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So I converted 5 crypteks off the Ghost Ark bits and I decided to do some play testing with Crypteks of each type. Started with 5 Harbingers of Eternity fully equipped....
Aeonstave is a CC weapon (not a power weapon) with a cool ability that's a bit useless since it only really affects multi-wound models, is only S4 and is not a power weapon to guarantee the wound.
So i figured I would use these guys as a sort of 'death star' unit with a decked out overlord and try to assault things to try and make sure the aeonstave actually gets some hits in en masse. Things i noticed after playing it is...
1. These guys will NOT live against any CC dedicated units a.k.a anything worth hitting with the Aeonstave
2. Chronometron is near useless for them
3. Timesplitter Cloak is great but should go on the same model with Chronometron to make sure he survies when u get hit.
So the question came to me...."Has ANYONE found an actual good use for Harbingers of Eternity?" and for that matter "What about for the other Harbingers of other types?"
Considering that we are limited by the units that we are allowed to place Harbingers into I find that Harbingers of Eternity are pretty useless for the most part the only unit I can think to find some use with them would be with Deathmarks with a Chronometron. I dont think the chronometron is as useful on other units
Either that or to make a super unit of 3++ save Overlord, Lords and 1 harbinger of eternity with timecloak and chronometron. Unfortunately I dont have lords to test this theory the unit would still lack a lot of mobility so would need to take a ghost ark or something.
Anyway what usefulness have the rest of you found for your Crypteks? what units are they working well in and what's can you support them with?
1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
I think you tested the useless of the lot:
Harbinger of Despair is good for the Veil and the flamer hitting on Discipline (which can rain havoc on several armies)
Harbinger of Destruction is good for the Pulse and the Eldrich lance
Harbinger of Transmogrification has the Harp with entropic hits and the seismic crucible
One aspect is important though: never try to make a Death Star unit out of one only type of Crypteks. Synergy is even more important now than it used to be.
Solar pulse is a fundamental tool on shooting unit (imagine 20 warriors with a solar pulse at their side), but that could do with a Crucible too. The Veil is to be used on units that need mobility like Lychguard (keep them in cover, then surprise assault). All of this makes sense with the right choice of HQ and special characters... not to talk about support from the rest of the army... 6th edition as well as this codex (born for 6th) will deny any WAAC attempt: death star units will attract fire and WILL get swamped (change in turn structure).
Better to have an army that works based on how the different bits work together, synergy and redundancy where possible: wraiths on a side, destroyers on the other... troops support and an HQ that could buff when and where needed. Monolith is bound to come back with a vengeance... there is no point in trying to evaluate the best combination of harbingers to make a DS unit... that will eventually die like any other.
I love the crypteks, they're the units that give the necrons any sort of edge...
Everyone knows that the necrons are a shooty army, so the crypteks give you time to do that.
The Harbinger of Destruction's solar pulse gives you time to get into range, there are a lot of 24" weapons that need a round of foot slogging and running to get into position. Plus an extra anti-tank weapon with the Eldritch Lance (which doesn't have the Lance special rule?? oversight by the codex writers? maybe...).
The Harbinger of Transmogrification can slow stuff down with the Tremorstave, the Quake special rule only needs a hit not a wound to cause an entire squad to treat open ground as difficult. Add in a C'Tan with Writhing Worldscape and that unit is then treating open ground as dangerous ground and failing their test on a 1 or 2 and taking wounds.
If you take Imotekh, accompany him with a Harbinger of Eternity with a Chronometron. If Imotekh fails his Lord of the Storm role, then use the Chronometron to re-roll it.
The Harbinger of Despair is for the end game, use the Veil of Darkness to move within range of an objective your opponent thought was safe so only guarded it with a weak squad. Then in the shooting phase if you haven't gaussed them to death unveil the Nightmare Shroud to try force a retreat, in the last turn of the game enjoy the look on your opponents face as your unit strolls casually onto that "safe" objective to win the game