TACTICS: Getting the Most From Your Flayed Ones (2)

So yesterday, The Other Guy treated us to his view on utilising 60 Flayed Ones.

I thought I would add my own ideas to those presented by The Other Guy:

As you’re all probably aware, Flayed One’s suffer the “Why would I take them?” view almost all books have, there’s always something better at the role that the said unit does, and usually for a better cost. Flayed One’s have a few flaws, such as taking up a valuable Elite slot, having no guns, not being that fast and not that tough. People try to view them as combat specialists, when they’re quite likely to lose assault against a tactical squad.

But that’s their problem, they’re not a combat specialist. I’ve seen Flayed One’s used as a cheap throw away unit that can maybe kill some scouts or hold up a unit for a turn, but nothing that makes them worth taking in large numbers.

So why did I build 60? Well.. partly because I had broken Warrriors.. but mainly because they are cool. They’re manically insane robots with sharp implements for hands and a hunger for flesh! In an army that’s deemed the shootiest of them all, they have no place in most lists 🙁

Which is why a list needs to be built around them! 60 of them!

A lot of lists are built around the Stormlord, whilst he has his place, he doesn’t in my Flayed One’s list unfortunately. His Night Fighting abilities aren’t that useful for the Flayed One’s due to the new Night Fighting rules, they’re too close to benefit from the cover it’d provide. Instead I have chosen Nemesor Zahndrekh to be my Warlord. For only a few points more than a normal lord with his equipment he has his amazing Adaptive/Counter Tactics rule, which in a meta of so many USR’s floating around, makes him a brilliant leader.


So the list is:


1500 Pts – Necrons Roster

1500 Pts – Necrons Roster

Total Roster Cost: 1500

HQ: Nemesor Zahndrekh (1#, 185 pts)
   1 Nemesor Zahndrekh, 185 pts

Elite: Flayed One Pack (20#, 260 pts)
   20 Flayed One Pack, 260 pts = 20 * 13

Elite: Flayed One Pack (20#, 260 pts)
   20 Flayed One Pack, 260 pts = 20 * 13

Elite: Flayed One Pack (20#, 260 pts)
   20 Flayed One Pack, 260 pts = 20 * 13

Troops: Immortals (5#, 85 pts)
   5 Immortals, 85 pts = 5 * 17

Troops: Immortals (5#, 85 pts)
   5 Immortals, 85 pts = 5 * 17

Troops: Immortals (5#, 85 pts)
   5 Immortals, 85 pts = 5 * 17

Fast Attack: Canoptek Scarabs (6#, 90 pts)
   6 Canoptek Scarabs, 90 pts = 6 * 15

Fast Attack: Canoptek Scarabs (6#, 90 pts)
   6 Canoptek Scarabs, 90 pts = 6 * 15

Heavy Support: Canoptek Spyder (1#, 50 pts)
   1 Canoptek Spyder, 50 pts

Heavy Support: Canoptek Spyder (1#, 50 pts)
   1 Canoptek Spyder, 50 pts

The entire list is built around numbers and combat, not “crushing my opponent in turn 2” kind of combat either, a combat that will maybe last a while, hold him in place and make him worry all game. It also works in waves:

Turn one the Flayed ones are sat in his face, they can’t charge but will be in position to turn 2. Zahndrekh can give one of the units Counter attack.

Turn two, they charge! The scarabs might also be in a position to charge, along with the tomb spyders maybe. Again Zahndrekh can give one of the units an ability, Furious charge maybe? Hit and Run in case you get counter charged or charged by a Dreadnought?

Turn three onwards is just repeating the above whilst the Immortals move into position and onto the objectives. The scarabs can easily take down any vehicles, or tie up units that might counter charge the Flayed Ones; same with the Spyders.

I will admit I haven’t had chance to read the new psychic abilities properly, but if there are some that would cause bother I can simply drop a Scarab from each swarm and attach a Gloom Prism to each of the Spyders.

As The Other Guy mentioned, Destroyer Lords can work with Flayed Ones pretty well, they can then threaten vehicles and other characters pretty well. However I feel it’s taking away their decent infiltrate ability that makes them unique to the book.

Zahndrekh is a very powerful character if used correctly. In higher points I would be tempted to add in the Storm Lord, mainly so I can combine the Bloodswarm Scarabs and Zahndrekh’s Phased Reinforcements rule. How shocked would your opponent be when 60 Flayed One’s turn up in HIS turn and don’t scatter! Sure they’ll probably all get shot to pieces, but it’d throw them off their original plan of killing the troops!

I hope all my babbling has made sense and added another aspect on using Flayed One’s! If you have anything to add please feel free to comment below!!