Necron Unit Tactica: Deceiver
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~ Who is the Deceiver? ~The Deceiver is the lesser used C'tan, as the little brother to the Nightbringer, but he still has his own perks and his own abilities which make him work taking, which we will look at.
- Stat-line built for combat; Main focus on Initiative.
- Monstrous Creature-Ignores armor saves, blocks line of sight, etc.
- Movement ignores terrain completely and simply floats over any terrain.
- Resilient beyond belief due to sheer toughness, wounds and invulnerable save.
- Necrodermis-If your opponent manages to destroy it; They take serious damage.
- Drain Life-If a C'tan kills you, you're dead for good.
- Attempting to assault a C'tan requires a leadership test.
- The cheaper C'tan of the two.
- A whole slew of leadership attacks and deployment abilities; which we will cover.
- Can actually work in combinations with Pariah.
- Independent Character-meaning, he's not scoring victory points.
- Expensive beyond your wildest dreams.
- Slow movement.
- No ranged attacks (only leadership attacks).
- Many of the leadership abilities are easily avoided in 4th edition.
- Does not count as a Necron (directly effecting your points towards Phase Out).
The Deceiver is probably not a good idea if you want to play missions as a non-scoring unit that costs this much and who makes it easier to reach Phase Out. The C'tan should probably only be considered worth while when playing games for fun, and not necessary for competitions.
~ Use of the Deceiver ~The first and foremost function of the Deceiver is literallydefensive. He's not really an attacker as he usually has to counter, or confuse enemies. That's his strength, in that he supports your army and does notlead so to speak. So let's go through his abilities and talk about them and how to use them.
~ Mobile Terrain ~The Deceiver is a size 3 category target as a monstrous creature, and therefore, blocks line of sight to anything behind his base. That means, you have a great hiding spot that is safe from your opponent who literally cannot see what you're hiding in the shooting phase. This makes delivery of some units, or protection of some smaller unit size units easier to survive turn one and deliver their attacks as normal. This is a great way to hide your Destroyer Body Lord, Wraiths, Pariah, Destroyers, etc. Anything with small model counts will hide very nicely behind the Deceiver and enjoy not being fired upon first turn when Terrain is scarce for you in deployment. This directly ties into his ability "Grand Illusion."
~ Counter Assault ~Simply looking at his stats will show you that he's quite capable of killing nearly anything in close combat. He's got a fast initiative of 5, meaning he will strike on par with most super characters and in general will strike before almost all infantry out there. Add in his insane toughness and wounds and you will quickly see that he's not being harmed any time soon. It takes a lot to even scratch him in the assault phase, where it's more difficult to muster high strength attacks as his toughness prevents anything that is under strength 5 from even having a chance to harm him. So if you want to lock down 30 infantry models in assault who don't have a way to kill the C'tan, then he will hold them there, killing them, as they cannot even touch him. The Deceiver is great at counter assault because he's slow, and your other units are not so slow if you're teleporting around or using unit that move as jetbikes. The C'tan can happily join in on an assault such as that, and finish it off. Add in his ability to break off of assault and you can effective control assaults with your Deceiver. They cannot harm you, you can harm them-and you can break away from combat before they even strike during their assault phase. What this does, is it leaves the unit out of combat, and in the open, begging to be fired at by your army. This is an effective way to make "safe from shooting due to combat" an illusion, as you deny that.
~ Deceiver ~Decieve isthe power of the Deciever, in terms of it actually being one that effects all models in the game. In the shooting phase, the Deceiver basically chooses any unit within line of sight which is not in close combat and forces a moral check or a pinning test upon them. And it even works againstfearless units who normally would automatically pass these tests. This power is quite useful because there are many units out there who would take very poorly to being pinned suddenly when normally moral is no problem. Let's look at some examples.
Chaos Space Marines Against Chaos, we have quite a useful ability because this directly will effect quite a number of units. The main target would literally be the Daemons within a Chaos army, who have a lower leadership level, and instead of taking moral checks, are forced to take instability tests. Your moral attack literally can kill Daemons who fail moral and some of them are leadership 7 to 8. You can quickly pick off packs of Nurglings and Furies, while causing grief to the other Daemons as well (though not Blood Letters). The ability is less useful against the Marines, as they have a naturally high leadership value and will easily pass the test. Chaos cultists and daemons, however, are prime targets.
Daemonhunters: The daemons hunters are all high leadership value units, or even worse, an Inquisitor Lord-who chooses to pass or fail (ie: literally immune to Deceive). But the ability does effect greatly the Storm Troopers and elite Inquisitors. You will not be able to really effect Grey Knights, Assassins or even enemy Daemonhosts, but you will be able to effect inducted allied Guardsmen and the normal Storm Troopers in general.
Dark Eldar:The entire army is based on leadership 8, so you should be able to use the ability on any unit you please and they do not have great leadership buffs from other sources. So expect it to be mildly useful, but not overly impressive.
Eldar: Eldar are another leadership 8 army, with no real way to effect moral tests other than taking them. So you can freely target squads of your choice. Some squads have higher leadership values and will be harder to pin, but you can try the normal squads such as Guardians none the less.
Imperial Guard: Guardsmen on their own are easy prey. However, due to Officers and doctrines, it's easy for the Guard to shake off your moral attacks. Your prime targets would be anything fast moving like Rough Riders, as well as the normal heavy weapon teams or any assault assault team trying to sneak close with a Demolition Charge who are too far away from an Officer to get moral support.
Necrons: Forget it. Everything is Leadership 10 and easily ignores your attack.
Orks: Now we're talking about real punishment. Orks have an average leadership of 7 through out the army and generally rely on strength in numbers in order to carry on. The Mob Up rule only happens if they fail a test, and even then only the big mobs will be able to carry on, regardless. That means, you may successfully pin a unit, but they will carry on even after that, due to the Mob rules. Small squads will fail these Mob checks though and they're your prime targets (10 or less models can easily be scared off the board or pinned).
Space Marines: The average leadership is 8, and they are no immune to pinning. This gives you a chance to pin an assault squad or a heavy weapon team or some Scouts or even Bikes. The down side is that now, in 4th edition, we have the Rites of Battle ability of the Commander in the Space Marine force, which makes it less of a useful ability. What you can do however, is force a moral check on a unit which is which is already below 50% starting strength, and possibly cause them to fail it and if so, pushing them backwards even still. On the whole, don't expect much use here.
Tau Empire: Tau are an army that do not like leadership attacks. It's leadership 8 on the whole with characters and many units are less than that. You can easily frighten off Gun Drones with their leadership 7, or send squads of Kroot to the hills with a fast moral check. Using the ability on battle suits will be less productive, but hitting the smaller support units as mentioned above will be quite useful and successful.
Tyranids: Now we're talking about some serious trickery. The hive mind works through synapse to avoid using leadership on their lesser bugs. The gaunt specifically, which is the most basic unit you will find. Gaunts have low leadership, 5, and since they are forced to take a moral test even with synapse around, you can make them fail, and fall back. This is very useful to prevent those fast moving assaulters from reaching your firing lines. Most other things in the Tyranid force have high leadership, but the Gaunt is begging to be scared away.
Witch Hunters: Most units in the Witch Hunters have naturally high leadership or can escape it through wargear means (the book of lucius). However, there are some units who operate offfailing moral. So you do not want to use this power on Repentia or Zealots for example in a Witch Hunter force as it will help them to come to you even faster-which is what you do not want. You can still effect things like Storm Troopers and Elite Inquisitors though, but it won't be very often.
--- Note that if combined with the abilities of Pariah, you can effectively use this power as well as other powers, more effectively against most armies.