I tend to use Chronomancers for the shoot and scoot ability as it is great for taking objectives away from the opponent after you’ve wasted the unit that was holding it. Especially funny after a 3” deep strike. 😂
Overlord W/ Translocation Shroud & Plasmancer W/ x10 Tesla Immortals is THE combo for me lads. Auto advance 6” W/ Fly keyword on a unit with assault weapons & Sustained 2, critting on 5’s using the Plasmancer is rather spicy! If you use this combo unit in Awakened Dynasty you can then use the Protocol of the Conquering Tyrant to get those re-rolls hitting on 2’s whilst fishing for maximum dice 😮💨 it’s an extremely effective combo against units with low saves & I’ve even used it to bait out Makari’s 2+ invul, so the rest of my army could slaughter Gazghul Thraka! Mental combo, highly recommended! This combo also works nicely in Hypercrypt as you’ve discussed without even requiring the Overlord if you give the Plasmancer the Arisen Tyrant enhancement. Maximum zaps all around, praise be unto the Plasmancer! Oh & the Overlord would allow that Awakened Dynasty Strat to go off for free through my will be done! Mental!
Question from me guys. The living lightning rule says it can be resolved in the shooting phase.. can this be resolved at any time the phase, outside of selecting the unit for shooting? I read it as an ability so doesn't come under the whole thing about having to specify a units target's when shooting? Opponent disagreed previously in a game, but would like clarity either way please.
@@allistransitory that is a great question! Our belief is that, rules as written, it does NOT have to happen when you select the unit to shoot. If GW had intended it to be a shooting attack, they would have made it a shooting attack
@WorHammer40k cool, thought so. Ta! In the game where it came up, it did matter as I could have killed a unit on an objective before choosing targets, so the 3rd opinion helps. Cheers!
I love the Plasmancer. I play a meme list called "Electric Avenue" that is just tons of Mortal Wound outlets and Tesla Weapons. Its, shocking, how much damage you can deal.
@@WorHammer40k oh it's terrible it's not worth it.... But... The concept is simple. We prioritize direct mortal wounds and Tesla weaponry. After that we fall into devastating wounds to help keep it up. You start off in Canoptek Court for full rerolls to hit you want to fish for fives as much as hits and damage as possible. For the list itself we're starting off with the Void Dragon. It's literally a star God with lightning all around it. But it also has what is effectively a Tesla weapon and can deal more to wounds directly to vehicles. Next is illuminore Szeras. Sadly he doesn't fit the mold but he's necessary to give your immortals some oomph so he is an exception. We round off the characters with two plasmansers. I also only have two so that's why that's my limit you could always change this around. And they are of course leading two full squads of Immortals with Tesla carbines. Now, in my opinion, the star of the show comes 3 Annihilation Barges. They suck. They're not that great, but when you have three of them it can be pretty goofy. Last time I ran it against Ultra Marines I killed the Tech Marine on the second turn just from the splash damage so that's fun. Then the rest is filler. Two Triarch Stalkers yo strip cover for the Tesla's with -1 AP, all with Particle Casters Two 2x Spyders with full gubbins for a little.survivability And 12 total Scarabs to blow themselves up, screen and be a nuisance. It's 1950 points so enough for any enhancements to give. Lots of fun if one note and dumb lol
You know.... it's could actually work. 3 plasmancers for their lightning, and 3 Skorpehk lords with their mortals on charge. The nightbringer takes a flank by himself. You could reliably churn out ~12 mortal wounds a round. Maybe throw in some scarab screens to keep up the theme... and also screen.
@@brendancoster4514 it's really not that bad. I say it sucks but it's a bit of an exaggeration. Once the opponent realizes that grouping all of his stuff together is a mistake they will counteract it by spacing accordingly, but it also messes with them and they'll start to overthink their positioning. Like I said I killed a tech marine in two turns because of the Malevolent Arching but I also chipped the Dreadnought he was next to for I believe 5 damage as well. And he eventually died by the Immortals because of the chip damage. Not to mention the Space Marines that just straight up died because they failed the save. They have no AP but it's still 2 damage with twin linked
Day 1 of asking Jack to get a proper stand for his tablet rather than two paint pots
😂🙏🏼
@@Essentialguide never gonna happen 😂
I tend to use Chronomancers for the shoot and scoot ability as it is great for taking objectives away from the opponent after you’ve wasted the unit that was holding it. Especially funny after a 3” deep strike. 😂
@@jameswebb4545 3" deepstrike is so broken 😆
@@WorHammer40k it is with a 5” shoot and scoot 😁
I like to run three Plasmancers along with Imotekh in my list, for maximum zappage ⚡️⚡️⚡️
@@colindoan4135 love it! All the mortal wounds
🟣 you're not using the Plasmancer, why not?"
Nuff said there really, Dan
👍 ... ... Simon
@@simonneville3278 thanks mate! See you at the weekend!!
I say this every time. I love these videos. They are awesome. I wish I could like them twice.
@@xavierdruid we wish we could like your lovely comments twice! Thank you
1:23 I didn't know Alfred Nobel was a member of Necron nobility
@@0israphel0 haha well spotted! Yes ofc Nobel was a Necron. He invented dynamite to help free his tomb world from the Earth's crust
Overlord W/ Translocation Shroud & Plasmancer W/ x10 Tesla Immortals is THE combo for me lads.
Auto advance 6” W/ Fly keyword on a unit with assault weapons & Sustained 2, critting on 5’s using the Plasmancer is rather spicy!
If you use this combo unit in Awakened Dynasty you can then use the Protocol of the Conquering Tyrant to get those re-rolls hitting on 2’s whilst fishing for maximum dice 😮💨 it’s an extremely effective combo against units with low saves & I’ve even used it to bait out Makari’s 2+ invul, so the rest of my army could slaughter Gazghul Thraka! Mental combo, highly recommended! This combo also works nicely in Hypercrypt as you’ve discussed without even requiring the Overlord if you give the Plasmancer the Arisen Tyrant enhancement. Maximum zaps all around, praise be unto the Plasmancer! Oh & the Overlord would allow that Awakened Dynasty Strat to go off for free through my will be done! Mental!
@@chrissearle6411 love it!
"best ways to destroy unit" Mark has entered the chat
@@Mark.Matthews we should do a compilation reel of these sections, just for you!
Question from me guys. The living lightning rule says it can be resolved in the shooting phase.. can this be resolved at any time the phase, outside of selecting the unit for shooting? I read it as an ability so doesn't come under the whole thing about having to specify a units target's when shooting? Opponent disagreed previously in a game, but would like clarity either way please.
@@allistransitory that is a great question! Our belief is that, rules as written, it does NOT have to happen when you select the unit to shoot. If GW had intended it to be a shooting attack, they would have made it a shooting attack
@WorHammer40k cool, thought so. Ta! In the game where it came up, it did matter as I could have killed a unit on an objective before choosing targets, so the 3rd opinion helps. Cheers!
I love the Plasmancer.
I play a meme list called "Electric Avenue" that is just tons of Mortal Wound outlets and Tesla Weapons.
Its, shocking, how much damage you can deal.
@@caboose759 haha tell us more!
@@WorHammer40k oh it's terrible it's not worth it.... But...
The concept is simple. We prioritize direct mortal wounds and Tesla weaponry. After that we fall into devastating wounds to help keep it up.
You start off in Canoptek Court for full rerolls to hit you want to fish for fives as much as hits and damage as possible.
For the list itself we're starting off with the Void Dragon. It's literally a star God with lightning all around it. But it also has what is effectively a Tesla weapon and can deal more to wounds directly to vehicles.
Next is illuminore Szeras. Sadly he doesn't fit the mold but he's necessary to give your immortals some oomph so he is an exception.
We round off the characters with two plasmansers. I also only have two so that's why that's my limit you could always change this around. And they are of course leading two full squads of Immortals with Tesla carbines.
Now, in my opinion, the star of the show comes 3 Annihilation Barges. They suck. They're not that great, but when you have three of them it can be pretty goofy. Last time I ran it against Ultra Marines I killed the Tech Marine on the second turn just from the splash damage so that's fun.
Then the rest is filler.
Two Triarch Stalkers yo strip cover for the Tesla's with -1 AP, all with Particle Casters
Two 2x Spyders with full gubbins for a little.survivability
And 12 total Scarabs to blow themselves up, screen and be a nuisance.
It's 1950 points so enough for any enhancements to give.
Lots of fun if one note and dumb lol
You know.... it's could actually work. 3 plasmancers for their lightning, and 3 Skorpehk lords with their mortals on charge. The nightbringer takes a flank by himself. You could reliably churn out ~12 mortal wounds a round. Maybe throw in some scarab screens to keep up the theme... and also screen.
@@caboose759 this is such a fun list! Great concept
@@brendancoster4514 it's really not that bad.
I say it sucks but it's a bit of an exaggeration. Once the opponent realizes that grouping all of his stuff together is a mistake they will counteract it by spacing accordingly, but it also messes with them and they'll start to overthink their positioning.
Like I said I killed a tech marine in two turns because of the Malevolent Arching but I also chipped the Dreadnought he was next to for I believe 5 damage as well. And he eventually died by the Immortals because of the chip damage.
Not to mention the Space Marines that just straight up died because they failed the save. They have no AP but it's still 2 damage with twin linked