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Lemt
07-05-2012, 04:34 PM
Because I can.



+++ Necrons allied with GKs mark 2 (1350pts) +++
+++ 1506pt Necrons 5th ed. Roster (Standard) +++

Selections:

+ HQ +

* Destroyer Lord

* Imotekh the Stormlord
* Royal Court
* Harbinger of the Storm
* Harbinger of the Storm

+ Troops +

* Necron Warriors
* Ghost Ark
* 5x Necron Warrior

* Necron Warriors
* Ghost Ark
* 5x Necron Warrior


+ Fast Attack +

* Canoptek Scarabs
5x Canoptek Scarab Base

* Canoptek Wraiths
4x Canoptek Wraith (3 have whip coils)

+ Heavy Support +

* Canoptek Spyders
3x Canoptek Spyder

* Doom Scythe



Created with BattleScribe (http://www.battlescribe.net)


+++ Necron GK allies mark 2 (649pts) +++
+++ 800pt Grey Knights 5th Edition Roster (Standard) +++

Selections:

+ HQ +

* Inquisitor
* Inquisitor Coteaz

+ Troops +

* Formosan Inquisitorial Henchmen Warband
2x Jokaero Weaponsmith
3x Servitor with Plasma Cannon
* Chimera with Heavy Flamer, Multilaser, Searchlight, Smoke Launchers


* Formosan Inquisitorial Henchmen Warband
5x Death Cult Assassin
3x Acolyte with Special Weapon (Chainsword, Flak Armour, Flamer)
* Rhino with Fortitude, Searchlight, Smoke Launchers


+ Heavy Support +

* Nemesis Dreadknight (Heavy Incinerator, Personal Teleporter, Two Nemesis Doomfists)



Created with BattleScribe (http://www.battlescribe.net)

NECRONS:
-Imotekh either hides or joins the Spyders, and we have a nice lightning storm going on. Night Fight will help a bit with keeping your army alive and kicking.
-The Destroyer Lord hates being alone, so he joins the Wraiths, at least until he reaches the enemy lines (then he can part ways to go tank hunting if need be).
-The Spyders create some scarabs, then the scarabs scuttle forward. Depending on the mission, enemy, etc, the Spyders can crawl forward to assault the enemy (They can hit at S10 now so they can crack open any vehicle) or stay back as a counter-assault/tarpit unit.
-The two Harbingers of the Storm join each Necron Warrior group in their pimp ride, and try to take potshots at the enemy. But you want to keep them safe so they can zoom towards objectives once the dust settles.
-The Doom Scythe zooms around, dealing with any pesky units you really want dead. Vehicles and Terminators are juicy targets, but with good positioning you can snipe special weapons if you need to (since you start killing miniatures closest to the shooting unit, the enemy has to be very careful with positioning.

INQUISITION:
-Coteaz. He joins the shooty henchmen, and helps protect something important. He's really good against DS armies, but he'll keep the Servitors from mindlocking themselves anyhow. The Chimaera can leave the unit behind and go act as mobile cover, or something. Or they can all just stay inside until you need to disembark.
-Death cult assassins provide good CC, something the Necrons kinda lack. High initiative, lots of attacks, and energy weapons. The triple flamers are there to put some hurt out against hordes, since that's probably this list's largest weakness.
-The Nemesis Dreadknight wants to go in fast, flame something up, and absorb some firepower so the rest of your army gets there. If the enemy doesn't deal with him, he'll go into hulk smash mode and punch things in the face with his strength 10 (unless that gets FAQ'ed/errata'd).


DISCLAIMER: I'm going to convert Necron units (heavily) to stand in as the Inquisition forces. Since Necrons are varied now, and not just cookie-cutter robots.

Gir
07-05-2012, 04:51 PM
Be aware that lightning hits all enemy units, and your allies are considered enemy units.

Lemt
07-05-2012, 05:09 PM
Be aware that lightning hits all enemy units, and your allies are considered enemy units.

Page 112 under "Allies of Convenience", says you treat them as enemies that cannot be charged, shot, targeted with psychic powers or have templates or blast markers placed over them. I'd assume the lightning bolts count as shooting.
But since it isn't specifically stated, you can always either reserve the allies or let them take the pain.

DarkLink
07-05-2012, 06:42 PM
(unless that gets FAQ'ed/errata'd)

It won't.

The only reason it was FAQ'd in the first place was GW didn't even realize the problem was there until players pointed it out (ok, that's conjecture, but I'd put money on it). Then they realized, 'oh crap, now we have to faq it'.

Now that 6th is out, they've not only specifically changed DCCW to simply 2xStr and removed any reference to walkers (and the Dreadknight is the only non-walker that can get DCCW, I believe), but they specifically removed the ruling in the FAQ because now the rules line up with their intent..

Gir
07-06-2012, 09:58 PM
Page 112 under "Allies of Convenience", says you treat them as enemies that cannot be charged, shot, targeted with psychic powers or have templates or blast markers placed over them. I'd assume the lightning bolts count as shooting.
But since it isn't specifically stated, you can always either reserve the allies or let them take the pain.

The lighting is not a Shooting attack or a psychic power. It is an ability that hits all enemy units, and allies of convenience and desperation are treated as enemies.