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Can I hide a Lord with a Destroyer Body in a regular Necron Warrior squad ?
I was thinking of fielding a Lord on a Destroyer Body, Veil of Darkness and a Warscythe with a big squad of 15 Necron Warriors. In front of them I will position a Scarab Swarm to absorb any incoming units that will want to get in CC with this unit early in the game.
At the appropriate time I will use the Veil of Darkness and the turn after the Deep Strike I plan to use the Lord to assault any tank at 18" with it's Warscythe.
Can you target a Lord on a Destroyer Body if it joined the squad of Warriors?
Sorry if it's a stupid question, I just don't seem to find the answer to that question in the rulebook... so far the only answer I've got is that if I move with the unit I move at the speed unit. Since he's not considered like a monstruous creature or a vehicule and since he's not considered as a Jet Bike even if he move like one I don't see why my opponent could be able to target him.
If I can't I will probably field him with a big squad of Destroyers but I would prefer to field him with some Warriors.
You can, there's nothing that prevents him from joining that unit. And yes, just like any other IC, you can't target him directly - wound allocation rules apply here. And you're right, he would move at the speed of the warriors.
TBH though, I don't see why you would. He does get a bit of a toughness boost from having it, but if you Veil him, he still can't move when he lands. You're better off with a walking Lord with a Veil + Orb, or, a DLord with Phase Shifter/Phylarcty, Orb, and a Scythe.
Btw, if your thinking of taking a Lord with Destroyer Body and Warscythe, you might want to consider taking three Wraiths with you. When you assault tanks you hit the rear-armour, so Wraiths can take care of almost every vehicle with S6. In my opinion that tactic would be far more solid then Veil-ing Warrior's into a carnaval-shooting-stand.
I've been using the Veil of Darkness to teleport a big squad of Necron Warriors successfully a couple of times now and it work with great effect. It look like a downgraded version of the flying circus but they are really useful to take care of those elements I wouldn't be able to reach otherwise like heavy weapon squads or infantry troops protecting objectives in the back of my opponent deployment zone.
So yes they are sitting ducks, but if I'm under 12" of one of my opponent squad they die rather quickly under rapid firing Gauss weapons... Even if I lose the shots the Staff of Light could have given me, the turn after my deep strike, if I don't need to use the Veil again to escape from a bad situation, my Lord with a Destroyer Body will be available to assault anything in a 18" range and especially tanks.
A T6 character with a weapon that ignore all kind of saves and have S5+2d6 for penetrating armour is a great asset to have, especially if he's right in the middle of my opponent deployment zone.
Here's the Scenario. I get turn 1. I use the Veil of Darkness to position myself near an objective deployed in my opponent deployment zone and not too far from a tank. I obliterate the infantry squad that guard the objective in that turn. On my opponent turn he should deploy a lot of effort to kill the new threat in his zone. Necrons being Necrons I should be able to resist the oncoming fire. The fire power my opponent will put in destroying that unit is a lot of wasted fire power on my main force and that by itself is a great tactical asset, if 470 pts of troops and a Lord can divert over 1000 pts of fire power then my move will already be worth it, especially if the squad survive it.
On turn 2, if the squad is still standing with at least 50% of it's number after my WBB rolls, I will continue on and move them to claim the objective while my Lord is free to assault any tank in his threat range (18"). If it went badly I can always teleport the survivors elsewhere. Now on turn 2 I roll for my reserve and since I will have 2 Monolith waiting for a deep strike I have some chances to actually deploy one of them and divert some more attention... now the beauty of it is that I will roll for the reserve before moving or using the Veil of Darkness so I will know exactly what kind of move I can make and what kind of reinforcement will come from above... if nothing comes I will retreat and do the same move on turn 3.
Now do I surestimate the toughness of our Necron Warriors? Will 15 of them survive a good amount of fire without giving up too many of their numbers? Maybe I will put a Resurrection Orb on the Lord too... just in case a blast template get lucky... but I will be very carefull of not being in a line of sight with one of those...
In fact the Necron Lord with a Destroyer Body makes me think of a Daemon Price with wings. He's a little weaker in every way but he's tougher and a Warscythe gives him the same advantages than a Monstruous Creature when it comes to armour penetration. Also the Warscythe is a special character killer, wich can become handy... They both cost the same amount of points and they can fit about the same role... they make great infantry killer and great can openers... backed up with a big squad of Warriors they become more than deadly... even vehicules can be destroyed by such a squad with enough glancing hits.
Anyway the idea of Veiling a Lord with a squad of Wraith is worth looking into, I will try it for sure.
Last edited by Thyr; February 11th, 2009 at 14:41. Reason: Grammar corrections
Glad to see you're thinking outside of the box, so please take my criticism positively and constructively.
First off, reinforcing that you cannot assault after deepstrike (but you knew that already).
Deepstriking such a large squad will increase your chance for deepstrike mishaps, and while rapid-firing 15 Warriors into an infantry unit will surely do severe damage, if not destroy the unit, the return fire will be devastating. Should you rapid-fire, your unit will be clustered together in a round formation, every model in base-to-base contact with another. Enemy blast weaponry, even the weak kind, will be devastating, and you'd better pray that your opponent doesn't have AP3 large blasts. You can always use the shooting phase to run so that you can spread out your unit and suffer less damage from enemy blast weaponry, but the running effect is variable and you'll forego your ambush shooting. A resurrection orb may very well be worthwhile in this situation.
Deepstriking in a monolith on turn two in conjunction with your squad behind enemy lines is also a good idea, but this means that you'll need to keep a squad of Warriors in reserve so as to portal them in cunningly. This means that first turn you'll have a Monolith and Warrior squad in reserve, a 470 point squad in the midst of enemy forces, and the rest of your force working its way up the board.This basically lets your opponent focus his firepower upon your deepstrike unit, as it will be a large, expensive part of your force that many of his weapons have no other target than them, and there's a decently good chance that they will not survive to see turn two.
Using Warriors for this role is a good idea, as they're a relatively expendable unit and, if you're trying to minimize Troops so as to maximize offensive units, the Lord's retinue and Monolith's portal squad will cover your FOC requirements. This will be 885 points in the least.
An alternative that I'd like to suggest to you, take a Lord with Destroyer Body, Lightning Field and Warscythe and attach him to a unit of Scarabs. The Lord and Scarabs, seeing as they move as jetbikes, can spend turn 1 Turbo-boosting into the enemy, and will be granted a 3+ cover save for the squad during the enemy's subsequent turn. Having a Lightning Field will cause your many-wound Scarabs to deal a lot of damage back in close combat whenever they're hurt, not to mention 4 attacks on the charge lead by a Warscything Lord on a Destroyer Body. You'll be hard pressed to lose combats, and Scarabs are fairly cheap. You can use the Scarabs to shield them, and holy expletives Batman I just realized that Scarabs, being swarms, get +1 to their cover saves. Turbo-boost those buggers and you'll have a unit of 30 wounds with 2+ cover saves! Awesome.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.