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Showing posts with label Nightmare Shroud. Show all posts
Showing posts with label Nightmare Shroud. Show all posts

Shroud Lord?



Email In:

Hi Fritz, I have played necrons since they were released in plastic and I have a 8-0 record with them in 5th edition so I understand how they work in and out of competition.

I love your videos and Saim Han tactics but I don't think your necron tactics are up to snuff. I don't want to be overly harsh but the advice you are giving for necron lords with nightmare shroud is just plain bad.

1. Every turn you Turbo boost you cannot pass through or end your turn in cover. Also you cannot shoot. No shooting = no Nightmare Shroud. That means you are sitting there in open terrain for a whole turn with a 2+ cover save. Note that it is a cover save and not a invulnerable save.

2. Nightmare shroud is useless against vehicles. With the current reliance on Mechanized forces, few players with any skill are going to sit on an objective with non fearless or non mechanized troops. Making a 35 point rhino more effective than your 260pt unit.

3. Nightmare shroud only works 27.7% of the time at leadership 8 and only 16.6% at leadership 9. That is terrible odds when gambling with a single 200pt HQ.

4. Nightmare shroud requires you to be within 12" for any effect. Most decent CC troops have a 13"-18" threat radius. Including anything that is Fleet, or has a jetpack, or another bike. That means if the shroud doesn't work (only a 16.6% chance against MEQ) you are going to get charged and mauled.

5. Scarabs are vulnerable to templates, blast and barrage which negate cover saves on top, making them doubly dangerous! That means flamer's, grenade launchers, and especially cannons are going to SHRED that unit placed together in a clump like you suggest. The main reason scarabs live so long normally is that nobody bothers to shoot at them when there are so many more targets. Now with a lord attached, they are going to get hammered.

Take a quick look at an average hit from a space marine flamer. Say it hits 5 out of the six models in the unit.A Str 4 flamer is going to hit your T3 on a 3+ so lets say you get 3 wounds. Your cover save is negated so you are back to 5+ save. The flamer is AP5 so what do you do. try to save one with the lord and two on scarab bases. Those two on the scarabs automatically count as 4 wounds taking out one base and putting a wound on another and hopefully you make the save on the lord.
A battlecannon, siege cannon, earthshaker, Vanquisher and demolisher shot is going to instant death every scarab swarm that takes a wound on 2+, and a couple will instant death the lord too. Even if he comes back with the phylactery you now have a lord all alone in the open waiting to die.

If you are somehow getting this tactic to work I applaud you. I also think that you must be doing something else to set up this trick OR the people you are using this on are not very experienced or playing competitive lists. I have come accross many players that have never played against Crons before and I can run roughshod over them using any tactic because they don't know what to expect. Against an experienced player I doubt you would get off a sigle shroud.

Here is a fun little unit for you to try. 4-10 flayed ones with a lord w/ gaze of flame and whatever else you want. Followed directly behind by 4 Pariahs. Any unit attempting to charge the lord gets no bonus charge attack AND has a maximum leadership of 6. Plus they must pass a leadership test or only hit on rolls of 6. Then counter charge with the Pariahs in your turn if there is anything left.

Reply Out:

Brad, thanks for emailing. I hear what you are saying with the shroud and it seems like it shouldn’t work in the world or mech and fearless troops but it does- with a little planning and finesse. Here is what I’m doing with it running down your points:

RE Turbo boost. True I can’t use it but it is rare something is in range first turn anyway, and usually I want to get into the back ranks which is going to take a turn. The rare time something is put out in range or maybe bikes ready to move forward I’ll do this. Lord and scarabs get deployed together as a unit as SOP. If I see a shroud opportunity first turn then I’ll use the Deceiver’s grand illusion to separate the lord a bit over so he is not part of the scarabs. My turn has the scarabs turbo boosting out and the lord moving out separate but ending his movement next to the scarabs. I pop off the shroud and then he auto joins the scarabs being an independent character and I get cover saves on the unit from turbo boosting, but not on the lord- but he has the scarab body guard for wounds.

RE Mech Spam. Again 5th is mech…for now…just wait till the wave of Tyranids really hit, but that is a though for another time. By the time my lord hits, and I may have to delay it a turn, guys are out on foot due to my destroyers. The destroyers are the can openers popping rhinos along with the monolith particle whip. Also, with internet “wisdom” saying the Deceiver and monolith suck cats just ignore them. I’m always getting the lord and Deceiver in the back assaulting vehicles- I use warrior and destroyer blocks as bait to shoot at to give my opponent incentive to sit there, say with their chimera’s and fire everything into my units for phase out- then the lord and C’Tan hit with living metal/warscythe.

RE Mathhammer. Is that the odds? I always get a unit or two to run each game, and vs. Tau and Eldar it is murder. The tricknology edge of it is sometimes better then the unit itself- people don’t like you forcing them to take LD tests on multiple units each turn. Objective placement also helps with this- placing them in a cluster and letting your opponent have them- they pile on, you get them out on foot if they are not, and then when you shroud you are hitting 3-4 units a turn. Somebody is going to fail. I do something similar with my cullex assassin in my GK build.

RE Assault. Now this is the real weakness. I have to get within 12” and if I get assaulted I’m done- even with the warscythe and T6. Worse is if I get hit with a power weapon which everybody has like candy these days, no WBB for me. If my opponent is protecting a clustered area and I still want to go with it, I’ll move out turbo boosting and then turn two make a half ring around my lord with the scarabs- I can get a pretty big ring with 2” unit coherency, and then keep the lord back so he is not part of the unit. This way I can pop off the shroud and hopefully the only thing they can assault is the scarab wall, of course they can shoot it with another unit, etc. That said, over all I find most assaulters heading as fast as they can to my core of warriors clustered in the back for the easy phase out.

RE Swarms. Yes, they are vulnerable to templates, and S6 shots- I hate playing vs. Eldar! Nothing I can do against this, but again, those big IG cannon shots often go against my warriors and destroyers for phase out. Why bother with five lonely scarabs.

RE N00bz. I’ve played both Necron ignorant players so to speak, and cats that fancy themselves “elite” tournament players and I always get shroud off- except when I face chaos cult legion marines like a particular world eater army I’m thinking about. But then I’ve only lost 30 points of wargear- I still have a mobile unit that can soak up fire, contest, hack vehicles, or act as a one turn speed bump. I always make sure my opponent’s know that I have nightmare shroud and what it does along with the rest of my wargear, monolith portal, etc. Veteran players fall for it the most since they not only dismiss Necrons, but they dismiss mass leadership tests as a valid tactic.

I like the idea with the flayed ones, and I’m especially interested in working pariahs into the list. What do you think the smallest best number is? 4? 5?

-Fritz

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Nightmare Shroud Tactica


One of the hidden gems that Necrons still enjoy over the other races/newer codexes is their funky wargear. Relics of ancient technology gifted by the star gods they are the best part of playing ‘Crons! In this post I want to look at the nightmare shroud and how I have been using it in combination with a destroyer lord.

Old guard thinking has your destroyer lord tooled up to be a close combat beast riding with a group of wraiths. Warscythe + phase shifter, and gaze of flame hitting at T6 backed by the wraiths. This worked a few codexes back, but now the very guys that you are going to be throwing your lord at are just buffed beyond his ability- and not being fearless often gets you punked by a sweeping advance. I’ve tried lots of combos to bring the lord back to a close combat beast- but he never really was anyway, so how can he compete now?

I’ve shifted him over to a support and projection role and when combined with some scarabs his more then makes his points back. Here is the setup…

Lord W/ Destroyer Body, Warscythe, Nightmare Shroud, Solar Pulse, Phylactery + 10 Scarabs.

Against non fearless armies his job is to take up position and pop off the shroud getting my opponent to roll some dice and hopefully fail- remember in 40K any time you roll dice something bad can and often does happen! Against back line troops who are holding far objectives or heavy weapon troops in cover also in the back the lord is murder when combined with the scarabs. You string the scarabs out so they are in cover giving the entire unit and lord a 2+ cover save while stacking the lord at the end of the scarab chain to get the 12” of the shroud- remember it is a radius. Now, even if your opponent passes the moral, they are going to have to shift and deal with the lord since they can’t allow you to shroud every turn. Scarabs absorb the incoming fire and when they get down to 3-4 bases you then want to withdraw them and leave the lord standing alone so your scarabs can then shift to an objective contesting role later in the game. At that point T6 with WBB and the phylactery is still going to keep your lord around. Notice I haven’t said anything about assault- don’t try it, and the ‘scythe is there just in case and for some anti-tank.

Other tricks that stack well with the nightmare shroud and the speed of the destroyer lord means failed non marine units falling back can then be assaulted and if they fail they are wiped out. The speed of the lord either moving 12” or turbo boosting will allow you to chase a unit off the table or assault them if needed.

The other nice part about all lord wargear and why you want to 100% exploit it is the fact that they are NOT psychic powers but rather ancient technology. With more and more of the newer codexes offering uber psykers and ways to negate powers like candy- think Eldar and Space Wolves, not having to worry about that is nice.

Fritz, so what happens when you face fearless troops or mech?

Mech is easy to deal with- get them out on foot and then shroud away. Fearless is a problem as it totally nullifies the wargear- in that case you shift the lord over to a projection of force and depending on how your opponent reacts either push his troops into rapid fire range for your warriors or pull them back. Failing that just zoom the lord around soaking up shots that would be going on your destroyers….
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