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I was wondering if Flayed Ones are any good on the field? I'm thinking of getting a squad of 2 and im considering running 2 squads of 5-6, is this a good way of running Flayed Ones?
Are there better ways?
Or should i just not take them at all?
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I've used them to reasonable success in the past. Infiltrating them and rushing into enemy heavy weapon teams and sniper squads worked best for me. Deepstriking is...sorta meh, as it's much harder to find decent cover for them and much more can go wrong.
Really they are most apt at taking down/tying up shooting squads, as they can't tote power-weapons to take out other assault units or large units of troops.
D-fields on them can let them tear holes in vehicles, though with S4 against rear armor they USUALLY can do this anyways.
Flayed ones in Planetstrike might do better, I was told they can assault same turn as deep strike if they natually have the ability. But in normal 40k, I've had poor success. However, I slogged them and didn't infiltrate them. So I could see flanking them being useful.
"There is only do, or do not. There is no try." - Yoda
I wouldn't deep-strike them. Necrons are at their best when grouped together. The fewer "lone wolf" units, the better. Also, I'd max the squad sizes. That's a good idea for anything that can't shoot and will spend much of the game in assault.
I've only really found two effective methods of using them:
1. Infiltrate or Outflank, try to counter rear-of-the-table campers such as Devastator Squads, Heavy Weapon Squads, Snipers etc.
2. Retinue for the Necron Lord. Terrifying Visage and Gaze of Flame work pretty well together and kicks both their combat abilities up a notch.
FO are best used against marines - place them infront of your warriors to intercept any attempts at CC (it doesn't particularly matter if they die or not) and generally be a moving blocker.
It matters not that you are giving the enemy a cover save since only a handfull of necron weapons punch through power armour - so you get a benefit with practically no downside.
it doesnt seem to me like anything in the necron army should ever be used as a meat shield
I have had some success with deep striking flayed ones. The list I used was 50 warriors, 30 scarabs, 30 flayed ones and 2 naked Lords. If you expect heavy mech, drop a lord and put disruption fields on two groups of scarabs. You'll lose a power weapon, but you can shut down vehicles with ease.
The scarabs turboboost forward and tie up the shooty squads on turn 2, while you advance your wall of necrons (leaving behind a squad to camp the objective). The list pretty much ignores vehicles and instead focuses on taking out the troops acheive victory. If your opponent is heavily mech you will need to suck it up and march forward til you can gauss em.
The flayed ones have 5 possible roles in this list 1) to contest/deny your opponent his objectives 2) to relieve your scarabs so they can harass a second unit 3) to act as a counter attack unit for your warriors (either to patch the wall or to help you hold your objective).
As a whole the necron army is very slow and is sorely lacking in CC units. While I really feal that the flayed one (and wraith) deserve rending, the flayed one is still a very useful unit but it needs support from other units. Scarabs are my personal favorite because they are so obnoxious, but I could see a wraith wing working too.
The only problem with wraiths is that they need to hunt together as a pack. Whereas 10 scarabs can zip off alone and tie up a tac squad for an entire game.
Just remember your flayed ones are NOT khorne berserkers!
what do khorne berserkers do?
They're combat specialst Chaos Space marines, think of a flayed one, but trade WBB/Infiltrate etc, for fearless, furious charge, an extra attack and higher weapon skill (oh and the ability to get powerfists or weapons in their squad). One of the things out there that, given the chance, would make Flayed Ones cry in a stand up fight.