Ever since Bananaman dodged the points increase that he's a steal at 265. Yeah he's not the biggest damage dealer but he has surprisingly good melee and a niche-but-useful precision ranged attack for killing weak leaders.
Wraiths and Techno getting points nerfs last few dataslates have toned them down. I'd be curious about a unit of 10 immortals with a chronomancer and Szeras standing nearby
technomancer and wraith feels a bit over costed now honestly, but one thing this math doesn't take into account is that they get an extra heal from the technomancer too
Ran 2 *6 wraiths and technomancer, one had dimensional sanctum. My other unit was a squad of 10 lynchguard sword and board with overlord with translocation shroud. Talk about clogging the middle. Against Voltan neither wraiths or lynguard would die. When I brought up the second squad of wraiths it’s was about to be all over for the space dwarves, then time ran out in our game turn 3. With those3 units soaking up all the fire and not dying allowed my doomstalkers and heavy destroyers to eliminate anything that was not in melee. Both side rolled some awesome saves.
I'm playing Hypercrypt Legion, and have been using a 20-blob of warriors with a Chronomancer and having Illuminator Szeras close by and found them to be incredibly tanky. Out of 6 tried games (practicing for a tournament) they've gone down 2 times only! For the point cost they've pulled their weight for sure!
I take the lynchguard with imotekh in awakened for all that juicy extra CP. The keyword on him is noble, so it works. Also chronomancer with a blob of immortals with szeras nearby in awakened is prett tanky, surprisingly.
I still play with the Awakened Dynasty. Currently running two Lychguard x10 squads with overlord and the wraith x6 with technomancer. Usually I find the wraiths melt away faster than the Lychguard simply from fewer models in the unit. Going to be running them in a fairly casual tournament at the end of September. I have taken the overwhelm the opponent with big threats strategy though, so its possible they are ignoring the Lychguard to deal with Doomsday Arks, the wraiths or the Nightbringer and that lets the Lychguard punch way above their weight on both sides of the board.
forcing the opponent into awkward target priority is one of our main strategies (both for necron and the greater game in general). Do they go after the c'tan than can do big damage but not really hold points, or go for the unit that's holding a point but cant do big damage? Making it a bad choice either way is the best way to win games.
@Planet40K tbf, I think the translocation shroud one is used more often with lychguard to actually get them where they need to be. But if we are talking pure staying power then the regular overlord is the go to yeah
Surprised that banana-man does so well in here. A pleasant surprise mind you considering how actually well done the deceivers fluff to rules are this edition. Annoyingly tanky, irritating translocation ability, decent damage output (Not overbearing, just decent.) I might... actually have to use them in a game or three and see how it goes.
@@Planet40K dude same. The Deceiver is the only C'tan shard I don't have and I'd rather not risk buying one in case of a C'tan refresh, but seeing fellow Necron players achieve amazing results with him makes it harder to resist buying one.
Also helps the Deceivers significantly cheaper and has a Precision Power which can combine well with Deathmark Snipers. Hmmm, he might do well in the Obeisance Phalanx which focuses on killing enemy heroes and getting rewarded..(technically each time you destroy an enemy character your opponent must discard a point of CP in this Detachment)
I' have mixed feelings about them. This is their best data sheet that they have ever had, especially compared to 9th. All the abilities you see on their Data sheets are new. Plus there is their 10" Jump packs, er I mean anti-gravity Boosters. Deep Strike - New Reroll Charge Rolls - New Fall back and Charge (Helps them regain first strike) Both Weapon loadouts are good, Pistol and Blade have higher volume of attacks with 3 Pistol shots with Dev Wounds and the Blade has 4 attacks. Both deal 1 damage. Rod the Covenant has a 12" ranged attack with a pretty good weapon profile and deals 2 damage. Rod has 3 melee attacks using the same high ap and 2 damage. I think with all their abilities and no durability, GW is still valuing them a little too highly. especially since they cant have any characters. According to their lore, maybe they should also be buffing other nearby Necron units considering they didn't go into hibernation mode and were literally awake this entire time defending and dormmate Tombworlds. I'd rather try 10 Lychguard with Scythes attached to a Overlord with Transshroud which helps make up for one of their weakest stats which is a 5" Move.