Tuesday, 5 June 2018

NECRONS: ROBOTS IN DISGUISE


It's been a long time coming, but the Necron codex is finally out and they can now continue their quest of eradicating all life in the universe in earnest.  After reading through this book it has impressed upon me that the Necrons are the Rocky Balboa of the Warhammer universe.  Just about every other army does most things better than them, they are too slow, too small, and what little offence they do muster is pretty short range, but no matter how many times you beat them down they are just going to keep getting back up screaming "AAAADRIAN!"


And that is where their main strength lies, in their durability.  Their Reanimation Protocols special rule can take a unit that has suffered an extensive amount of casualties and nearly completely replenish the unit with boosts and multiple chances to use it's Reanimation Protocol.

At the start of EACH turn, for each unit with this special rule, roll a D6 for each model that has been slain, on a result of 5+ that model is returned to it's original unit with full wounds.  It must be set up within coherency of a model from the original unit that has not also returned from RP, if it can't be set up within coherency it does not rejoin the unit.  Do not roll for models that have fled from failed Morale, and do not roll for units that have been completely destroyed.

Now normally, you get to roll for RP once, at the start of your turn, and normally a model is returned on a 5+, but that is not always the case.  If there is a Cryptek within 3" of the unit, you add 1 to all RP rolls and top that with a stratagem to re-roll results of 1.  An Overlord can use a Resurrection Orb (or the Orb of Eternity which adds +1 to your RP) to allow an INFANTRY unit within 3" of him to roll for RP, for a second time.  Think about that on units like Lychguard, with 2 wounds and who are absorbing hits that would otherwise be hitting characters, popping back up like spring daisies.  Now the Res Orb is only one use only, and 35 points to boot, but do you know what isn't one use only and affects ALL Warrior units within 3" of it at the end of the movement phase, the Ghost Ark.  It's becoming pretty common to see 3 big units of warriors walking around next to a Cryptek and a Ghost Ark, if you can't destroy a 20 man unit, there isn't any point in even shooting at it as it's getting back 75% of all casualties in it's next turn.  Oh, I almost forgot, that Cryptek will likely have a Chronometron which will give a 5++, vs ranged attacks, to all friendly INFANTRY units within 3" of it.

While this awesome, characters and vehicles don't have Reanimation Protocols, instead they have Living Metal and Quantum Shielding.  Living metal restores a lost wound at the start of each of your turns, again making the unit difficult to kill unless you commit to taking it out in one turn.  Quantum Shielding is a fucked up rule all together and can really ruin your opponent's day.  When you fail an armour save, before applying the damage result of the weapon, roll a D6 for each failed save, if the result of the die is LOWER than the damage output of the weapon then all of the damage is negated.  So if your unit is hit, wounded and fail the save of a weapon with 3 damage, if you roll a 1 or 2 your unit takes NO damage.  If your unit is hit, wounded and fails the save of a lascannon, your opponent rolls a D6 to see what the damage is, then you roll a D6 for QS and if the result is lower all that damage disappears.


While they are extremely durable, the Necrons just don't sit there and let you punch the shit out of them.  They can fight back and their biggest threat is that huge mob of Warriors.  While most armies basic troops are not terribly reliable when it comes to killing stuff, the lowly Necron Warrior's Gauss Flayer is a bolter with -1AP.  With an Overlord's My Will be Done giving a +1 to hit, a Lord's The Lords Will re-rolling wound rolls of 1, the Solar Fury dynasty code boosting the AP by 1 when within half range, and the Talent for Annihilation stratagem, a unit of 20 Warriors within 12" will kill 16 MEQ's or take out a Rhino.  This looks like it's a lot of things that need to come together, but other than the warriors, all you need is 2 characters and a stratagem.

If you are not into the massive amounts of infantry that's needed to make the above situation work, you could simply swap the Warriors for a unit of Immortals.  The Tesla Carbines are looking at getting more hits than shots resulting in 12 dead MEQ's, while the Gauss Blaster won't get as many shots, but with the higher AP it will kill the same number of models.  As you go to weaker targets, the Carbines really step out in front, the extra shots becoming far more effective.  The final insult comes when you combine either of the above combos with the Veil of Darkness and jump a unit straight across the table.  You may have to leave the Lord out of it unless you know a way of getting him across the table as well, but that does not greatly affect the results.


If you have bigger fish to fry, and want to do it from a little further away, might I suggest a unit of Destroyers accompanied by a Destroyer Lord, or better yet the Extermination Protocols stratagem.  While the Destroyers only have a range of 24", this is it's only real downfall, which is mitigated somewhat by it's 10" move.  A unit of 6 is 300 points, which seems like a pretty steep price to pay, but when you look at the damage output, and the resilience of them, it becomes easily worth it.  With them being INFANTRY, they can gain the benefit of the Destroyer Lord's Resurrection Orb and the Cryptek's Chronometron and Technomancer abilities.  All of that with the fact that Destroyers have W3 and T5 means that you REALLY REALLY REALLY have to kill the whole unit before you move on to another target.  Yes they are durable, but why would your opponent bother shooting them at all?  Because of the fact they can kill a Leman Russ in one round of shooting while only using the Extermination Protocols stratagem.  3 shots each, S6, AP-3, Dd3 while re-rolling everything is fucking scary.


So far we have been looking at a fairly typical gun line force that takes a beating as they plod forward only to get back up and keep fighting.  Not all of the army works like that and in fact, some of them work quite the opposite.  Wraiths and Scarabs for example, are quick and nearly exclusive to the close combat club.

Wraiths got a pretty big improvement from the index, but their overall use didnt' really change.  They are tough, quick, and can cause some damage in combat, but their main use is to disrupt target priority.  Even with the Novokh code, allowing them to re-roll failed hit rolls in the fight phase the first turn of combat AND with the 3CP stratagem allowing them to attack a second time, they are only killing 14 MEQs.  Now I say "only" because you are paying nearly 400 points for this unit, where as compared to another dedicated combat unit, say 350 points of Khorne Berserkers, attacking twice and re-rolling hits you can kill twice as many MEQ's.  Where the Wraiths show their true colours is that they are T5, have W3, a 3++, AND can use a stratagem that allows them to roll for Reanimation Protocol.  They are DURABLE, which is an over arching theme in this army, and they can cause enough damage in combat to make your opponent think twice about his target priority.  Especially if you just Veiled a unit of Immortals in the back field and nuked over 20 Guardsmen.


Necrons don't have to rely solely on their high movement units for board control though, they have several other ways to get those slower units into position, one of which I talked about, the Veil of Darkness.  Another is the Night Scythe and the Monolith, which use Invasion Beams to bring units onto the table from reserve.  At the start of the battle you can choose to deploy any number of INFANTRY units, of any size, on their "tomb world".  Those units may then "disembark" from any Night Scythe or Monolith prior to it moving.  This is awesome as it allows you to choose which vehicle you can bring your units out of.  If you keep them well spread out then you can pretty much bring in a unit anywhere you need.  There is a downside, and that is if all of your Night Scythes and Monoliths are destroyed, you have no way of bringing the unit left back home into the battle and they are considered destroyed.  This isn't that big of a problem though as there are 2 stratagems that can help with this, the first allows you to deploy 2 units from a single vehicle, the other allows you to deploy a unit when the last Monolith or Night Scythe is destroyed, and from the looks of things you can actually combine these 2 do deploy 2 units when the last Monolith or Night Scythe dies.  I really like this method of deployment for units like Lychguard who can hit pretty hard in combat but lack the mobility to make their way across the table safely.

That concludes this codex review.  Now, I know I left out quite a few units, and I did that on purpose because these write ups were getting really long.  The things I left out are either fairly straight forward, or not worth using.  For example, heavy destroyers are not as good as normal destroyers.  Canoptek Spyders are way too expensive just to grow back a single Scarab base or fix a vehicle for a couple wounds.  Tomb Blades are basically REALLY fast Immortals.  C'tan Shards are scary monster mortal wound machines.

Thanks for reading and if you have any thoughts please let me know in the comments.

Until next time, keep them dice rollin.


As always, this codex review is sponsored by Maxx Collectibles located in Winnipeg MB, at 835 Cavalier Dr.  Check out his Facebook page as he updates it regularly.  He sells EVERYTHING nerd at his shop including but not limited to: action figures from Play Arts, Kotobukiya, McFarlane, Warhammer, Infinity, Malifaux, paints and hobby accessories, and all the latest comic books from DC, Marvel, IDW and Dark Horse as well as a huge selection of back issues from all the way back.

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Wednesday, 16 May 2018

TACTICS TALK: HEROIC INTERVENTION


Heroic Intervention is probably the most under utilized special rule in the whole game, and I am here to point out some of the really great ways to use it, and how to ruin your opponent's day with it.  Bear in mind, there are not a ton of uses for it, so this will not be a particularly long post.  Pay particular attention if you have a character or an ability that allows you to HI from more than 3" and adjust the comments below accordingly.


We all know the basic way of using it, putting the character near a unit that is about to get charged, then stepping in after the charges were made so he can make attacks in the combat but not get attacked in return, or if your character is particularly dangerous in combat, perhaps you will make your opponent think twice about charging at all.  This is a little more difficult that you might think, if you leave enough of a space for your character to HI in-between your models, then it is likely that the enemy unit will be able to reach your character with their charge move.  This will allows them to place attacks on your character, likely before he gets to attack too.  You can so some tactical spacing to ensure that your opponent's charging models can't make it within 1" of your character, but so that you can HI to within 1" of the charging models.

Your 3" range must reach far enough past the screen

Keep spacing so than he can't get within 1" but you can HI to within 1" of him

The very first trick I am going to tell you about HI is that it does not have to be performed against units that have charged that turn.  This comes up in a game more often than you might think and there are 2 instances that I can think of that happen fairly regularly.

First is against that suicide squad who have used some fast movement, possible a double move and/or advancing, and assault weapons to pull off an in your face round of shooting hoping to pick off a character.  I've done it a couple times with Slaaneshi Chaos Bikers with Meltaguns, and Warp Time, they are able to move 40"(if they advance) across the table and shoot twice.  Your opponent has to make sure to get the shooters close enough to the character so that other units in the army don't prevent you from targeting the character, so they will usually have to be pretty close.


Should your character survive, and they either can't or decide not to assault you, you now have the chance to step in and punch them in the face.

The second "no charge charge phase" maneuver is against the "fence" move.  You know, when your opponent moves some cheap ass unit right in your character's face in hopes of pinning him down and preventing him from moving.  This only works against units that don't have fly, but I've done it a couple times against dudes on bikes.  This also happens if your opponent falls back with a unit in hopes of keeping it alive, while still using it to block your character.  If that unit happens to land within 3" of your character, you can step back in and smack em around.


The cultists above have stepped back out of combat so they don't die, but have to stay close enough together so that the Biker just doesn't drive away around them or through their bases.  This forces them to remain within 3" of him so he will be able to Heroically intervene and kill a number of them during the enemies turn.  There are lots of time I see this done in a way so that's its just a couple models standing in front of an infantry character and they just stand their until their turn.

The last trick I've got, is more of a defensive maneuver that can help direct your opponent's pile in and consolidation moves.  So, you have this unit that's pumping out tons of damage, Hive Guard, Obliterators, Pask in a Punisher Leman Russ, something with tons of shots and is dangerous with the overwatch as well.


You've got your bubble wrap set up but your opponent has shot them up a bit and is looking to make a big assault move around your bubble wrap and to use his pile in and consolidation moves to tag this unit and prevent it from shooting.  If your opponent is good and places his models just right, he can extend his reach quite a bit past the original target.


The placement of the enemies models is going to be important because at least one model will have to end it's charge closer to the tank than the cultists so that it can pile in to it.  Once the charge is complete then you step in with your character making sure to make base to base contact with the lead model so that it cannot pile it.  It states in the FAQ that if you are in base contact with a model you cannot make a pile in or consolidate move.


And there you have it, you have successfully prevented your opponent from preventing your unit from shooting.

So get out there and practice these tactics, let me know how they perform, and if you have any ideas for a tactics post feel free to let me know in the comments.  Thanks for reading.

Until next time, keep them dice rollin

This tacics post has been brought to you by...
Spellcrow


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Ork Doktor



Werewolf

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