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Now there could be some stupid rule or something im overlooking but we can only take two necron HQ choices and in my 2500pt list 1 is filled up by the Deciever. The other will obiously be filled by a lord.
How should i tool out my lord? A destroyer res orb lord with warscythe running with 3 wraiths would be fun. But so would a veil of darkness res orb lord with Immortals. And lastly I thought a res orb fear lord with a bunch of flayed ones would be really fun. mixed with the decievers morale checking powers it could be a good combo.
So What do u guys suggest for most efficient killing of the living?
2500pts Emperors Children
1000pts Dark Eldar Cabal of Agony Eternal
I'd probably go for a Lord with Veil of Darkness and Immortals.
You probably won't need the Resurrection Orb there because neither power weapons in close combat (you try Veil out of assault range and take care to stay on the safe side - even if all fails: how many will die from power weapons before you teleport out again? And how many of those will get back up? Does this make up for the points cost of the Orb?) nor instant-killing ranged weaponry (S10 is not very common) should pose a serious threat to that unit.
If not that, then go for the Wraiths and Destroyer Body.
You should desperately field very mobile units along with your Deceiver, because the Star-Gods are pretty slow and slogging and the enemy will keep clear of them. So teleporting into their flank and releasing a Gauss firework or turboboosting behind some piece of terrain to charge right over (/through) it in the following turn will definitely benefit you more than another slogging unit of Flayed Ones.
If you really want to walk down the "Scary Lane", then I recommend the use of Pariahs. At 2,500 points that is totally viable and it helps the Nightmare Shroud or Deceive ability a lot if the enemy units in question have a maximum Ld of 7.
To be honest, I'd go for the Veil more than the Orb. You can live without the Orb (Ordnance depending...) but teleport in those bigger games is just awesome. Even if he didn't join Immortals and was used to sweep himself + huge Warrior unit out of HTH. Teleport is loose.
I'd say it also dependd on your Monolith count (Big fan of teleporting, me )
The 'Immortal' Lord with Phase Shifter, Orb, Phylactery and Warscythe, as user Deciever says, can really scare the wit out of many opponents, for the sheer fact that he ignores saves and refuses to die! (even if he doesn't really kill stuff himself). Many will avoid him even if he isn't so scary in HTH.
Orb + Destroyer is another good one, I likes him, but prefer a Veil + Destroyer Body.
My favourite would be Gaze, Orb, Phase and Chronometron, the Foot Support HQ- but if you are using a Ctan for a HQ slot, I highly recommend going a Veil Lord of any type
LO RULESOriginally Posted by Jaffar_Hasad
Not to belabor the obvious, but it depends completely on what you want him to do. Protect a block of 30 or so warriors? Orb and Veil, or Orb alone to save points. Add mobility? Destroyer Lord or Lord with Veil. Personally, I love the 10 Immortal/Lord with Veil combo. I'd always bring the Orb, though. A nice clump of Immortals makes an inviting target for ordnance weapons, and you could lose most of the unit if one of those hits. A warning: the scatter risk is significant and I would imagine that a 2500 point game (never played one) wouldn't leave much room to Veil. If you bring a ton of Destroyers, the risk might not be necessary since you'll have mobility.
I had good luck in my last 1500 point game with a block of 33 warriors supported by a Lord, Orb, and Veil. The Warriors could deploy right out in the open, march straight up firing lines and take their lumps, while the Lord provided excellent CC support. The group stood up to two exorcists, a Leman Russ Battle Tank, flamers, and assault without cracking. Never did use the Veil because we ran out of time, but the ability to Veil a unit into my opponent's deployment zone on the last turn would have won me the game.
I take a Gaze of Flame on my Veil Lord- it greatly cuts down on damage suffered from a charge. He also has a phylactery, but that's not necessary. You may want to stick on a Nightmare Shroud, that way you can veil to the back and scare away any heavy weapon squads. And maybe shoot a different one, I'm not entirely sure if you can use a shooting phase ability on one target, and shoot another target with an attached squad. Somebody know?
Fortunately, the Nightmare Shroud is not a shooting attack. It does replace shooting, but is an area of effect power, affecting any enemy squad within range. Your Immortals can still pick their target either among the squads affected or any others in range of their weapons.
Actually i perfer not to teleport immortals. I perfer to teleport a full 20 strong squad of regular crons. Get them in rapid fire range instantly and watch your opponent cry as his expensive squad/prized tank are gone.
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* Most armies I know do not have the points for a squad of 20 warriors. Some players only fill in the two obligatory squads of 10, some tend to be more cautious and stock them up to 12 or 13, but only very seldomly 20. (And having a squad of 20 teleporting around and a squad of 10 left with only little to protect it someplace else seems kind of risky.)
* Immortals are by far more durable than Warriors. You will need to pay for the Resurrection Orb as S8 ranged weaponry is quite commonly available, and you will have lots and lots of casualties from shooting and close combat.
* Close combat is a big problem here indeed, because your lower range will cause you to be assaulted almost certainly. Remember that while you may teleport away, your Lord will not be able to inflict any casualties (as he will not be in b2b-contact with anyone) while the Warriors surrounding him won't cause a lot of wounds. Fact is, you will have to test morale. And fact is, though it is not too likely that you fail, IF you fail you have a big problem once your squad gets sweeped. There go 560 points to a tiny Assault Marine squad!
* Last but not least is the problem that deep-striking a unit double the usual size will much more probably get you into trouble with any intervening terrain. Most importantly because you want to be in rapid-firing range and can therefore scatter right into the enemy troops - byebye 560 points to nothing!
So, no. I don't recommend this procedure at all. But I'm happy if you do in a battle against me!
Last weekend I felt the pain of being sweeped by Tyranids even though I only lost three Warriors. I failed the Morale check and because Necrons have that "unique" initiative, they were ran over (16 of them total). This wasn't due to VoD, but it was the most fustrating thing I have felt with Necrons.
The most pleasurable is the VoD, though. It is almost like the butterflies I get at the casinos; it's all about that gamble where a good roll can make you come out on top or lose alot. I take great satisfaction in taking Trump's money and also landing a perfect VoD behind enemy lines and destroy a tank, unit, etc...
So, in my personal opinion, hook up your Lord with a VoD and a strong group of Warriors (16+). Since you got the Deceiver floating around from the front, hit the enemy from behind and meet in the middle.
Necron Govna' on Dracon_Prime
My Necron friend suffers from sweeping advances far more often. Though he keeps teleporting out of every battle, my bike and jump infantry (that is: my whole army) keeps getting back into close combat and inflicting more wounds on him than he on me. With all those morale tests being forced upon him it happens that the 1 in 12 (or 1 in 6, if I can outnumber him) chance of failing comes to bear and a squad is gone with all WBB rolls denied.
Though, I have to admit, he really is very unlucky with his Ld tests. His armour does not fail him, his weapons do not fail him, but if he wants to shoot at any other but the nearest target or has to test morale to stay in combat: boom, he gets a lot of unlucky 11s or 12s.
This danger is omnipresent, and especially to be considered when teleporting warriors into rapid-firing range guaranteeing assault.
So back to the unit joining the lord and his veil of darkness. Let's compare 10 immortals to (15-)16 warriors (who already cost more). Remember that the danger of the warriors scattering onto impassable terrain or other units is more than twice as big than with the immortals, as they have only half the weapon range and are a bigger unit (filling up more circles around the lord). They will also likely scatter out of weapon range and not be able to shoot at all.
Keeping that at the back of our minds, the 16 warriors kill 3.56 standard space marines, the 10 immortals only 2.96. Make that fire warriors instead and it's 7.11 for the warriors and 11.1 for the immortals. Make it a Sv3+ carnifex and the warriors score 1.19 wounds, the immortals 1.48. On a vehicle the warriors inflict 3.56 glancing hits, the immortals 2.22. Make that a land speeder and the warriors' result doesn't change while the immortals score 2.22 penetrating and 2.22 glancing hits.
We see that in the majority of cases, 16 warriors perform slightly better than 10 immortals. But their overall performance certainly is only about 120% compared to that of the immortals, not mentioning the risk that none (or only some of them) are in range to shoot or that they all die due to a bad scatter.
Now suppose you are always lucky with the scatter dice. 10 bolters returning fire down 2.22 of your warriors (1.11 die) and .1.48 (.74 die) of your immortals (that equals pretty much the same number of points in both cases, while we assumed that the immortals are in rapid-firing range of the enemy too, what they will not be as they can stay further away and safely out of assault range). While that was it for the immortals, the warriors still get assaulted and lose a whole lot of models more. Even if the warriors don't get shot at with bolters but instead assaulted by an 8-man assault marine squad with powerfisted sergeant (standard countercharge unit) their losses will be more than 120% of that of the immortals (losing .89 warriors to the bolt pistols and 3.42 in the combat - and even if 8 warriors are then able to strike back they will only kill .67 more marines - and then there's still that chance to roll an unlucky 11 or 12 and be gone). Or imagine a Whirlwind blast landing on top of the teleported unit, as they pose such a nice target bundled up as they are. 3.78 dead warriors as opposed to 1.83 dead immortals...
This didn't even take into account any S8 weaponry. Remember that against melta guns and thelike the immortals armor may be pierced and they are wounded as easily as the warriors - but at least they still have their 4+ "saving throw" without paying the points for the resurrection orb. This resurrection orb is also desperately needed with the warriors because of the high probability of getting hit by power weapons. So we could as well compare the 10 immortals with a resurrection orb and 13(-14) warriors.
I conclude that, regarding the not-so-low probability of the warriors scattering out of range (at least some of them) that the immortals do not stand behing in any regards to them and are, in the end, even more durable and reliable and a whole lot safer because they will not provoke any teleporting accidents as easily as do the lower-ranged warriors and will not be assaulted as readily as will the lower-ranged warriors.
I would really stick with the immortals and the veil. That gaze of flame being a nice idea for the lord though, as he and his unit will be even safer from the effects of enemy assault...