Old assumptions have been shattered and the playing field of the game has been reset. As a long time 40K player one has to reevaluate everything in the game to not only understand and apply the new rules, but look for the hidden gems and the not so apparent tactical angles one can exploit for the win. I’m in the process of this now with all my armies but am especially focusing on Necrons since I have three variants of the army- scarab farm, warrior horde, and now air force to experiment and play with.
A few posts back I talked about going for the secondary mission objectives in relation to Eldar so you have the option to then play for a tie on the main objectives- focusing all your resources on the “tie” by killing troops and scoring units, etc. and securing the win by then picking up the secondary objectives.
I’ve been figuring out how to do the same thing with Necrons, and for this post let’s look at how to secure the slay the warlord bonus point since that is a double edged sword for Necrons…
In the transition from 5th to 6th Necron HQ choices kind of took a hit- night fight is no longer useful to prevent shooting as your units get to mid field where they excel, lightning strikes are also hurt as guys start shifting to less low AV tanks and more troops, and the other special quirks and abilities of the HQ choices while fun for fluff don’t translate over well tactically. Among other things this has forced me to drop Stormlord from my HQ roster, despite how much I love him, and it pains me greatly to let him go, but the points are just too high and his two abilities (lightning + night fight) are no longer top notch. The 4+ seize is, and is a component in getting the first kill point bonus point, but there are other ways to make this up.
I then went to the cheapest HQ I could get, essentially place holder to fill the mandatory slot, and nothing else, of which the Necron Overlord did the job. Of course he was weak in the assault as all Necrons are, and he mostly hid in the back trying to look heroic, skulking away from other Space Marine killy HQ choices looking for the warlord bonus point.
I tried to use this to my advantage, putting the overlord in a place where opposing HQ choices had to wade through my warriors and rapid fire spam to tag my overlord in an attempt to gun them down. Sometimes it worked, other times it didn’t, and most of the time it was just ignored.
Had (have) to find another way.
I don’t mind spending the points on an HQ choice, even dropping 200+ as long as it furthers the goals of the army. Many of us have a bias to spending points on an HQ choice since they are pricey and only one model- quantity vs. quality perhaps being the issue, but sometimes we have to get past this mantra also.
So now I have an overlord right at the front of my army- attached to a quad of 20 strong warriors with a res orb to start. This huge warrior block is an important first thrust of my army using strength of numbers to both stay a threat and get some nice long range and rapid fire going- 20 to 40 shots while the res orb goes a long way to keeping the unit up while on the march.
The large group also protects the lord for a while from being taken out from saturated shooting which means an assault on an HQ choice or even me launching the assault against an HQ choice.
So when the challenge is accepted, and many will see the overlord as an easy push over they hit the first layer of mindshackle scarabs which have a good chance of causing some wounds. Of course I then have to survive the assault since the opposing HQ is most likely striking first- the weave and invil save + T5 try to minimize this, and then when I strike back I unleash the T. labyrinth, hopefully at reduced wounds and take the HQ out of play. Failing that next turn I then rely on the war scythe. Of course if I die, we then try to get the point back through regeneration…
So will using my overlord as a high priced trap work? Dangle the bait, and see who takes it? I’ll see in a few games and report back…