6th Ed Necron Destroyer Lord Trickery

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6th Ed Necron Destroyer Lord Trickery

Post  Lore Weaver on Mon Jul 02, 2012 5:31 pm

Not sure if this is a swanky combo yet or not.

Destroyer Lord leads a unit of Warriors (or Immortals) from the front of the unit, allowing for some 2+ Look Out Sir wound shenanigans and...

*giving the entire unit preferred enemy*

Seems okay. And if someone assaults the unit, that Destroyer Lord issues a challenge... Better bring a Power Fist to that party (and even then, mindshackle scarabs)

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Planes on Mon Jul 02, 2012 5:38 pm

Give him a Res Orb so his mooks can eat more bullets for him, too.

Edit: Have you thought about doing it with Tesla Immortals? Leave your Stalker and Gauss to Twin Link down the big mean Land Raiders, while half of your Tesla misses against the foot sloggers now have chances to be 6's again.

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Lore Weaver on Mon Jul 02, 2012 6:59 pm

Yessir I did, but I think it's most amazing with a unit of 20 Warriors. With the D-Lord in there, it's not like you can assault the unit, unless you don't have a character in whatever you assault with. (Those Warriors are getting Preferred Enemy too!)

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Planes on Mon Jul 02, 2012 7:04 pm

Somehow I see this new wounds system yielding some funky new formations, like the "blob" of unit, and then your wound shield daisy chained out front. That, or a narrow chevron. Force everything to go through the 2+/3++ before even touching the mooks, save for "look out, sir!", of course.

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Lore Weaver on Mon Jul 02, 2012 7:11 pm

The new shenanigans will be absorption of wound pools. How many wounds can I absorb for the fewest amount of points. Think of this. Necron Lord with Weave rocks in at 50 points. Add have a chronometron guy in the squad to allow for a single re-roll.

How many 2+ saves can he make before the warriors/immortals/deathmarks take wounds?

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Planes on Mon Jul 02, 2012 7:57 pm

Assuming nothing AP2 or better is flying his way, 5 out of 6 shots should save, with one reroll on a failed allowed to smooth things out. With the fact that he has 3 wounds, he could soak 19 wounds before going down, assuming perfectly average distribution of rolls. If you elected for the Personal Warlord chart, you run a 17% chance of grabbing Feel No Pain so long as you are squatting on an objective, which in turn gives you a 33% chance per unsaved wound to shrug it off. Again, assuming average rolls, that would make one of those three earlier unsaved wounds "unfelt", allowing for another round of average rolls yielding 6 wounds 5 saves, taking it up to 25 wounds.

This is, of course, assuming an Overlord is taking it to the face, and again, perfectly average rolls. After that, you could have a regular Lord in Weave to try to soak another 6 before going to general mooks. All in all, though, being a game of dice, it could just as easily be 1-1-1, dead Overlord. This also is working off of the assumption that none of this shooting is at a high enough strength that an unsaved wound is instant death.

The wound soaking can go even further, if one is willing to throw a few Warriors in the way.

Edit: Of MAJOR note. No where NEAR as bad as trying to kill off Eldrad. And now he can throw fodder in front of himself, damn it.

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Rhaevyn on Mon Jul 02, 2012 9:20 pm

Think about this. You've invested 190 points in a Warrior Sarge who's main job is to suck up hits and give Meh Guns a re-roll on 1's =P At least he can still use his Jump ability to move around and try to be on every side at the same time.

i think your going to see quite a bit of this at first, Wolf Guard in Termy armour guarding units as well.

With all the flyers and increased rate of fire for moving units and tanks though, i'm sure folks are going to find ways of stranding these guys without backup.

That all being said, that 190 point destroyer lord is still a badass without those warriors shackled to his leg. Smile


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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Planes on Mon Jul 02, 2012 10:16 pm

I think over all he'd be better paired with something else highly mobile, like Wraiths, Praetorians, or Scarabs. The downside to Scarabs, though, is that "fleet" is an all or nothing rule, either everyone has it, or no one gets to use it.

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Lore Weaver on Mon Jul 02, 2012 11:11 pm

He's quite good with void blade praetorians now...

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Planes on Fri Jul 06, 2012 10:53 am

As I understand it, the Tachyon Arrow is somewhat more worth while now, for even if you don't explode what you are shooting at, it is already one hull point weaker on turn one. Three good arrow shots *could* potentially remove many armored threats from the game turn one, plus the chance of explodie times.

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Re: 6th Ed Necron Destroyer Lord Trickery

Post  Lore Weaver on Fri Jul 06, 2012 10:55 am

Still too many points, IMO. Although, much more likely to hit. Hits on a 3+, re-roll 1's. Don't roll a "2" and you're probably okay.

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Re: 6th Ed Necron Destroyer Lord Trickery

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