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Hello again servants of the Star Gods!
Following last week's cover of the Nightbringer, I decided to neatly wrap up the package with it's counterpart, the Deceiver.
The Deceiver is obviously more of a tactical god of ultimate destruction in comparison with the Nightbringer's power-playing tendencies, making it a unit favored by many players who prefer to lead their opponent around on a string instead of smashing through them. However with the minute difference in combat stat-line it's generally a moot point of what the NB can kill in CC compared to what the Deceiver can.
Unlike the NB I've actually brought the D out on the table-top, only once, and it weathered some nasty attention from my GK opponent's psycannon, however it did a reliable job of tearing his defensive formation in twain. Though I wonder if perhaps Deceive is a little...underpowered? It didn't cause a single model to run the whole game. Someday I'll try out the C'tan again I feel. Maybe around 1750 or 2k games.
I agree with you,deceiver is abit underpowered for his points since most of his abilities got nerfed slightly also you have to be really lucky in order to cause pinning on your opponents,saying that if you were vsing GK you wouldn't have much luck either way since most there sh*t is LD 10 so it's hardly supriseing although he could do well against the likes of orks but NB does the job better for a number of reasons,only ability that makes deceiver worth taking is when you want to ditch combat and then shoot the crap out of the opponents unit.
Eradicating chav scum since 2005!
I've only used him once. He ate two Nurgle princes and an entire squad of plague marines and only took two wounds in return. I feel I should be getting more out of his abilities than I am, but I'm not sure if that's a flaw in the game or a flaw with me.
He does have a nice psychological effect on others, though. He made my opponent pretty nervous.
I think he's actually pretty good as a counter-assault unit. He's hard to wound, and harder to kill in CC. If your enemy closes in for CC, and the Deceiver's on their way, they have to go around him. They CANNOT assault him, unless you want them to, thanks to his unique Misdirect ability. He's also very against masses. Why? You shoot with your army against the mass, then assault with the Deceiver. It's unlikely big numbers of units will have anything to kill him in that single round. During your enemy's turn, before CC atacks are rolled, you use Misdirect to get out of CC. Their units where unable to do anything during their turn, and they are open to your fire again.
All things considered, I think he's OK for the cost.
The Deceiver is a unit I want to love. He's as truly characterful as anything in the Necron list. The Nightbringer is just hunger personified; the Deceiver is hunger...with a hobby and a cruel streak.
Those among us who relish a subtle, tactical game; and also the parts of the Necron backstory that deal with the fear the Necrons sow, the eons-deep machinations of the C'Tan, love the Deceiver.
That said, though, his great stat line comes with a tremendous point cost and most all of his really cool abilities rely on an unlucky throw on your opponent's part. Moreover, very frequently, your opponent's units are specifically immune to the Deceiver's abilities.
Deceive: fail a Morale test and run. Who isn't Fearless/high Ld/Mobs Up these days?
Dread: basically give something Terrifying Visage...unless you've got Fearless stuff.
Deceive is great for scattering your opponent's battle lines. When his or her units are scattered all over the table in varying states of disarray, your own assault units, who should be fast can pick and choose their battles, confident that they won't be disturbed.
Dread, similarly, is very good for improving the survivability of your low-Initiative units. An opponent's assault moves will stall when their best melee units won't be able to hit a fencepost.
Those are the two core abilities of the Deceiver. His other two are single-use or are intrinsic. Even so, when I field the Deceiver, I don't bet on Deceive or Dread ever actually working. It puts me less in a position of relying on dice rolls.
Fortunately, not all is lost, the Necrons have a way to lower enemy Leadsership in a devastating fashion: Pariahs. Pariahs, of course, come with their own distinct advantages/disadvantages but, suffice it to say, if you don't take Pariahs, don't count on any of the Leadership-based abilities of the Deceiver to work.
That is, ultimately, the main downside of the Deceiver: you have to play a narrow list based around his abilies. The Psychological Warfare list (or 'Fear' list as it's otherwise known.) Whereas the other expensive nasties in the Necron list, the Monolith and the Nightbringer, can be effectively slotted into pretty much any list that has the points, taking the Deceiver means playing a specific list.
It's a fun list to play, though, so no worries.
On the good side of the Deceiver are his other two abilities: Grand Illusion and Misdirect.
In Grand lllusion, how many times have you ever looked at the board before the first turn and wished you had positioned a particular unit elsewhere, or realized that Scout units were going to rip it apart on the first turn? Now you can move that unit...and potentially another...and another, moving your whole army around if you want to. The tactical potential for this is potentially immense.
Misdirect is another great ability, my favorite, and one that mitigates the Deceivers low (for his point cost) WS and number of attacks. Essentially, he cannot be bogged-down in close combat. A great idea to stop something his size would be to swamp him with swarms, like Scarabs. They are Fearless, so they'll never run, and he'll never be able to kill enough to them. Thus, the Deceiver would be completely shut down for two or three turns and making his high cost a waste. Instead, in your opponent's close combat phase, the Deceiver can just decide to up and leave in ANY DIRECTION. The tactical potential for this is also great, because it can essentially give the Deceiver a free move, say, towards something you want to kill, or back towards something you want to defend.
Thus, you have the mixed-bag of the Deceiver: great potential to utterly ruin your opponent's plans, with each of his or her units forced to fight alone and on your terms. If it doesn't work, though, and your opponent passes his or her Leadership rolls (even with the handicap of the Pariahs' Soulless rule) then you've just paid a lot of points for a very small one-trick army.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Actually Quick, Deceive DOES work on Fearless, it's wrapped into the codex. I believe they FAQed it in 5ed that it causes wounds instead of making them run with the moral test, but it CAN pin fearless models. Your note about needing Pariahs for this to REALY work is fair though. (unless you're up against orks or termigaunts, then fire away!)
Is Grand Illusion still useful? Anyone know?
Also, I kinda wish the D had that nifty shooting attack from DoW Soulstorm, but it lacked CC which...confused me, as in the tabletop it's the second most powerful CC model out there >>.
Grand Illusion is only worth it in in 5ed if you go first since if you go 2nd you opponent is completely deployed (except for special rule deployments)
Grand Illusion has helped me win a game or two. I deploy, my opponent counters, and I re-deploy to counter his deployment. I've managed to redeploy my whole army this way once. Good times.
Necron Army Building Maxima: Beware of Phase Out
Against Orks, both C'Tan are awesome. Powerful and fun. ...not as much for the Ork player, though.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
I'm curious about something I was looking at, and may have found a great way to kill the deceiver. It's quite risky/difficult to pull off , but it can result in the Deceiver dying without dealing a single wound. You simply surround him with one squad (I would probably use a fair sized squad of Hormagaunts for this) and then assault him with another (I would say Broodlord, or perhaps a HT for me). He then either stays and fights or uses his get out of combat ability (which plays right into my hands.) If he tries to get out of combat it says he makes a fall back move, so he goes 2D6". Well that should hopefully mean he has to try and go through my gaunt screen. Boom! Dead C'Tan due to being blocked. What say you? Seems perfectly by the book to me.
Overall I will just say that he can be a real pain in the ass. His abilities make for a difficult target to kill w/o some good heavier weapons. The new rules for the deceive ability also mean my gaunts usually get hurt by it.