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I know it's only one game but I have mainly heard a lot of criticism about this detachment, about how nobody is going to play it because they will probably lose every game. So it's good to see the unexpected outcome and show that just because something isn't weighted in your favour doesn't mean it's not worth playing or that it's impossible to win.
Yeah, I mean, I had to work very hard to get the result I did and got some good cards, but considering Richards list is pretty nasty, it just goes to show you. This detachment won't win a competitive tourney, but for basement type gaming it defo has legs. It's a lot of fun as well and I was impressed with the Stalkers
Compared to the other detachments the strats and enhancements are a lot more niche, so comparitively, it is def weaker. However that doesnt mean it completely sucks. The -1 damage strat makes vehicles very durable. +1 to wound makes it easier to focus down big targets and precision can be great to snipe characters and take the teeth out of some units. The 5+crit strat also makes it unnessary to bring plasmancers so you can make immortals tankier and slippery. Combine that with the fact that necrons have good units even if they dont have a detachment rule like the doomsday arks and it can still do work provided you bring the right units.
When it comes down to the wire like that is when you definitively know it was a fantastic game. The obeisance phalanx did a lot better than I would have expected.
I also gave this detatchment a try in 1500pts vs orks and only lost by 2 points (because I helped my opponent so we could both learn and get better at tactics!)
I really really enjoyed watching the first battle report of the year between you and Richard. Wow that was a real tight and unexpected win for the winning. I’m pleased that you both had lots of fun playing against each other. Having fun is the most important thing at the end of the battle. I really really love your three triarch stalkers. They look tall and menacing.
Ty but that is the point you have to maximise what you draw . I couldn’t quite get assassination or get max on the quarters one. However, your also right better cards and I’d have one that. But I like that it was that close gutted I didn’t win but I know where I lost it and what i need to do to win in the future. But Nick also know what’s required to win that game in the future if we replayed it
Wow, excellent game! Down to the wire on score haha. It was really cool to see some stalkers on the board too. One of my favorite units as far as looks go.
I don´t get how Richards Orks in the bottom left corner arpund 19:00 had line of sight to your Immortals. Shouldn´t there only maybe 2 be able to fire?
We had checked and only 2 couldn’t fire as they weren’t completely wholly within the terrain feature they were touching but rules state wholly within we checked and manouvered it so I could get maximum number shooting however, it not having a large enough ledge meant I couldn’t get last two in I was happy with that and Nick was happy with it too.
@@IDICBeer in the end it worked. As you said, I did not expect that after turn 2. I wait for my Modells that I can try out that detachment. I see some nice synergies here which I wanna try.
That was an awesome game guys 😁 the way it started it really looked like the Orks were easily coming to take it. Those Stalkers did really well together, really well played to win that one Nick 👌👏🎉
Back in his day they were called Krorks and were bigger, that's why he hates them, he also hates that they changed the name of Marathon bars to Snickers.
Well done. I haven’t tried this detachment yet, and may not seeing how you had so many cp and not enough strats that were useful. Do you feel the same way after playing it, or is it worth another game maybe with some different units?
The etxra CP is always good, even if it's just to make your opponent think you might interupt an assault or something. If I wasn't so defensive with the list, which I have to be against Richard, I probably could have used more CP's on strats
On the first charge with the Nob on smasha squig into the DDA, how did the devastating wounds weapon make 11 attacks? Its 5 base, +1 in the waaagh, shouldve been 6 dice. Headwoppa's killchoppa does give the anti-3+ dev wounds, but even if you count the extra attacks (which doesn't count for the enhancement) that's not possible unless I'm missing a rule?
It wasn’t just nob because I used one squig boy too and then squig hog extra attacks. The anti vehicle is 3+ on the waagh only. Then with the strat crits were 5’s and sixes so I got extra hits
@CMWargames yeah I just mean how were all of those devastating? Because the killchoppa only gives dev wounds to the one axe on the nob only. The explosions could've come from multiple different weapons
@@whygod5783 yeah six attacks I got four or five sixes on those and a couple on the others and with those I rolled to wound I got six or seven dev wounds and 1 normal to save at -1 . It was above average roll for me
Nick is it possible if you could create a theme list with just using only your triarch stalkers and Canoptek Doomstalker or isn’t that possible because you don’t have enough?
Includes 3 Stalkers that can now scout, cant scout because plays against Orks... i shed a little sad tear. Wait!, does supply lines stack with Imotek's extra CP?, i thought you would get only 1 of those CPs (still nice in the event they kill Imotekh)
@@CMWargames I see, i run Imotekh from time to time and i always had his 1 extra CP as the only extra CP i could gain per turn (+1 for the turn, +1 for Imotekh) i didnt know you could add another +1 CP because of Supply Lines, and every time i played with that rule i never added anything if i already had something like Imotekh.
Thought you already overwatched turn 1? so you couldn't have used -1 dmg strat anyway. Since you should only have 1 cp. Unless i missed a special rule or something? Also, im confused. you can only get 1 bonus cp per turn, so you should be on 2 cp at the start of turn 1. Specially since you whent to 4 and say you got 3. But you spent 1 cp in ork turn 1 so even by that logic you should be on 3... Not bashing just trying to learn with you :)
We messed up turn one with the extra mission rule, as it's only on your turn. You can only gain one extra CP outside the command phase, but you can have more inside the command phase
Hmm interesting i checked the rules and i might have misunderstood. It sais you can t get more then one outside the start of the cmd phase. I had interpreted it as no more than 1 normal and no more then 1 bonus per turn. But maybe with things like supply lines you can het extra bonus cp. I haven't been able to check imhotek, so I'm not sure if his rule is at the start of the cmd phase... same with the grot rules. gotta look into it more
@@mischa3726 you haven’t in the command phase you can gain extra cp on top of the 1 you get generically. Then outside the command phase you can only gain an extra cp they may address this in balance data slate but considering a few units have abilities in command phase to gain the extra cp I doubt it will be changed so Nick could basically get 1 from mission 1 from immortal and 1 at start of command phase. And I had similar chances to earn those cp
So I had a look at the rules, and the core rules state: Outside of the CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless of the source. I would argue that because of the 'the' in that sentence ANY other source of that 1 auto cp in a turn would be limited to 1. imo tha also applies to supply lines. so imhotek would cancel out supply lines. The only exception I have found is Votann because in their rules it specifically states it ignores the max 1 per battle round rule. (If it WAS possible to gain multiple CP at the start of your command phase based on the core rules, then Votann wouldn't need to have that exception stated in their index) So I really do think you can only gain 2 at the start of your command phase. and there is a hardcap of 15 per game (except for Votann) Ofcourse I am open to being wrong, so let me know if I missed anything
@@mischa3726 so it specifically states outside the cp gained at the start of the command phase you can gain 1cp per battle round.so you can gain extra in the command phase. The votann is capped at 11 3 round 1/2 2round 3/4 1 round 5 that’s 11 they can get. However, the rules clearly state at the start of the command phase you can gain more than 1 cp and doesn’t state a cap of 2 in command phase. They only cap it at 1 per battle round outside the command phase. So either they intended it to be capped at 2 in command phase so max was three per battle round or they have messed the votann rule up.
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I know it's only one game but I have mainly heard a lot of criticism about this detachment, about how nobody is going to play it because they will probably lose every game. So it's good to see the unexpected outcome and show that just because something isn't weighted in your favour doesn't mean it's not worth playing or that it's impossible to win.
Yeah, I mean, I had to work very hard to get the result I did and got some good cards, but considering Richards list is pretty nasty, it just goes to show you. This detachment won't win a competitive tourney, but for basement type gaming it defo has legs. It's a lot of fun as well and I was impressed with the Stalkers
Yeah totally unexpected we both thought it was going to be an ork victory come turn 3 I knew it would be close
Compared to the other detachments the strats and enhancements are a lot more niche, so comparitively, it is def weaker. However that doesnt mean it completely sucks. The -1 damage strat makes vehicles very durable. +1 to wound makes it easier to focus down big targets and precision can be great to snipe characters and take the teeth out of some units. The 5+crit strat also makes it unnessary to bring plasmancers so you can make immortals tankier and slippery. Combine that with the fact that necrons have good units even if they dont have a detachment rule like the doomsday arks and it can still do work provided you bring the right units.
When it comes down to the wire like that is when you definitively know it was a fantastic game. The obeisance phalanx did a lot better than I would have expected.
Thanks mate, yeah it was a great game and I had to work hard to pull that back, but it Just shows you with a bit of luck and some skill it can be done
Well done gents. Great to see you trying out what others have rejected and shown it can be used correctly and can get you a win.
Thanks mate, you know me, I like a challenge ha ha
I also gave this detatchment a try in 1500pts vs orks and only lost by 2 points (because I helped my opponent so we could both learn and get better at tactics!)
That’s cool and the right way to play
Nice one, that's the way to do it, play together, not against each other
I have triarch stalkers build basically just like the one you have a spider, love the look!
It does look cool that way
They do look cool that way
I really really enjoyed watching the first battle report of the year between you and Richard. Wow that was a real tight and unexpected win for the winning. I’m pleased that you both had lots of fun playing against each other. Having fun is the most important thing at the end of the battle. I really really love your three triarch stalkers. They look tall and menacing.
Thanks mate, it really was a fun game, glad you enjoyed it
I really enjoyed that, thank you.
I was.never going to use this detachment but now I may give it a go.
Glad you enjoyed and it’s a weird one but I wouldn’t discount the detachment completely
Thanks mate, it's not the greatest, but if you take the right units and play it well, it has legs, plus a bit of luck of course ha ha
Great bat rep again guys!! Thanks for great content 👍🏻
Glad you enjoyed it 👍😁
Glad you enjoyed it
Dare I say Necrons were perhaps a tad lucky?
A few different secondaries I would have been very different, Orks had great board control.
Oh yes, I had some luck along the way for sure, but then if you consider Richard's very consistant good dice rolling, I needed it ha ha
Ty but that is the point you have to maximise what you draw . I couldn’t quite get assassination or get max on the quarters one.
However, your also right better cards and I’d have one that. But I like that it was that close gutted I didn’t win but I know where I lost it and what i need to do to win in the future. But Nick also know what’s required to win that game in the future if we replayed it
Wow, excellent game! Down to the wire on score haha. It was really cool to see some stalkers on the board too. One of my favorite units as far as looks go.
Thanks pal, it was a fun and testing game. Loved playing with the Stalkers
I don´t get how Richards Orks in the bottom left corner arpund 19:00 had line of sight to your Immortals. Shouldn´t there only maybe 2 be able to fire?
We classed all the very small perspect pieces as pipes, so I could see over the storage containers
We had checked and only 2 couldn’t fire as they weren’t completely wholly within the terrain feature they were touching but rules state wholly within we checked and manouvered it so I could get maximum number shooting however, it not having a large enough ledge meant I couldn’t get last two in I was happy with that and Nick was happy with it too.
Now I feel motivated to play my 20 warrior obisanx list at 500pts
👍😁😎
Let us know how it goes
Did you forget the scout move of the Triarch Stalkers? I expected to See them all in nomans land
Think he was being safe
The truth is I did forget the scout move, however, there was no way I was moving forward against Richard ha ha
@@IDICBeer in the end it worked. As you said, I did not expect that after turn 2.
I wait for my Modells that I can try out that detachment. I see some nice synergies here which I wanna try.
Nice one . Look forward to seeing you use the hypercrypt some time
Thanks mate, I think I will play it next :D NECRONS!!
Yeah hypercrypt is my favourite one, better than canoptek court for ME but overall I know CC is better than HL.
Oh he will and it’s coming I’m sure I am bracing for it lol
That was an awesome game guys 😁 the way it started it really looked like the Orks were easily coming to take it. Those Stalkers did really well together, really well played to win that one Nick 👌👏🎉
Thanks mate, i'll admit I though it was all over after two turns, but as always I played for every point regass and wow, what a turnaround
@@IDICBeer yeah that was a sweet victory by 1 pint as well 💪NECRONS!!
Yeah Nick kept in it and did well
Imhotep the Stormlord still hates Orks.
lol :D
Back in his day they were called Krorks and were bigger, that's why he hates them, he also hates that they changed the name of Marathon bars to Snickers.
@@lloroshastar6347 100%
Don’t think he’s alone lol
Well done. I haven’t tried this detachment yet, and may not seeing how you had so many cp and not enough strats that were useful. Do you feel the same way after playing it, or is it worth another game maybe with some different units?
Yeah but it does mean overwatch interrupt and insane bravery can be used
The etxra CP is always good, even if it's just to make your opponent think you might interupt an assault or something. If I wasn't so defensive with the list, which I have to be against Richard, I probably could have used more CP's on strats
On the first charge with the Nob on smasha squig into the DDA, how did the devastating wounds weapon make 11 attacks? Its 5 base, +1 in the waaagh, shouldve been 6 dice. Headwoppa's killchoppa does give the anti-3+ dev wounds, but even if you count the extra attacks (which doesn't count for the enhancement) that's not possible unless I'm missing a rule?
It wasn’t just nob because I used one squig boy too and then squig hog extra attacks. The anti vehicle is 3+ on the waagh only. Then with the strat crits were 5’s and sixes so I got extra hits
@CMWargames yeah I just mean how were all of those devastating? Because the killchoppa only gives dev wounds to the one axe on the nob only. The explosions could've come from multiple different weapons
@@whygod5783 yeah six attacks I got four or five sixes on those and a couple on the others and with those I rolled to wound I got six or seven dev wounds and 1 normal to save at -1 . It was above average roll for me
@@whygod5783 thank you it maybe on the bat reps in future I break it down and make it clearer
@@whygod5783 I also usually use on set of coloured dice for each attack and make sure when wounding each set of dice are different from the others
Nice come back win. It wasn’t looking good to start but great battle report
Thanks man 😁
Nick is it possible if you could create a theme list with just using only your triarch stalkers and Canoptek Doomstalker or isn’t that possible because you don’t have enough?
Defo possible, I have the max of three of each 😎
Includes 3 Stalkers that can now scout, cant scout because plays against Orks... i shed a little sad tear.
Wait!, does supply lines stack with Imotek's extra CP?, i thought you would get only 1 of those CPs (still nice in the event they kill Imotekh)
Can only get 1 in normal play but in the command phase you can gain extra other than that base 1 it’s all in the wording of the ability
@@CMWargames I see, i run Imotekh from time to time and i always had his 1 extra CP as the only extra CP i could gain per turn (+1 for the turn, +1 for Imotekh) i didnt know you could add another +1 CP because of Supply Lines, and every time i played with that rule i never added anything if i already had something like Imotekh.
Necrons! 🤘🏼🐻
NECRONS!!
Necrons
where is that Ork player from?? His accent is perfect for his army ❤
He's from Portsmouth 😁
NECRONS !
NECRONS!! 😎
Glad your enjoyed NECRONS!!!!!
yes the room bot will be dansing in streets uUUUUUGGG one pointst well cant get all to nest vid
😁😎
Yeah damned close no cigar this time though
I'd check his dice, no one is That lucky🤨
Ha ha, Richard rolls well whatever dice he uses, even when he rolls my dice!
It’s all in the wrist
That's what she said! @@johngibson826
lol quite happy for them to be tested by salt water or by machine.
Its all in the wrist 😂😂😂
@@johngibson826 definitely that’s why I never take offence when somebody calls me a w***** it helps roll well with the dice🤣🤣🤣🤣
Thought you already overwatched turn 1? so you couldn't have used -1 dmg strat anyway. Since you should only have 1 cp. Unless i missed a special rule or something?
Also, im confused. you can only get 1 bonus cp per turn, so you should be on 2 cp at the start of turn 1. Specially since you whent to 4 and say you got 3. But you spent 1 cp in ork turn 1 so even by that logic you should be on 3...
Not bashing just trying to learn with you :)
We messed up turn one with the extra mission rule, as it's only on your turn. You can only gain one extra CP outside the command phase, but you can have more inside the command phase
Hmm interesting i checked the rules and i might have misunderstood. It sais you can t get more then one outside the start of the cmd phase. I had interpreted it as no more than 1 normal and no more then 1 bonus per turn. But maybe with things like supply lines you can het extra bonus cp. I haven't been able to check imhotek, so I'm not sure if his rule is at the start of the cmd phase... same with the grot rules. gotta look into it more
@@mischa3726 you haven’t in the command phase you can gain extra cp on top of the 1 you get generically. Then outside the command phase you can only gain an extra cp they may address this in balance data slate but considering a few units have abilities in command phase to gain the extra cp I doubt it will be changed so Nick could basically get 1 from mission 1 from immortal and 1 at start of command phase. And I had similar chances to earn those cp
So I had a look at the rules, and the core rules state:
Outside of the CP players gain at
the start of the Command phase,
each player can only gain a total of
1CP per battle round, regardless of
the source.
I would argue that because of the 'the' in that sentence ANY other source of that 1 auto cp in a turn would be limited to 1. imo tha also applies to supply lines. so imhotek would cancel out supply lines. The only exception I have found is Votann because in their rules it specifically states it ignores the max 1 per battle round rule. (If it WAS possible to gain multiple CP at the start of your command phase based on the core rules, then Votann wouldn't need to have that exception stated in their index)
So I really do think you can only gain 2 at the start of your command phase. and there is a hardcap of 15 per game (except for Votann)
Ofcourse I am open to being wrong, so let me know if I missed anything
@@mischa3726 so it specifically states outside the cp gained at the start of the command phase you can gain 1cp per battle round.so you can gain extra in the command phase. The votann is capped at 11 3 round 1/2 2round 3/4 1 round 5 that’s 11 they can get.
However, the rules clearly state at the start of the command phase you can gain more than 1 cp and doesn’t state a cap of 2 in command phase. They only cap it at 1 per battle round outside the command phase. So either they intended it to be capped at 2 in command phase so max was three per battle round or they have messed the votann rule up.