Warhammer 40K Video Battle Report: Black Legion Supplement vs. Necrons

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We try out the new Black Legion Chaos Supplement and Frankie uses all of his cheesy might to create a pretty nasty list!

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Reece Robbins President
Co-founder of Frontline Gaming, and creator of the ITC, Reece Robbins has been a pillar of the tabletop community for over two decades. From developing Blood Throne to launching industry-leading hobby products and major events like the LVO, his career is defined by innovation and a lifelong passion for gaming since the 80s. Today, he remains a very active community organizer and business leader dedicated to the growth of the hobby.

37 thoughts on “Warhammer 40K Video Battle Report: Black Legion Supplement vs. Necrons”

    1. Yes the blacksun filters ignores blind so the pyshic power might do some damage but won’t make tau bs1, all tau suits have them standard only units apart from the aliens who can’t get blacksun filters for tau is fire warriors, cadre fireblade and the 2 named ethereals but aun’va dosen’t shoot and is ws1 anyway and aunshi is I5 pathfinders can get blacksun free very cheap and ethereal only a bit more, drones can push blind test 4 cadre or fire warriors to I4 if you don’t join anyone with blacksun filter, vespid are I6 kroot can get a hound to make them I5.

      But it was a great battle report as always keep them coming but do you thing you will be doin a battle report with the farsight enclave anytime soon can’t find 1 anywhere.

      1. Ah crud, you guys are right. Doh!

        And no worries. We would do a Farisght Enclave report but we don’t actually have a Tau army here. We will have to hit up one of the Tau players on the team to assist us with that.

      2. Yes they have plenty of defense against it but how many tau players are making full use of them. Every tau list i haven seen has not given a second thought to blind defense.

    2. Yeah, but it’s not all good news for Tau. That nova power is going to be brutal at knocking out multiple small squads of pathfinders in cover.

      If you want a couple of units of pathfinders on the table to give you an overwatch cascade on a charging unit, that power could kill both of them before they do it.

  1. Pathfinders drones Kroot ethereals cadre fireblades firewarriors all don’t like being blinded. You can cripple a lot of tau support staff and gunline with blind. Freeing you to concentrate on the battlesuits for a turn without exposing yourself to massed antipersonel fire. If they use pathfinders for markerlight support it will neuter fire for at least one turn. Marker drone led by commanders wont care but if they are with drones and not broadsides that could be a bonus anyway.

    1. well I always get a blacksun filter if I run pathfinders, most tau players I know take kroot hounds for a better outflank and drones are I4 so are as likely to be blinded as marines

  2. Deepstriking units is one big reason to keep around a blast weapon or two. Like with Riptides, the HBC might strictly be better, but one with the Ion Accelerator makes it a really bad idea to try any deepstrike shennanigans.

    1. Definitely. Not to mention, at least for me, the HBC is such a heavy trade off in terms of it basically being a “slowly but surely” suicide machine in terms of the amount of gets hot rolls you are forced to make, an average of 2 per turn if your’e taking the nova’s 12 shots (not to mention nova charge rolls itself). Those S7/8 pie plates are any MEQ/TEQ nightmare, especially for those Paladins.

      1. Each units denies the witch if they make it that unit is not affected. Deny doesn’t cance the power completely. Look in brb for the deny the witch rule.

      2. Why would they write this then?

        Q: If the Blood Lance or Jaws ofthe World Wolf psychic power
        (or any beam power for that matter) passes through more than one
        enemy unit, does my opponent get to make a Denythe Witch roll for
        each unit affected? (p69)
        A: No. The first unit affected by the psychic power can
        attempt to Deny the Witch, but if that test is failed, every
        enemy unit is affected as normal.

  3. Hey Reece – you may want to try out adding a junky aegis line and comms array to this army, this game would’ve been much less rough if your bikes and monolith had both come on a couple of turns earlier…

      1. I don’t think you can do comms and quad gun. You can have one warrior or immortal unit sit back and man the comms array for turns 2-3, then abandon it and port to the monolith once it arrives.

        I think for 70pts, having your monolith on the board for an extra turn or two would be worth trying. If you stack that with deep striking the deathmarks and reserving the bikes, it could be good – I know from tyranids how powerful reserves bonuses can be getting you an extra turn out of deep striking units and helping twice as many threats come on in the same turn. It also gives you an option to place one “relatively safe objective” with an aegis cover save and go to ground by it, forcing the enemy to get to it and clear it out… and as soon as they commit anything to moving that way you can teleport the unit to the monolith anyway!

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