FezzikDaBullgryn wrote:Aren't Necrons pretty close to top 3 right now? I'm not up on the Meta, but I was pretty sure they were singularly effective in most situations. It's hard to really build them wrong unless you are holding back. They are pretty much good at everything, with amazing rules.
Necrons are near the top, but warcom's win rates are deceptive. If you take a look at Necron army lists that win events, they are all quite similar and feature mainly a spam of c'tan, wraiths and immortals. A 2k list built with some of those aspects included is hard to go wrong, but there are still a lot of overpriced/underpowered units elsewhere in the faction.
Wyldhunt wrote:Mostly playing smaller (1k) games lately. What should I be doing differently? Is there a way to make the silver tide work these days, or are warriors just screwed for now? Is there a direction I could take my current collection that would pack more of a punch?
If you are playing at 1k points a lot, take a look at the obeisance phalanx detachment. It's not a very good detachment at 2k as the rule does not scale at all, but +1 to wound is a decent punchy rule to have in small games, especially if you have a high volume of shots from warriors/immortals lead by characters. Otherwise, awakened dynasty is probably still the silver tide detachment as the reactive reanimations strat and veil of darkness do more for warriors than the other detachments (canoptek/hypercrypt buffs work better on other units than warriors).
Wyldhunt wrote:warriors do basically no damage at all (a shame as my collection was meant to be a silver tide).
Ideally I'd like to lean into teleportation-as-mobility and/or hard-to-shift hordes of reanimating bodies.
In the Index era of 10th, warriors were great. Post-codex, they are more or less completely overshadowed by immortals. The only memorable success I've had with warriors recently has been in the awakened dynasty detachment, using the veil of darkness on a blob with res orb overlord and a chronomancer attached. The tactic is to let them get shot a little before using the veil to jump forward (which forces you to skip reanimation), after redeployment, pop the res orb at the end of the movement phase and start stretching the unit forward with returned bodies - making a nice short charge possible. Outside of that one trick, I've found immortals do everything else better.
Here's what I would take out of your listed stuff in a canoptek court, it's basically all the low points stuff you have, plus all the big stuff you have (which also has either canoptek or cryptek keywords for the buffs):
* Technomancer with dimensional sanctum leading 6 Wraiths (infiltrate)
* 2 Doomstalkers (gun turrets)
* Tomb Stalker (deep strike via rapid ingress)
* 5 Immortals (action monkeys/screening)
* 5 Deathmarks (action monkeys/screening)
* 5 Lychguard (action monkeys/screening)
* 2x3 Scarabs (action monkeys/screening)