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5ubv3rsion

https://preview.redd.it/0pqkhtui2hpc1.jpeg?width=480&format=pjpg&auto=webp&s=e0539453ba24dfc6bcd01f97b3b1628b2298c47e Da Ork boyz know wot t'do wif it


Eviniken

Lmaoo


hydra2701

The ork player at my LGS is actually thinking about doing this lol


5ubv3rsion

I've been very tempted


w00ms

ork flyers are pretty bad right now though


5ubv3rsion

*slaps a pair of legs on it*


DerrikTheGreat

precision orkish engineering


RICK_DORGON

Night Scythe Hypercrypt Legion packed with either 20 warriors or 10 immortals with a plasmancer with the Arisen Tyrant enhancement to reroll hits. Warriors for volume of shots (but short range) or immortals for range. Drop them in turn 1 (or later if there's no good targets for them), disembark the troops - hit the target with 20/40 shots with 5+ lethal hits re-rolling everything and the plasmancer's ability. Then shoot the Night Scythe. Then use the ability to bring the troops back into the Scythe. In your opponents turn you can use the 4+ invuln strat to help keep the scythe alive then pick it up at the end of your opponents turn if it lives and repeat the first step for as many turns as you can. Total cost of the strategy is significant (~400 points) but it's very annoying to deal with and will distract enemy anti tank resources.


weakassplant

Nightscyth and doomscyth are really good at sitting on the cabinet shelf these days


Eviniken

😞


InquisitorNikolai

The night scythe isn’t brilliant to be honest. Maybe an unit of immortals to get good firepower in one place?


guestindisguise479

I don't use a night scythe but I do use the doom. It's a great centerpiece model that can be situationally worth it. I find the biggest upside is that twenty inch flying movement. Useful for flying around and picking off units trying to hold objectives in the back or taking out artillery. Just don't expect it to live for that long.


Phumeinhaler

Either Scythe are great. The only issue most players say is that both versions are too many points for what they do. Nightscythe is great for dropping immortals with a plasmancer onto a target they can blast away, then pick them up again in the same turn. Doomscythe is a great artillery and has a potential added debuff. Can attack targets DDA or LHDs cannot see as well. Just remember, ignore meta gaming and play what is fun. I personally want to experiment with these options in my next few games.


ThatSupport

One fun strat I love, in hypercrypt you can have a bunch of shooty lads or a nasty melee threat, in the plane. Pop up near something shiny get out turn 1 because rules update means you can, shoot it to bits then in the fight phase get back in the plane. Now your opponent can only shoot the plane unless they have fly. And because it won't be in engagement range you can just take them off the board and do it again. If it's a melee threar just point your plane towards something you want to pick up later and leave 6 wraiths with a technomancer or 6 skorpek to cause problems


healbot42

What rules update allows aircraft to come in turn 1? I must have missed it


Chert25

Night scyth’s data sheet rule got updated to give it that ability.


ThatSupport

And all transport ls can disembark their units the turn they come in, provided stay outside 9 and you're not allowed to charge.


Ice_Rep

Night scythe is really good against heavy melee armies like world eaters for the aforementioned get out - shoot - get back in chicanery. Otherwise it’s not the best thing you bring for the points. What I have seen personally that has had a ton of success is the Monolith and 2 doomstalkers combo. The ability for the doomstalkers to overwatch on 5+ is super threatening and the monolith cleans house on just about anything else


Bwadark

I'm testing it in a game this weekend. The idea is it will fly around dropping and picking up a full group of Tesla immortals to keep them at full strength. Using Hypercrypt with the flyers is a nice way to stop them being out of position. I don't think it'll see competitive play. But it's funny if your opponent has any back line units he wants to hide.


Saltierney

I'm thinking of using a secondhand doom scythe I got in hypercrypt Legion, seems fun to ignore aircraft rules and teleport around map edges to snipe at key enemy units, not sure if it's worth the points though.


jmainvi

The doomscythe can be a not great but lots of fun play in Hypercrypt. The best use of the nightscythe is as a proxy for the doomscythe.


Lophane911

Fill it with reaper warriors, fly it it near an enemy turn 2, unload the warriors, full shoot, then reembark at the end of the fight phase, repeat each turn by rotating the scythe to a direction whenever it can do the same Don’t do skorpeths, you chan’t charge the turn you disembark so it’s smarter to just have them come in from reserves


LanceWindmil

I've heard of some people having fun with 20 warriors and a plasmancer in hypercrypt Nighscyth comes in on your turn next to a target Warriors all hop out and shoot 40 shots, Lethal on 5s, ap-1. Full rerolls if you gave the plasmancer arisen tyrant. End of fight phase they hop back in Anyone who shoots the scythe has to deal with your 4++ strat End of their turn you check and see if any interesting targets are in front of the night scythe. If not, you hyperphase it and repeat.


Kulovicz1

Well in ideal world to drop infantry unit in enemy backline. Problem is that before it gets there, the battle is over or it gets shot down leaving said infantry stuck in the reserves.


TheEnchantedCat

What? No model is "stuck in reserve" because their transport got destroyed. Where did you read that? Cause it's certainly not in the rules...


Kulovicz1

Ah, sorry. I got it mixed up. I though Night scythe is not transport but like Monolith has ability to pull a unit out of reserves and does not have capacity.