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  1. #1
    StainlessSteel47's Avatar
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    Deathmarks?

    How do the Deathmarks fare as the Necron 'Sniper'? It's strange to see their Decintegrators have the same range as pretty much everything else in the Necron Army (24"), so I was wondering if they were worth it. Their Deep Strike ability seems sweet, as well as the Hunters From Hyperspace. What tactics do you guys use with them?

    I ask because I already have 10x Immortals w/ Teslas and was wondering if I should make these 5 Deathmarks or more Immortals. Weighing options, thought right now I'd like to try out the Deathmarks, but just wanted some input for a new player!

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  2. #2
    scorcher5's Avatar
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    I'm not a big fan of the death marks, but I do know that a lot of people use them to deep strike and take out multiple wound models/monstrous creatures with their rapid fire, 2+ to wound weapons.

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  3. #3
    Local Bubble-Burster POP! yWizePapaSmurfy's Avatar
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    Have said this before, but in my Army List threads, apparently Army Lists aren't the place to look for tactics advice these days? lol

    Alas, I use a unit like this:

    EL] 5 Necron Deathmarks: Synaptic Disintegrators [95]
    / Night Scythe: TL Tesla Destructor [100]
    +Cryptek: Abyssal Staff [30]
    And usually has a Phaeron Overlord attached (in my case Trazyn)

    What this unit does for me is act like a Venom with 10 wounds-on 4+ shots with 18" threat range (Or 26.9" with the Night Scythe move+drop), or 5 with a 30" threat range. (and 32.9" dropping off from a Night Scythe) All these ranges are a bit above the norm of a Necron army, you don't have much past 24+6" threat in any Necron army.)

    In addition to being like a Venom, being Sniper they have Rending. Which gives the whole unit potential to harm lighter tanks (You can pen AV 10-11 if you're really lucky!)

    With Pinning inherent on all Sniper weapons, the amount of shots allows for a likely wound and cause a Pinning Check, which in many armies with high Leadership it might seem moot, but I see it as a why not? Many scary units in the game aren't Fearless, so one unlucky test and they're stuck doing NOTHING for a turn is pretty money.

    Hunters from Hyperspace

    This rule helps them work better vs. a particular target in the enemy army, now this is good in it's own right but it's best to think with Synergy here as most of the Necron list.

    Some people have been using this with a joined Tremorstave, slowing down a scary unit to not be so scary, and this is incredibly useful vs something like Beast/Calvary, slowing that kind of unit down immensely.

    I have, however, gone the more direct approach with a Abyssal Staff. Let's see if you can figure that one out (To naysayers of this combo: It's not on a very durable platform, so if this lives to do anything, I'll be shocked)

    Ethereal Interception

    Haven't really tried it yet, mostly because Deep Striking in the enemy turn is usually a bad idea, but they can confer this to their Transport, which might help a bit. If you're really a gambler or theme your list around Deep Strike, I'd say give it a shot. If you want reliability, go on without it.

    “A man must know his destiny… if he does not recognize it, then he is lost. By this I mean, once, twice, or at the very most, three times, fate will reach out and tap a man on the shoulder… if he has the imagination, he will turn around and fate will point out to him what fork in the road he should take, if he has the guts, he will take it.” - General George S. Patton
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  4. #4
    PyroSikTh's Avatar
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    They're my go-to unit to deal with Monstrous Creatures. That said at the end of the day they're still a "toy", and there are other "toys" I'd rather have.

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  5. #5

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    Originally Posted by yWizePapaSmurfy View Post
    Have said this before, but in my Army List threads, apparently Army Lists aren't the place to look for tactics advice these days? lol

    Alas, I use a unit like this:

    EL] 5 Necron Deathmarks: Synaptic Disintegrators [95]
    / Night Scythe: TL Tesla Destructor [100]
    +Cryptek: Abyssal Staff [30]
    And usually has a Phaeron Overlord attached (in my case Trazyn)

    What this unit does for me is act like a Venom with 10 wounds-on 4+ shots with 18" threat range (Or 26.9" with the Night Scythe move+drop), or 5 with a 30" threat range. (and 32.9" dropping off from a Night Scythe) All these ranges are a bit above the norm of a Necron army, you don't have much past 24+6" threat in any Necron army.)

    In addition to being like a Venom, being Sniper they have Rending. Which gives the whole unit potential to harm lighter tanks (You can pen AV 10-11 if you're really lucky!)

    With Pinning inherent on all Sniper weapons, the amount of shots allows for a likely wound and cause a Pinning Check, which in many armies with high Leadership it might seem moot, but I see it as a why not? Many scary units in the game aren't Fearless, so one unlucky test and they're stuck doing NOTHING for a turn is pretty money.

    Hunters from Hyperspace

    This rule helps them work better vs. a particular target in the enemy army, now this is good in it's own right but it's best to think with Synergy here as most of the Necron list.

    Some people have been using this with a joined Tremorstave, slowing down a scary unit to not be so scary, and this is incredibly useful vs something like Beast/Calvary, slowing that kind of unit down immensely.

    I have, however, gone the more direct approach with a Abyssal Staff. Let's see if you can figure that one out (To naysayers of this combo: It's not on a very durable platform, so if this lives to do anything, I'll be shocked)

    Ethereal Interception

    Haven't really tried it yet, mostly because Deep Striking in the enemy turn is usually a bad idea, but they can confer this to their Transport, which might help a bit. If you're really a gambler or theme your list around Deep Strike, I'd say give it a shot. If you want reliability, go on without it.

    I like them with the abysal staff Wize turned me on to that combo. The tremor staff only works during movemement phase and it works on hit not wound so I don't think its the best choice for them. It really just changes the wound to a 2+ on maked squad. On beasts it only slows their movement down they still get the 12 inch charge, but on bikes, JI and vehicles it makes them crash on a 1 or on a 1 and 2 with WW. As Wize does I usually use them with Abyssal there is something tasty about AP1 S8 wounds on 2+ ID S4 killamajic no cover crazy nuts death. I have used interception a few times but the issue with it is you can't always use it on what you want because of the reserves rules right now. I think it is a good 6th ed ability.

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  6. #6
    scorcher5's Avatar
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    Originally Posted by PyroSikTh View Post
    They're my go-to unit to deal with Monstrous Creatures. That said at the end of the day they're still a "toy", and there are other "toys" I'd rather have.
    Also, when I think of death marks, I think of a "distraction" unit. When they deep strike, they're just going to draw too much attention (which is always a good thing) and probably won't survive very long. They're SO expensive so you're not going to be seeing large squads of 8-10. This makes them very fragile and for 19 pts each, I'd expect more out of a squad. With their deep strike rule, they arrive in the opponents turn. (after reserves) So, if your opponent wants to, he could probably take out your d-marks unit before they can even fire their guns.

    Another thing, if I compared my d-marks to a squad of immortals, I would choose the immortals over them any day. First of all, you're only going to be seeing them against armies w/ monstrous creatures. Immortals are a must have unit for all enemies. Second, they're troops and they're durable. Unlike death marks, if you put a lord w/ res orb with the squad, they're going to live and bug the crap out of the enemy. (I'm not saying you CAN'T put a lord w/ the death marks, I'm just saying you won't see it very often) I was up against an Eldar army the other day and was getting slaughtered the whole game. My immortals were making wwb rolls left and right, and finally, at turn 5, all I had left was an immobilized monolith, a d-ark, an annihilation barge, and a healthy squad of eight immortals w/ a lord and res orb. It was an objective game and I was down 2-0. So, on turn 4 I moved my barge 24'' towards the enemy's back objective. Then on turn 5, I moved up my barge to contest the one objective, and assaulted an infantry squad (I don't remember what it's called) who was camping on another objective with my immortals, and BAM! The game ended on turn 5 and I pulled out a much needed tie.

    Lastly, if I had to choose an a-barge or a squad of 5 d-marks, I'd go with the barge. It's cheeper, quicker, and more durable.

    All in all, like Pyro, I would rather choose another ''toy'' over a squad of d-marks.

    Last edited by scorcher5; 8th January 2012 at 13:28.
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  7. #7
    StainlessSteel47's Avatar
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    Thanks for the info, guys. For now I'll be turning them into some more Immortals, but down the road I'll definitely make some Deathmarks just to have...

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  8. #8

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    I like Deathmarks because they are just as durable as immortals, and nothing says 'kill me quick' like 10 deep struck snipers right in the enemies line. I only use them as a throw away unit of 10 in 2k + games though, and I believe that 190 points is a fair price for 10, not a massive bargain, but not overcosted at all. Just right.

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  9. #9
    scorcher5's Avatar
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    Originally Posted by Aeviaan View Post
    I like Deathmarks because they are just as durable as immortals, and nothing says 'kill me quick' like 10 deep struck snipers right in the enemies line. I only use them as a throw away unit of 10 in 2k + games though, and I believe that 190 points is a fair price for 10, not a massive bargain, but not overcosted at all. Just right.
    You're right. They're nice to have in 2k games just to keep your opponent on his toes, but in 1500 point games or smaller, when
    every unit counts, I'd definitely go with more immortals.

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  10. #10
    Guardian of the Spatula Mali32's Avatar
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    I know it's a bit in advance and may not be particularly relevant but having looked through the leaked 6th ed rules it looks like there's gonna be some interesting changes to deep striking and infiltrating that may change their effectiveness a little.

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  11. #11
    Venerable Ironclad's Avatar
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    Originally Posted by Mali32 View Post
    I know it's a bit in advance and may not be particularly relevant but having looked through the leaked 6th ed rules it looks like there's gonna be some interesting changes to deep striking and infiltrating that may change their effectiveness a little.
    The same can be said if the rumors about rapid-fire are true. Although the rumors about rapid-fire kind of make all rapid-fire weapons sound scary.

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  12. #12

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    Today I figured I would try their interception ability, blah! it was horrible. Got the shit shot of out them and scattered into a charge. Overall a decent unit but EI is just poop.

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  13. #13

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    Depends. It's only screwed me over once. 3/4 success rate on a throwaway unit is fantastic if you ask me. They're my Necron equivalent to my Marine's vanguard vet throwaway squad.

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  14. #14
    Badass Wolf Scout MC Tic Tac's Avatar
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    I think Deathmarks will get better come 6th edition since some of their rules make no sense as things stand.

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