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Necron Highlander concept

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Post  Planes Mon Feb 09, 2015 9:18 pm

Mephrit Dynasty Cohort
HQ:
Overlord, Edge of Enternity, Solar Thermasite, Nightmare Shroud, Phase Shifter, Phylactery. 200 pts

Cryptek, Chronometron. 90 pts

Troops:
Warriors x20. 260 pts

Warriors x10, Ghost Ark. 235 pts.

Gauss Immortals x9, Nightscythe. 283 pts

Elites:
Lychguard x6, Sword and Board, Nightscythe. 310 pts

Triarch Stalker, Particle Shredder. 130 pts


Canoptek Harvest:
Wraiths x3. 120 pts

Scarabs x3. 60 pts

Spyder, TL Particle Beamer. 60 pts.

1748 points total.
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Post  Spamus Eatus Mon Feb 09, 2015 9:42 pm

Is that from the codex or the FW list? If it's from the codex I think you are limited to a single piece of the really fancy equipment on a lord
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Post  Planes Mon Feb 09, 2015 9:44 pm

The Edge and the Thermasite are both from the Shield of Baal book, and are not exclusive with the Artefacts choices.
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Post  Planes Tue Feb 10, 2015 5:54 pm

Any other thoughts on the list? I'm reasonably sure that it is compliant with Mark's iteration of the Highlander rules.
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Post  Planes Sun Feb 22, 2015 8:48 pm

New concept, trying out some new things.

Mephrit Dynasty Cohort
HQ:
Destroyer Lord. 110 pts

Cryptek, Chronometron. 90 pts

Troops:
Warriors x20. 260 pts

Warriors x10, Ghost Ark. 235 pts.

Gauss Immortals x5. 85 pts

Elites:
Praetorians, Nightscythe. 270 pts

Triarch Stalker. 125 pts

Flayed Ones x14. 182 pts

Fast Attack:
Destroyers x6. 240 pts

Heavy Support:
Heavy Destroyers x3. 150 pts


1747 points total.
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Post  Lore Weaver Mon Feb 23, 2015 8:43 am

Delightfully shooty.

What's the command benefit for Mephrit again?
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Post  Planes Mon Feb 23, 2015 9:25 am

Troops reroll RP of 1's. Figured if i had the requisite three troops anyway...
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Post  Lore Weaver Mon Feb 23, 2015 10:54 am

I'd be very tempted to run it as a Decurion. Army wide +1 RP is cray-cray good.
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Post  Planes Mon Feb 23, 2015 11:10 am

That would require me to both have Tomb Blades and the points to get a squad of them in there. I suppose the points would be easy enough, removing most of the need for the Cryptek...
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Post  Lore Weaver Mon Feb 23, 2015 11:48 am

Planes wrote:That would require me to both have Tomb Blades and the points to get a squad of them in there.  I suppose the points would be easy enough, removing most of the need for the Cryptek...

Cryptek is still a requirement, 5++ invul vs shooting is amazing, especially when combined with a 4+++ or 5+++ save.
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Post  Planes Mon Feb 23, 2015 12:03 pm

Which then makes the next likely target for cuts the Praetorian squad, giving the Scythe back to the Immortals.
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Post  Planes Mon Feb 23, 2015 12:07 pm

I suppose the biggest problem with the Decurion here is the way all the squads are parced out. For example, in order to take the number of Destroyers I have here, I'd have to take the formation, which is illegal in the highlander format. In order to get a Stalker, I need to take it in a formation with two squads of Praetorians, which is illegal in the highlander format. For the purposes of this event, the Mephrit Dynasty Cohort and CAD are both superior options.
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Post  Lore Weaver Mon Feb 23, 2015 12:39 pm

Ya, that's why I took CAD against you, as I couldn't take the Praetorians, D-Lord, Destroyers, or Annihilation barge without one.
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Post  Planes Mon Feb 23, 2015 2:45 pm

One thing is for sure: I need more magnets for all these destroyers. I don't want to deal with this broken skimmer stand nonsense.
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Post  Aegwymourn Tue Feb 24, 2015 10:22 am

Planes wrote:One thing is for sure: I need more magnets for all these destroyers.  I don't want to deal with this broken skimmer stand nonsense.

Eh magnets are both better and worse with the skimmer stands. I would recommend replacing the acrylic rod as well with something more stable. I had one rod shear off half way when I got my Wave serpent close to a base and it "jumped" up to connect the two magnets.

Still better than attempting to just use it as is though.
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Post  Planes Tue Feb 24, 2015 10:44 am

A number of the destroyers I picked up already had rods glued in and snapped off in them, and just recovering the hole itself is impractical. I've done the magnetic stand connection before, not that many people have seen it before since it is on Daemon models. I remove the acrylic rod from the equation entirely and replace it with a sawed off nail, which happens to mean I only have to use a single magnet per model.
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Post  Aegwymourn Tue Feb 24, 2015 11:40 am

Ugh, that is a bummer. Once the rod snaps off inside the model you are kinda pooched for using that spot at all since getting the acrylic out is no fun.

Nail approach would work much better. At some point if I ever redo the bases for my Wave Serpents and Crisis Suits that is what I'll probably be doing.
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Post  Lore Weaver Tue Feb 24, 2015 1:47 pm

Aegwymourn wrote:Nail approach would work much better. At some point if I ever redo the bases for my Wave Serpents and Crisis Suits that is what I'll probably be doing.

That's what Matt Kerr does. Having this happen to an Annihilation Barge, Wave Serpent, Fire Prism, and Ghost Ark, I can confirm it's a massive pain in the ass.
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Post  Planes Tue Feb 24, 2015 2:12 pm

If I do this for a Ghost Ark, I'm definitely going for multiple points of contact.

Back to the list at hand, though. In the context of a highlander event, how do you think this incarnation holds up?
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Post  Planes Fri Mar 13, 2015 12:48 pm

Well, I ran the Mk 2 of this list against Shadowdisco's Flesh Tearers last night, and here are some of my take aways:

Flayed Ones need to be a full 20 man squad in order to withstand dedicated assault units long enough to get to the attrition part of the fight.  Having only three guys swing back on the turn you get charged, even with 12 attacks with Shred, isn't enough to push the numbers back to where a moral check is plausible.  Oddly enough, the Destroyer Blob proved this point, as since the bike squad was unable to overrun them out of the gates, they had the bikers tar pitted there for the majority of the game.

Even with 97% accuracy, Las Cannons/Heavy Gauss Cannons will go out of their way to spite you with dice.  This happened on both sides of the table.

A 20 man Warrior Blob backed by a Ghost Ark and a Chronometron Cryptek is essentially immune to anything that is not a dedicated assault unit.  Even with Gabriel and Corbolo sitting in the middle of them, the war of attrition was going in my favor until the bikers slammed into them at the top of 5, having just finished the final Destroyer.

Praetorians with Rods are solid units, and are one of the few units in the list that has the required mobility for Maelstrom missions.

While I lost 2-6 (that deck hates me, kept giving me impossible objectives, there are no enemy fliers or gun emplacements!) apparently this army is incredibly demoralizing, due to the resilience and regeneration of it's core squad.

I really need to do something to remember both my Assault Moves (only tried it once the whole game, could have had another whole round of shooting with the Destroyers) and that the Mephrit Dynasty Detachment allows me to re-roll 1's for RP in Troop squads.

I should really find a way to slip a Phase Shifter onto the Destroyer Lord just so he can tank challenges better.

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