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  1. NECRON UNIT OF THE WEEK SERIES Welcome to the Necron Unit of the Week series for 10th edition! Each week will see a different unit from the Codex, Imperial Armour, and Legends datasheets featured for discussion. The goal here is to discover and chronicle tactics for the featured unit so that new players and veterans alike can use this database to inform their strategies with the wider knowledge of the forum. The game of Warhammer 40,000 is ever changing though, and as the rules evolve throughout the edition everyone should feel free to return to older threads with the release of new FAQs/errata, changes in points values, information gathered from games played, and of course the Codex being released. These threads are also great places for newcomers to the Necrons to post their questions about tactics related to the featured units. Please note that the purpose of this series is not to lament what the current meta deems “ineffective”, or that another unit “does it better”. Those units will get their own threads. This week’s unit is: Necron Warriors Some points to ponder as we discuss the various uses of the Necron Warrior: What purpose do Warriors play in your army lists? Do you take 10 or 20 model units, and are they armed with Flayers or Reapers? Do you attach any characters to your unit(s)? What tactics do you employ to get the most out of the "Their Number is Legion" ability? Series Index
  2. The last of the individual characters that make up the Foetid Virons What do with think of the Surgeon? Of all the elite level characters he is the only one with a decent close combat weapon, suggesting that his place is in the thick of things However no invulnerable saves or major auras. What use is he to people?
  3. ++Thousand Sons Unit of the Week++ ++Maulerfiend++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Maulerfiend. With better WS and BS than last edition, have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  4. So what to we think of the Tallyman? This popped up on on YouTube and I thought what's your views plague brethren? https://youtu.be/AabFExcZe7A
  5. While taking about Daemon engines what about the Bloat Drone? Many of us will have the plague spewer versions as they came with the original box set as well as the other weapon options Fast. Tough. What are people's views? There are some strategies specific to the bloat Drone, I believe -ive not actually used the strat yet. What are people thoughts on them?
  6. The unsung heroes, the ragged multitude. The ones dun wrong by this edition. I want to make more use of these chaps -they have guns they have 'brutal' close combat weapons they have toilet tissue for armour!! I've been playing a lot of kill team sized games lately and the Cultists have held their own against Guardsmen and Tempest Scions, but last 40k game they came face to face with the business end of the flamer on that new scout walker marines have. Suffice to say that ended badly for them.... I feel they would have been given a bit more utility if they had been given objective secured/ ability to perform Actions and the poxwalkers hadn't (I mean come on - zombies Investigating or Siphoning Power???) How can we use these regular mortals to spread the grandfather's love?
  7. Our second unique terminator squad. Armed with both a man reaper and plague gauntlets they can reap a heavy tally, if they can get close enough Other rules are: Plague chimes (can't remember if that's the name but it's what they look like) which do something to the contagion range iirc Bodyguard they can take the hit for a character instead. What do we love about these guys?
  8. ++Thousand Sons Unit of the Week++ ++Rhino++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Rhinos. Seen in all editions of the game, with varying usefulness, Thousand Sons Rhinos are maybe the best of the bunch with an innate 5++ and ability to get 2x inferno combi bolters, putting out 8 shots at range - almost the same as a small squad of Rubrics. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  9. The original heavy transport. 4 lascannon, 2 heavy heavy bolter and some loose change guns. Carries 10 men or 5 terminators I want to love it. But I rarely ever take it. My thoughts are that in an army with limited anti-tank that they bring some utility The problem is they are very pricy for what they bring.... Which is a tough beast of a tank not massively killy
  10. ++Thousand Sons Unit of the Week++ ++Scarab Occult Terminators++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the former premier bodyguards of the Thousand Sons Legion, the Scarab Occult Terminators. These Terminator Plate Clad warriors were the paragons of their legion, now reduced to automata, however no less deadly. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++ Was a bit late on opening the UotW topic this week, so we'll leave this one open for an extra week, as there's plenty to talk about. I think the main discussion will be on whether you take 1x10, or 2x5, or maybe even 2x10 man units?! I think we can all agree that SOT are a great unit, but how is it best to take them? Time to get models back, or Duplicity to 'port them around?
  11. ++Thousand Sons Unit of the Week++ ++Predator Annihilator/Destructor++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the combined datasheets of the Predator Annihilator and Predator Destructor. Former mainstays of Thousand Sons armies for their ability to bring long ranged anti tank, they now have got better with a 5++, however is this enough in an edition that is unfair to tanks? We don't see them in many armies at all, so: What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  12. ++Thousand Sons Unit of the Week++ ++Sorcerer & Sorcerer in Terminator Armour++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the master of disaster, the Thousand Sons Sorcerer! While not as flexible as the exalted Sorcerer, the humble sorcerer is nevertheless an important tool in our arsenal, with a range of powers and upgrades. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  13. As I'm making my way back down the list of units we get to the Foul Blightspawn I heard a lot of good things about this chap in 8th although my experience never seemed to include the high strength and high auto hits at the same time. Recently got some new relics all of his own. Is he still the boss that he used to be? Discuss!
  14. ++Barbed Hierodule++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the massive gun-beast the Barbed Hierodule. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  15. ++Stone Crusher Carnifex++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the pointy cousin of the regular Carnifex, the Stone Crusher. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  16. ++Scythed Hierodule++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the massive point beast the Scythed Hierodule. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  17. ++Thousand Sons Unit of the Week++ ++Cultists++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the odious rabble of the Legion, the Thousand Sons Cultists - a horde of scum and villains devoted to the dark gods in search of fame and glory, these madmen follow the Thousand Sons into battle, or are driven forth before their armies. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  18. Death Guard Unit of the Week - Plagueburst Crawler I have run many lists including 1-3 of these and have found (for me) 3 is the number. Over many games 1 is not even worth bringing, 2 isn’t that bad, but 3 seems to get the job done. The law of averages makes 3 almost OP. I do tend to run more dakka then most, I just think in the current meta it’s needed. With 3 I average about 8 wounding hits with the mortar, killing a good 5 models. Around 4 with the entropy cannons, knocking out a vehicle or two. The heavy slugger doing some chip wounds, but still worth it depending on the target. I also run 2-3 Volk-Contemptors and do quite well (w/tallyman) clearing objectives (or units that can reach objectives) especially if I go first. So my question(s) is how are others running them and how do you find yourself taking them? Is 2 enough or is 3 an auto included to make them worth taking?
  19. ++Thousand Sons Unit of the Week++ ++Forgefiend++ New codex, new discussions about units! As we already have in other faction sections, I'm starting up a Unit of the Week series for Thousand Sons, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Forgefiend - we'll get to other units in time as we all unpick the codex and get some games in. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiple units? What <GREAT CULT>, loadouts, spell and Stratagems support do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  20. ++Meiotic Spores++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the giant floaty gas bags, the Meiotic Spores. What are you thoughts, and how best would you use them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  21. ++Thousand Sons Unit of the Week++ ++Rubric Marines++ New codex, new discussions about units! As we already have in other faction sections, I'm starting up a Unit of the Week series for Thousand Sons, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we start with the core Troops choice of the codex, and the iconic model in any Thousand Sons army, the Rubric Marine - we'll get to other units in time as we all unpick the codex and get some games in. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What <GREAT CULT>, loadouts, spell and Stratagems support do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  22. ++Malanthrope++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the big floaty poison gas-bag, the malanthrope. In early 8th ed, this beast was a must-take, giving -1 to hit on everything within 6 inches, being Synapse, a cheap HQ with CHARACTER protection and giving army wide rerolls, all for under 100pts, however brought essentially zero killing power to the table, being exclusively a support unit. Since then, he's been almost doubled in points, and will now cost you about the same as an unequipped Hive Tyrant, and as such has altogether disappeared from tables. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
  23. ++Thousand Sons Unit of the Week++ ++Hellbrute++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Hellbrute. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  24. ++Sky Slasher Swarms++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the flappy annoying things, the Sky Slasher Swarms. Essentially winged rippers, these have been around for a little while. What are you thoughts, and how best would you use it? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you. Tyranids Unit of the Week Index
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