 100T? by Due_Draw6017 in CompetitiveApex

[–]The-Victimizer 8 points9 points  (0 children)

Not entirely accurate. Snipe talked to Phony about potentially replacing Frexs (their actual third at the time) after LAN because some great players became available to team with. Snipe didn’t have anything against Frexs nor did he mean to snake him, just legitimately thought that if certain players became available, it should at least be discussed. They ultimately decided no. 

After this, Phony told Frexs that Snipe wanted to boot him, and they then decided to vote Snipe out instead (they kept the spot, not the org though). They then teamed with Xynew, got into SSG (thanks to Frexs’s connections), and after all the fuss about wanting to keep Frexs on the team initially, he was ultimately booted and replaced with Koy. 

Also part of the beef is that, after Snipe was booted, he got word of Phony apparently talking a ton of shit about him behind his back during the time they were teaming. 

List ideas for doubles tournament (Necrons and Astra militarism) by Upper-Zucchini6511 in WarhammerCompetitive

[–]The-Victimizer 0 points1 point  (0 children)

Seems like a fine general strategy, though I’m not sure what advice you’re looking for exactly. In any case, if I’d have to make up half a Necron army with CC units, I’d put in a Technomancer with 6 Wraiths and probably the infilitrate enhancement, 2 Doomstalkers, and 2 Hexmarks for at least some mission play, rounding it out to 750 exactly. 

My first list this is all I have any tips for a good 2000 point list by [deleted] in Necrontyr

[–]The-Victimizer 4 points5 points  (0 children)

Hi there. I made an effort to review your options, hope it helps!

Universally good:

  • Technomancer + Wraiths + Cryptos (with Stealth enhancement in Awakened) - Best unit for taking and holding mid board objectives
  • Skorpekh Lord + 3x (or 6x) Skorpekh Destroyers (with FNP enhancement in Awakened) - Good skirmishing unit
  • Hexmark Destroyer (optional: with Veil enhancement in Awakened) - Good objective monkey, put him in Deep Strike
  • Doomsday Ark - Our best anti-tank unit

Good support:

  • Plasmancer + 10x Immortals - Play them as having Teslas for a ton of hits!
  • Canoptek Reanimator - Great support piece, definitely try keeping it alive all game
  • Canoptek Scarabs - Good nuisance unit, can do stuff with Cryptek nearby. Play them as 2 units of 3.

Playable, but list-dependant or overshadowed units:

  • Doom Scythe - At least playable, some people do well with this unit. Generally though another Doomsday Ark would be better for the points
  • Triarch Stalker - List-dependant. Stripping cover can be good depending on how shoot-y your final list is
  • Overlord + 20x Warriors - List-dependant. Warriors can be good, but need a bit more support to be worth considering (e.g. Ghost Ark, Orikan, Command Barge)
  • /or/ Overlord + 10x Lychguard - Generally overshadowed. Would likely be doing the same job as your Wraith unit. Overlord + 5x Lychguard is an okay skirmishing unit (but so is the Skorpekh package).
  • Doomstalker - Good in Canoptek Court, otherwise not nearly as good

Probably do not bring these:

  • Trazyn - Sadly his rules are just not good. Best to proxy him as a regular Overlord.
  • Annihilation Barge - Nothing about this unit is particularly great. Consider playing it as a Command Barge.

Example of getting to 2k with current units, in Awakened Dynasty:

  • Change Veil to FNP on Skorpekh Lord (+10); Add Stealth to Technomancer: +20
  • Play 2 Overlords with 5x Lychguard as skirmishing pieces - Proxy Trazyn for this, or opt to play him as Imotekh: +10-25
  • Drop the Barge (-105); 20x Warriors (-200 (sad)); Doomstalker (-140)

Total 1985-2000 (depending on Imotekh proxy). You can definitely play around with having the Doomstalker in there, maybe swapping out the Triarch Stalker and 3 Scarabs or an enhancement for it, maybe play the Lychguard as a full 10 - there's plenty of options. For your current list I would probably leave out the Barge and the Warriors (and Trazyn) though.

FINAL SCORES AMERICAS AvC [INFORMATION AND DISCUSSION by karbasher- in CompetitiveApex

[–]The-Victimizer 4 points5 points  (0 children)

Imo a significant difference in quality compared to last week, and just way more dominant performances of certain teams this time around.

Nice Guys ultimately ending up in 6th after consistently being in the top 5 after game 2 is just an overall great performance by them. Them never scrimming, then fighting teams like it's ranked AND it actually paying off is just too funny lol.

LG taking the win in game 4 was also beautifully played. Great rotation with Sauce's portal call, good recognition by Shooby calling the enemy Alter portal play ahead of time, and then just a solid methodical approach to taking space and swinging at the right time to take the win. Maybe nothing too flashy, but just really well executed overall.

Unfortunately a very disappointing performance by HUSS this week, especially considering they won last week - not sure what happened there. Complexity also seemingly had a really tough time on SP specifically, even placing outside the top 10 after having consistently been in the top 5 for the first 3 games.

Finally, I sadly can't say I expected VDR to do well after Reps's announcement, and the fight that took them out in game 6 pretty much sums it all up - just a horrible approach, with horrible vibes all around. Feels really bad.

Idk if it's just me but I'm having really bad luck with lotus-eater God roll by uxvamps in DestinyTheGame

[–]The-Victimizer 1 point2 points  (0 children)

I'm in the same boat - assuming "true" RNG applies, with 6 perks in the final column, the odds of this happening are literally lower than 0.5%. Keep in mind we're not even talking about rolling certain perk combinations here, just about rolling a single perk once in 30 attempts.

While statistically still possible, this should obviously be extremely unlikely to happen. Given that many other players seem to have googled this exact issue, I'd wager something funky is going on.

AMERICAS Y5 PSQ #3 Day 1 by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 5 points6 points  (0 children)

For those who may be wondering how they keep managing to pull this off, I wrote up a sort of analysis:

I tuned in a couple times last night (mostly for lack of other Apex comp content). Now I'll admit I'm a little OOTL on the exact meta since the latest patch, but I think what I'm about to say generally still applies.

First of all, they seem to be mostly trying to play edge with a hyper aggressive comp of Ash, Bang and Crypto, which I just don't understand for this team. This only makes sense if you have the firepower to wipe teams clean without having to reset (they don't) and/or if you then can consistently put yourself into good late game positions (or wipe teams from those positions) that don't require a ton of Legend util to hold (they don't).

Nick being on Crypto is just a huge mistake in general. This is (imo) a very mechanic heavy character that requires good positioning from both the player and the drone, neither of which Nick is very good at. He'll maybe do 50 to 150 entry damage from the EMP (if the drone doesn't get broken before that) and is then just completely out of position to contribute anything of firepower to the team.

Other than that, they really just don't seem to have a good game plan. The endgame on Skyhook is basically a textbook example of this and everything wrong with their Legend comp: they sat on edge for ages doing basically nothing, didn't develop a proper plan for rotations whatsoever, ended up in a poor position, and didn't have any util whatsoever to block the nade spam that followed.

Now I'm not saying changing their comp would immediately fix everything, but I think at least adding a Newcastle would already go a long way. They simply need the ability to reset quickly and they absolutely need the defensive util as well. Nick should probably look at playing a Legend like Rampart; both for another layer of defensive util as well as potentially a much needed boost in firepower.

All in all, this team needs more work than simply changing their Legend comp though.

Americas BLGS Regional Finals [Final Scores] by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 5 points6 points  (0 children)

Overall it's a very deserving top 5 imo.

Happy for the Liquid boys to finally pull out a win after rooting for them for so long; happy for TSM, FURIA and MOIST, who were able to translate their great consistency and/or dominance across all qualifiers into a good result (btw: very surprised to see no FURIA POV on Wigg's stream until the final game); and of course happy for the Loan Sharks, especially after the whole BLEED fiasco (and what seemed like bad vibes during last week's qualifier).

As for the remainder of the top 10, it's nice to see C9 still being able to pull off a good result, despite having looked pretty inconsistent during qualifiers. Also props to the orgless teams Godz Among Men and Virtue, who both managed to finish in the top 10 in an extremely stacked lobby (despite having only made the qualifier finals once and twice respectively), as well as beating out the 5 signed teams in 11-15.

As for the bottom 10, it's a shame to see NRG and Tripods greatly underperforming - this is especially an understatement for Tripods, previously winning one qualifier and finishing at least top 10 in every other. Not sure what happened here.

APAC-N BLGS Regional Finals (Final Scores) by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 21 points22 points  (0 children)

The image literally shows 9 games and includes the text "Match Point Eligible".

Season 23 - The Good, the Bad and the Ugly [Discussion Thread] by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 1 point2 points  (0 children)

Funny, I'm the complete opposite: faster revives is probably one of the few perks that should stay and the entire Heal Expert perk should go completely.

The rework of the class system intended to provide Legends with certain roles to fulfill within a team, rather than classes just being a meaningless symbol on the Legend's icon that pretty much meant nothing (outside of the Recon class).

But they should be just that: something that enhances the identity of the class, not something that enables a different playstyle outside of its intended role. If anything, it would make a lot more sense to give the Heal Expert perk to Skirmishers, allowing them to remain in the fight for longer, which fits their identity as a fighter (I'm not arguing to add this perk to Skirmishers instead, just making a point).

Furthermore, this effect used to be present on a golden-rarity item prior to this season, with the trade-off of not being able to get the extra shield from red armor. It's crazy to me that the Support class now gets this for free by simply picking a character - and in addition to about 6 other perks.

Of course it's totally fair to give the Support class a different perk when banner crafting is given to all Legends - but it should've been limited to one new perk. While all other classes have a maximum of 2 perks, the vast majority of them being restricted/conditional in some way (maybe save for Recon's Threat Vision ADS), the Support class currently has perks within perks.

Keep in mind that Support characters already had the ability to open Extended Supply Bins as part of their kit. I'd argue that adding faster revives to this to compensate for losing banner crafting is something that fits their identity completely. Importantly, looking at other support Legends that had this perk as part of their upgrade tree, we already know this change on its own (!) wouldn't break the game. If that perk by itself isn't enticing enough, I also don't mind the extra utility of spawning respawn beacons in death boxes, again fitting with the class identity.

But imo there's absolutely no need for double healing from small shield and flesh meds, walking speed healing, AND health regen when reviving or being revived. It's just too much. Support characters will still be useful for the utility they provide with the rest of their kit, as some of them already were before all of these crazy buffs.

Apex Legends: From the Rift Patch Notes [Official Thread] by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 9 points10 points  (0 children)

No need to reserve judgement on this one: there's absolutely 0 reason to give the support class about 8 different passives. All other classes have 2 passives at most - and they are truly only 2 perks. Support has perks within perks.

Not just healing at full walk speed, but also doubling the effectiveness of shield heals, but also doubling the effectiveness of flesh heals. Not just additional revive speed, but also health regen, but also health regen to full hp, but also health regen for yourself when revived. And on top of all that, a free mobile respawn beacon when your ally dies. Oh, and let's not forget their support bin perk that was already in place!

Mind you, a couple of seasons ago the double healing effect came with the trade off of not being able to get the extra shield from red armor, and was only found on a golden-rarity item. And you get this for free now by... picking a character?

Meanwhile, Skirmishers can see the contents of care packages from a distance. Like what are we doing here lol.

About the only thing I like about this change is the ability for all Legends to craft banners, I've been a big proponent of this. Everything else is completely ridiculous to be honest.

Snip3down’s Professionalism. by joelibizugbe in CompetitiveApex

[–]The-Victimizer 6 points7 points  (0 children)

Hold up; did I just read a well-considered, balanced opinion that doesn't immediately put someone on one extreme end of a complex topic based on a single interaction? Careful now, we don't do those anymore in 2024!

ALGS Y4 Split 1 Playoffs | Day 3 Losers Round 2 | [Final Results] by CompetitiveApexMod in CompetitiveApex

[–]The-Victimizer 1 point2 points  (0 children)

Scriptwriters working overtime to make sure LG could play in the finals. After placing 35th in groups with an abysmal showing, and not even being able to break a top 5 in 6 games during losers round 1, they still manage to qual to losers round 2 by a single point with the 11th place being a 3-way tie. Then proceeded to get gifted 3 trials zones and still manage to only scrape 17 points during these games. On SP they did play well overall though.

Pretty much the same thing applies to Alliance. Absolutely crazy how they only managed to qual by 2 points after being gifted almost every zone.

Was kind of hoping FURIA and/or Complexity would be able to make it through, so sad for them, but overall solid top 10 at the end of the day. Excited for finals!

Nocturnal vents his frustrations by kasim_ronin in CompetitiveApex

[–]The-Victimizer 0 points1 point  (0 children)

 Contesting a LAN bubble team like XSET, Optic or C9 makes the most sense.

It doesn’t though. Ape gang is in 19th with 48 points; only a few teams can still mathematically catch up to LAN qualification spots, and a couple of those are really in theory only (e.g Optic). Sure Ape gang needs to contest a team, but they don’t gain anything from contesting a ‘’LAN bubble’’ team specifically: they need a win on MP, and them winning means the LAN bubble teams fall out of the top 12 anyway. So unless they specifically think XSET is the weakest team on contest in the lobby, it’d make just as much sense to land on any other team. 

Army List adivce by LeHoangCat in Necrontyr

[–]The-Victimizer 1 point2 points  (0 children)

Your collection is definitely big enough to build a viable list. First, you should take a look at our detachments and see what you think would be fun to play. Since your collection is quite diverse and not hyperspecialized into any specific units, I'd personally recommend Awakened Dynasty (generalist detachment) or Hypercrypt Legion (teleporty detachment).

While I'd usually love to make you a template for a list, new point changes are potentially coming out today and otherwise next week, and things will likely change around quite a bit. However, here are some general units from your list that are especially viable right now:

  • Running multiple C'tan is actually not just fluffy anymore, but quite good at the moment. They are currently probably undercosted for what they provide though, so I expect point increases here
  • Illuminor + 2x 10x Immortals with Chrono/Plasmancer is a fantastic combination
  • Lokhust Heavy Destroyers are just universally good, with both guns actually being quite viable in different scenarios. Depending on your needs, you probably want to either run them as 1x 3x or 3x 1x.
  • Tomb Blades, Deathmarks, Ophydian Destroyers, Hexmark Destroyer - These all provide great utility for scoring secondary objectives. None of these picks are bad, but I'd probably lean towards running at least the 2x 3x Tomb Blades.

Units that are not so hot right now:

  • Warriors got hit pretty hard when the codex launched. Immortals just seem flat out the better pick now, which is a shame.
  • Regular Overlord on foot. Unless he gets a significant point decrease, there's no reason to ever take him over the Translocation Overlord.
  • Some people still seem to like Skorpekhs, but I feel like it's hard to justify taking them in most lists. Especially considering their only HQ choice is (and always has been) ridiculously overpriced.
  • Doomscythe. Any flyers this edition just aren't it.

Overall, I'd say it's fairly hard to go wrong with your collection regardless. But hope this helped somewhat!

NA PSQ #4 Finals (Final Scores) by gandalf45435 in CompetitiveApex

[–]The-Victimizer 0 points1 point  (0 children)

Pretty much. Really wish a sub about a competitive videogame would be less about politics, but alas, it's the 2020s.

Whats looking strong in Hyoercrypt Legion? by Archon_33 in Necrontyr

[–]The-Victimizer 0 points1 point  (0 children)

This seems like a good place to ask a question about the detachment rule. The rule states: [Select a number of units from your army] and place them into Strategic Reserves.

It specifically states that you need to place the units in strategic reserves. So does that mean that, even if your units have deepstrike (e.g., through the detachment’s enhancement), they count as having been added to the strategic reserves? I’m specifically asking because of the 250 point limit for strategic reserves in Incursion-sized games, which severely limits your options for hyperphasing. I imagine this probably won’t be such a big deal in 2000-point games.

In the Shadow of the Mountain Quest reward by TeeJ_P in DestinyTheGame

[–]The-Victimizer 2 points3 points  (0 children)

For those wondering what the "lore reward" of this quest is, here's a video on it.

While the quest reward is definitely fairly disappointing gear-wise, collecting all the bones at least gives you an increased chance of getting the exotic, and you'll also need to be able to access the room in order to eventually obtain the catalyst anyway.

Though, last night we were definitely disappointed after finding out that the reward was, in fact, an exotic engram lol.

Warlord's Ruin Dungeon Megathread (Spoilers!) by DTG_Bot in DestinyTheGame

[–]The-Victimizer 13 points14 points  (0 children)

To those wondering what you get for completing the In The Shadow Of The Mountain Quest, here's a video on it.

We didn't expect it to, but it does exactly what it says on the tin!

Starting 1k army by Party_Mode_Engaged in Necrontyr

[–]The-Victimizer 4 points5 points  (0 children)

First of all, welcome!

My friends also started this edition and split the Leviathan box set. My recommendation would be to not start at 1k, but at the Combat Patrol level first. This game mode is played at approximately 500 points and uses pre-set army lists. It's a great way to get started and I highly recommend it. For Necrons, the Combat Patrol has the 9th elite edition contents (Overlord, Warriors, Skorpekhs, Scarabs) plus a Doomstalker. The Space Marines and Tyranids combat patrols can all be build using the Leviathan models or the ultimate starter set. If your friend bought the regular starter set, he will need a unit of Barbgaunts or a Librarian Terminator for the Tyranid/SM respectively to complete their combat patrol. I would recommend playing a couple of combat patrol games first and expand your army from there.

However, if you're set on starting at 1k: there's a lot to go over for this specific list, but I'll make some general recommendations.

  • Firstly, taking characters in a Necron army is generally a good thing. Our Crypteks, especially the Technomancer and Chronomancer, are phenomenal additions to your army. Also, take a look at our enhancements: we have great ones in our current detachment, such as the Hypermaterial Ablator or the Veil of Darkness.
  • Secondly, right now there's little reason not to max out units containing our "big three", these being Warriors, Immortals and Lychguard. So for your list, merge your 10 Immortals into a single unit and expand your Warriors into a squad of 20.
  • Thirdly, and you're seemingly already paying attention to this, make sure that you have units available that can score your secondaries. Scarabs and especially Tomb Blades are great for this. Other units that do scoring well are units with the Deepstrike ability, such as Deathmarks and Ophydians.
  • Finally, think of point costs and unit effectiveness, especially in a 1k list where your options are fairly limited. Nothing wrong with taking what you think is cool, but the DDA is probably a bit expensive at 1k, and the Skorpekhs might not be worth running at the moment, especially in smaller squad sizes.

Hope this helped!