Kill Team Tactics: Hierotek Circle

Released in mid 2023 with the Shadowvault expansion for Kill Team, the Hierotek Circle reintroduced Necrons to Kill Team and replaced the Tomb World Kill Team in the compendium. And while they were weak at first, several rounds of changes to the team and its competition in balance dataslates have helped bring it back into contention. So whether you’re a Necron player interested in making the jump to Kill Team or looking for tactical advice on playing the team at higher levels, we’ve got you covered here.

Team Overview

The slumbering phaerons have awakened, sending forth their Hierotek Circle throughout the galaxy to secure information, and cripple the opposition. Led by an ancient Cryptek empowered to discover and use the lost technological secrets of the Necron dynasties for an unfathomable purpose. Hierotek Circle commanders enjoy the benefits of operatives empowered by Living Metal and Reanimation Protocols to drive forth an unending march of gauss bolts into any who stand in their way. If you enjoy every game feeling like a puzzle you are just at the edge of solving then Hierotek Circle may be right up your alley. At the end of this you’ll have at least a passing knowledge of the team and what you can get up to.

Thanks to Commandpoint Shane, and a local player Calvin for helping me fact check this!

Necrons Hierotek Circle Kill Team
Hierotek Circle Kill Team. Credit: Pendulin

Strengths

  • You live, you die, you live again! – Between living metal and reanimation protocols your operatives are the hardest to remove in the game. If you’ve ever wanted to eat a meltagun then get right back up and blast the offender into a new dimension these are you robots.
  • Robo-Oppenheimer Play. Only a handful of teams can alpha strike as hard as the Hierotek Circle. Being able to line up 5-6 dice with Blast 2” as your first play of a game is a feeling that very few teams can replicate.
  • Clever Lines of play. Magnification Conduit, nine Cryptek Actions, and forward deploys all mean that a clever commander can squeeze even more juice out of the Necron rules. If you consistently play the team you’ll eventually begin to see the techo-mantic matrix and learn how to make these crafty plays with the faction.
  • Strong shooting. With all of the team’s operatives hitting on a 3+ or better and a mass of AP1 gun profiles, Hierotek shooting is right up there with the best in the game. Additionally post-buffs the team has enough re-rolls to mitigate even the worst situations, making those shoot actions as consistent as Necrodermis regeneration.

Weaknesses

  • Only six Offensive Pieces. All of those positives had to come with a downside. The team’s biggest hindrance is that it only has 6 operatives that can perform an offensive action reliably. That means against teams with 8 or more activations you’ll be hard pressed to do mission actions.
  • So very slow. Similarly to Hearthkyn Salvagers the H.Circle are burdened with about 50% of the team on a 4” normal move. While you can strategically gain 2” of movement, you will often be working around this downside, and cannot dynamically adjust operative positioning.
  • Life and Death on a 66% Chance. While Hierotek operatives can live again, they can only do it on a 3+. Depending on these rolls is often the difference between a fun game, and an unwinnable one. If you can’t live with those odds these might not be the slumbering necrons for you.
  • Very Complex. There are many small rules things that eventually will all matter. As of 2023Q4, the internal balance of the crypteks is lacking, however eventually you will want to know how all 9 abilities can matter. Along with positional play on auras, and when to switch gears between security/recon tac ops. This can be daunting alongside the 8 activations, so be prepared to lose as you learn.

Team Structure

A Hierotek Circle kill team consists of one Cryptek, two Plasmacyte support operatives, with five ten-plus-wound Necron bodies. Playing at either Security or Recon tac op archetypes. While our five 10-wound operatives are important, much of the flow of the team will be dictated by your Cryptek choices. As of this writing (January 2024), the Chronomancer is the fan favorite but each Cryptek will hopefully have their day in the sun.

Abilities

Reanimation Protocols

The team’s big ability to come back from being incapacitated. There are a few abilities which allow us to Attempt Reanimation when a friendly operative is incapacitated and only once per operative. Generally we have 2 attempts, if you take a Technomancer you have 3. We place a reanimation token directly underneath that removed operative and during each Ready Operatives step each token can reanimate on a 3+ roll.

Three things happen when a model reanimates:

  1. Set up that operative within 3” of the token but not within Engagement Range of enemy operatives.
  2. The operative has D3+3 wounds. This means they’ll stand back up with between four and six, and then promptly regain another two from Living Metal (see below).
  3. Assign that operative the order of your choice, and then remove the token.

This is by far the faction’s most powerful ability, granting every operative a second chance at glory. Since we always reanimate before Living metal we come back without injury, ready to send our opponents to the graves we just walked out of. Since we generally get two bits of the reanimation apple, be careful after you’ve attempted reanimation twice in a turning point, as your third operative will be put into the ground permanently.

Living Metal

After reanimation protocols have been used, all friendly operatives regain lost wounds in the Ready Operatives step of each initiative phase. Plasmacytes regain 1, and everything else regains 2. This is a great reward for playing cagey and means that small arms fire can often be ignored since you’ll just regenerate from it the following turning point. This also means that we are often staying relatively strong at the end of the game, which helps during Security play.

Operatives

Crypteks

Hierotek Circles have three options when it comes to their Cryptek Leader, each of which has its own special abilities.

  • All three crypteks sport the FLY keyword and share 2 common abilities that we can talk about here. With 3 APL and 13 wounds, the Cryptek is the lynchpin of your team, and your team’s play will revolve around it.
  • Magnification Conduit lets us use an engaged Apprentek visible to the cryptek to initiate a shoot action from. When doing so you can re-roll any of one dice results. Granting our 3+ shooting a huge 20%+ bump in efficiency against many targets.
  • Meanwhile the buffed Command (0AP) ability lets us have a Deathmark or Immortal visible and within 6” of the Cryptek or Despotek immediately perform a free Fight, Overwatch, 1AP Pick Up, and 1AP mission action. As a 0AP action command is incredibly flexible, letting our Cryptek have global impact. Use it to do a cheeky end of turn objective steal, or allow a well positioned operative to unleash hell again.
  • Each Cryptek selects 2 cryptek actions, and forgets the third which is remembered on our Roster. We’ll go over each of the actions and weapon choices below. Additionally all of the actions continue on until the cryptek next activates, dies, or another operative uses the action.

Chronomancer

Chronomancer. Credit: Rockfish
Chronomancer. Credit: Rockfish

  • Our gold standard cryptek, and favorite of Command Point’s Shane. As far as ranged weapon choices go, you have the Blast 2”, lethal 5+ Aeonstave, or the AP2 Entropic Lance. With only 3 attacks in melee, its best to avoid that part of the game with our VIP.
  • Timesplinter(1AP), grants a friendly operative Visible to and within 6” of the cryptek an invulnerable save equal to its unmodified Save characteristic. Basically giving any friendly operative a 3+ invulnerable save. Very powerful for an operative already in a good position to tank shooting attacks.
  • Countertemporal Nanomine(1AP), is the current overpowered ability making the Chronomancer a must take. Letting you place a token within 6” of this operative, that causes any enemy operative that would move within 6” of the token to subtract 2” from the distance it can move during that action. This token remains until the operative’s next activation or the other conditions happen. This restricts all movement actions that touch the 6” bubble, which can really throw a huge jam for enemy positioning. Letting you get ahead positionally in a huge way.
    • Part of the power of this ability is that it is not a modifier to movement characteristics, and works similarly to ephemeral instability. Forcing everyone to slowed.
  • Chronometron (1AP), gives a friendly operative within 6” and Visible an additional 3” to its movement characteristic. Along with a 5+ feel no pain. This ability is critical to getting the turning point 1 nuclear warhead going off. A flying cryptek with a 9” normal move, 3” of recon dashing, and 3” dashing means you are now 15” forward on a 22”/26”/28”/30” board. Letting your Aeonstave drop a fat blast right where your opponent doesn’t want it. Trapped within a temporal nanomine.

Psychomancer

Psychomancer. Credit: Rockfish
Psychomancer. Credit: Rockfish

  • The Cryptek that messes around with opposing mission actions, sporting an abyssal lance that feels purpose built for shredding hordes. We get another Blast 2” ranged profile with 5 attacks on a 3+ with 2/2 AP2, and Splash 1. Effectively working as ⅔ AP2 blast. Landing this on ITD against a clump is fun, probably not as game ending as an Aeonstave’s blast. Our melee profile remains a paltry 3 attacks with Reap 3, but with only 3 attacks its best to avoid melee at all costs.
  • Conjure Trauma (1AP), one visible enemy operative is injured regardless of all other rules. Very flexible, but with a lower impact shooting attack we need a little more lift from our actions. Against hyper elite teams like talons injury regardless of other rules could cause issues for four Talons.
  • Nightmare Shroud (1AP), enemy operatives within, but not needing visibility, 6” of this operative cannot re-roll attack dice or retain critical hits. This ability is quite powerful, and can put a huge speed bump into many opposing plans. If we’re taking this Cryptek we should probably be taking this as well to force our opponents dice to be honest.
  • Harbinger of Despair (1AP), select a point Visible to this operative to grant the “fear” style aura to. Any enemy within 2” of the token uses an additional AP to perform mission actions and Pick Up actions. Additionally enemy operatives control of an objective marker within 2” of the token is reduced by a total of 1. Being able to force mid board objectives to require extra operatives and allow friendly operatives to steal opposing ones is amazing. Unfortunately with such a lackluster damage profile the psychomancer’s team must do a massive amount of work in conjunction with this. Against more elite teams these abilities can give you new lines of attack.

Technomancer

Necron Technomancer
Necron Technomancer. Credit: Pendulin

  • For the defensively minded player you have the technomancer, which gives up Blast on its ranged profiles for a massive number of attack dice. The Staff of Light comes in with 6 attacks on 3+ with ¾ damage and AP1. Working like a sniper rifle, it’s got a 50/50 chance of doing 8+ wounds against a Marine in cover.  However if you can line up the Magnification Conduit we jump up to a 50/50 chance to deal 12+ wounds. Allowing us to really push the pain into lower operative count teams.
  • Canoptek Repair (1AP), lets a friendly within 3” of this operative regain 2D3 lost wounds, or D3 if it just reanimated this turning point. A basic medic-style heal that has lost some power due to the ordering changes to Living Metal.
  • Nanoscarab Repair Swarm (1AP), friendlies cannot be injured and regain additional wounds during both living metal and reanimation protocols. This effectively means that friendly reanimations often place operatives back onto the killzone with near full wounds. If you’re taking this guy you can just have the nanoscarabs on globally at all times, meaning you’re always doing things at full effectiveness.
  • Rites of Reanimation (1AP), once during this turning point, a friendly operative would be incapacitated visible to and within 6” of this operative. You can attempt a reanimation. This is our ability that provides a third attempt at reanimation. The biggest reason for us to take a technomancer, is this third attempt giving us the ability to take more incapacitations in a turning point than any other cryptek.

Plasmacyte Accelerator/Reanimator

Necron Canoptek Plasmacyte
Canoptek Plasmacyte. Credit: Pendulin

  • The pair of plasmacytes, sport 6” movement characteristics, 2 defense dice, 5+ saves, and 5 wounds. Along with the Scuttler ability granting super conceal regardless of other rules, this pair are our primary mission do-ers. Each one has the Spark 3” ranged profile with 4+ ⅔ damage. Which exists, but shouldn’t be relied on.
  • The Accelerator can accelerate(0AP) a friendly Deathmark or Immortal operative within 6” of the accelerator adding 1 APL to that friendly operative. Meaning the accelerator is a super concealed mission-doer comm operative. We have to take it, but keeping him safe will be very important to our success.
  • The Reanimator offers a friendly operative within 6” of it the ability to attempt reanimation. This is one of our two normal attempts and needs to be used carefully. As Necrons reanimating en masse are amongst the nightmarish situations for our opponents.

Apprentek

Necrons Apprentek Hierotek Circle Kill Team
Necrons Apprentek. Credit: Pendulin

  • The last of our 6” movement operatives, and the other half of our Magnification Conduit ability. Built different with 12 wounds and the ability to use a Cryptek ability that hasn’t been used during the current turning point.
  • His Arcane Conduit is a solid enough profile with 4 attacks on 3+ for ¾ damage and AP1. Meaning the Apprentek’s utility is generally as a second focal point for the cryptek to work through. Post buffs the apprentek is going to be worth taking most of the time as a second spot for cryptek actions to originate from and for magnification conduit to fire from.

Deathmark

Deathmarks. Credit: Rockfish
Deathmarks. Credit: Rockfish

  • So begin the march of our slower operatives. We’ll generally bring one Deathmark to allow us to use its Dimensional Translocation to forward deploy onto objectives or operate hatchways. With only 4” of movement once he’s in place we’ll probably leave him there to rain fire down over large swathes of the battlefield.
  • Its Synaptic Disintegrator’s damage profile is roughly a krak grenade that hits on 2s. The Deathmark’s weapon is Heavy and because we can forward deploy on Open boards into a good position while being Commanded by his cryptek to shoot into our opponents drop zone.

Immortal Despotek

Necron Despotek
Necron Despotek. Credit: Pendulin

  • The team’s third power piece, the Despotek upgrades over the Immortal with 2 extra wounds and a 2+ BS/WS on all profiles. His ability to Demand(0AP) more of his lessers means an Immortal or Deathmark within 6” and Visible to the Despotek gains effectively Balanced in an offensive action. This is done with a much wordier line, but a free Command Re-roll means you gain balanced on that offensive action. Note that you can also demand better of the despotek themself because they are also an immortal.
  • One of the bigger flex equipment is the Hyperphase Blade which transforms our Despotek into a respectable melee threat. As 4 attacks on 2s with lethal 5+ ¾ damage can put the hurt on most 7 wound operatives without too much issue.

Immortal Guardian

Immortals. Credit: Rockfish
Immortals. Credit: Rockfish

  • Your guardians are the rest of your offensive battle line, sporting either an AP1 gauss blaster or a five attack splash 1 tesla carbine. In general you’ll be switching over to Tesla Carbines on ITD because the lethal 5+ pushes the profile about 7% better across most break points. When you aren’t boosted with the lethal 5+ the 4 attacks on 3s with ⅘ damage and AP1 can maim almost any opposing defensive profiles.
  • Additionally when equipped with Arcshock Projectors those Carbines can wreak havoc into opposing lines with splash damage quickly arcing out over huge areas of the killzone.

Ploys

Strategic Ploys

When looking at the Hierotek’s strategic options, we are in a great position. Able to pay to manage movement, boost shooting actions, and tank shots better, we are gifted with a strategic ploy for every situation.

  • Relentless Onslaught [1 CP], B+ – When shooting at target within 6” you can re-roll one dice. Simple and effective at pushing damage through when necessary. The only downside is that with only 4” of movement without Intractable March it can be hard to line things up. However a 15% gain in efficiency is nothing to scoff at.
  • Intractable March [1 CP], C+Deathmarks and Immortals with an engage order have 6” of movement rather than 4”. Useful on turning point 1, but risky as opposing players might be able to out activate you. Removing too many operatives on turning point 1 past the 2 you can attempt reanimation for can put you in a hole you can’t recover from. However on later turning points this allows us to get where we need to go and blast opponents to smithereens.
  • Undying Androids [1 CP], B – As anyone who has played against the free defensive retain of Kommandos can tell you. One retained defensive dice can be huge when it comes to surviving concentrated fire power. With our normal save being 3+, this can allow our terminators to withstand far more than a novice might expect.
  • Dimensional Concealment [1 CP], D+ – There is probably a cute way to play 4 deathmarks against a shooting-centric team and concealment away from return fire. However we can only use this ploy once, and changing orders still costs an AP. Meaning I’d generally steer clear of this being critical to our game plan.

Tactical Ploys

Our tactical ploys are where we truly shine, giving us more tricks to get around our lower number of offensive actions. While placing our pieces where we need them to be as early as possible.

  • Dimensional Translocation [1 CP], A – A forward deploy for our Deathmark. You are treated as having made a normal move, and when you go to activate the Deathmark you can place it anywhere more than 6” from the enemy dropzone and operatives. This can only be done once, but can allow you to get a shot from a Vantage early in turning point one with a Cryptek’s command. (thanks Alex for the edit)
  • Leech Power [1 CP], A+ – The power play for the team, letting you subtract an APL from a friendly operative within 4” of the Cryptek to boost the Cryptek’s APL by 1. On ITD you can use this along with Dimensional Translocation to let a Cryptek see into the opponent’s dropzone through two operated hatchways. Combined with an unsuspecting opponent this is known as the oppenheimer, and is not advised during teaching games!
  • Cortical Subjugation [1 CP], C – When the Cryptek is selected as the target of the shooting attack, you can have a friendly operative within 2” of it be shot instead. Simple, and situational allowing you to waste opposing firepower during critical situations.
  • Commence Reanimation [0 CP], A+ – Attempt reanimation for an operative that has not attempted reanimation this battle. You’ll be using this each turn barring the fourth as there is no fifth turning point.

 

Necron Psychomancer
Necron Psychomancer. Credit: Pendulin

Equipment

We’ve got a fair selection of equipment with a couple important standouts. The phase shifter is an auto-include against AP weaponry, but otherwise we’ve got some flexibility.

  • Phase Oculars+ [2EP], C – A deathmark can retain a normal as a crit if it retains no natural criticals. This allows the deathmark a degree of consistency, but he’s already hitting on 2s. Making this a touch of win more rather than being an important equipment take.

Phase Oculars engaged Credit: Merton

  • Hyperphase Blade [2 EP], B – Immortal’s melee profile gains lethal 5+, allowing most immortals to threaten 7 wound operatives. Not incredible, but our melee threats are thin. Which means making a melee threat is nice, especially good on the Despotek.
  • Tesla Weave [2 EP], D – Opposing charges that end within engagement of the equipped operative risk suffering 1-3 mortal wounds. At 2 EP the blades are probably going to threaten opposing operatives more than inconsistent chip damage.
  • Arcshock Projector [1 EP], C+ – Against hordes the additional 1” range on the Splash 1 of the tesla carbine can feel particularly powerful. When looking at ITD the 1EP boost for our teslas can really put the hurt on the 12+ operative teams. Conditionally useful so remember to take it when the time calls.
  • Phase Shifter+ [3 EP], A – Cryptek has a 4+ invulnerable save. In a battle where AP2 weaponry is common you’ll always take this. Even against AP1 weaponry having a 4+ invulnerable save is nice. Generally expect this to be taken as the cryptek is our most important operative.
  • Devourer Nanoscarabs [3 EP], B- – A single target indirect profile with 4 attacks on 3s for ¾ damage and lethal 5+. Against teams that are going to abuse conceal having a middling profile is useful, but the ¾ damage is not likely to truly remove anything.
  • Quantum Reanimytes+ [3 EP], D – A 3” aura of mortal wound feel no pains. Granting friendly operatives a 4+ chance to shrug mortal wounds. Scant few teams even support enough mortal wound threats to make this a solid choice so we’ll leave this behind often.

 

Hierotek Groupshot credit Dave Vedder / Tiny Plastic Dudes

Faction Tac Ops

Our faction tac ops are acceptable, with each of them providing a line of attack that lines up nicely against different kinds of operatives. Since we have access to Security and Recon archetypes we can use reanimation protocols in interesting way to manage both archetypes. Though the durability of living metal does mean we often end the game at a high-ish strength. Making Security’s late game scoring appealing.

  • Tac Op 1: Unyielding Ancients, C+ – Seize the central 6” bubble with 3 operatives including a cryptek or apprentek for ½ points at the end of the battle. If you’re already playing security, you can use Central Objective, Seize Ground, and this to let you march towards the center of the board. Playing King of the Hill against whatever your opponent is attempting to do. However needing 3 operatives not including plasmacytes seems extremely difficult to manage. Cute, but probably too cute would be my guess.
  • Tac Op 2: Unearth Artifice, B- – Recover item-ish. Spend 2AP to unearth the token, to hold it once. Then control it at the end of the battle to score again. At 2apl the only operative who can do this on turn 1 is the Cryptek. If you’re planning to play more defensively you can aim to grab 4 victory points from this and recover item. In the process you give up some offensive punch aiming to play a form of keep away on the primary mission scoring.
  • Tac Op 3: Worthy of Study, C – Select 2 operatives for an opponent to choose between. When the chosen operative is incapacitated it drops a Study token. If you control the token twice over two turning points while a cryptek/apprentek is within 6” of the controlling operative. This has some uses against elite teams where all 6 operatives have positional duties. Marking melee threats for study either forces them to give up points, or useful positioning. When your opponent only has a few melee threats, that must do some work marking them worthy of study can give you control over opponents positioning or free points.

Notable Generic Tac Ops

  • Recon: Recover Item, B- – Excellent in the sense that our concealed Deathmark can always safely pick this up so long as there is cover in the midboard somewhere. There is a loss of offensive pressure when you do this, which can be rough. I’d expect that you are playing a much more defensively positioned game if you’re going for the unearth/recover item combo.
  • Recon: Courier, B+ – Since our courier can Reanimate you can declare this early and yeet yourself up a flank. Forcing an opponent to prioritize a new target that can have both an invulnerable save and a 5+ feel no pain.
  • Security: Central Control, B – When you aren’t doing double duty with an objective near the center then this is a solid pick. However with only operatives it can be a stretch to play the primary mission and this tac op.
  • Security: Protect Assets, B+ – Get rewarded for incapacitating operatives near objectives. That’s perfect for us as we’re quite good at incapacitating operatives. Better against hordes, unplayable against elites. However if you’re going security you can get some points while clearing off points.
  • Security: Seize Ground/Access Point, A- – Between both of our innate abilities the team can tend towards a stronger end game than most opposing operatives. This makes turn 4 positioning pretty safe allowing us to go for the long game.
  • Security: Escort Operative, B+ – Similar to Courier, our escortee can have a second lease on life, making its survival to the end of the battle much more likely than the average escortee.

Example Roster

Hierotek by Calvin R

3x Chronomancer (Aeonstave, each combo of actions)

2x Technomancer (each combo that includes Rites of Reanimation)

3x Psychomancer (each combo of actions)

1x Apprentek

1x Plasmacyte Accelerator

1x Plasmacyte Reanimator

1x Immortal Despotek w/Tesla Carbine

1x Immortal Despotek w/Gauss Blaster

1x Deathmark

3x Immortal w/Tesla Carbine

3x Immortal w/Gauss Blaster

I believe as of 2023Q4 most Hierotek players are opting out of selecting psychomancer and technomancer options. Which gives you some skew ability to pick more niche things like deathmarks. However this gives you access to most options in selecting the 8 operatives, and allows you to play each cryptek if the situation calls.

Gameplans

  1. Elites (6 activations)

In this match up we’re aiming to have a late deathmark show up at the end of the turn to give us a persistent activation advantage with a commanded overwatch shot. Luckily we have a fair number of AP weaponry to ignore the elite’s armor saves. Meanwhile we can focus on scoring early while leveraging our resurrection rolls to keep us going. If the plan is to avoid them in melee you can use Recon to play keep away while racking up early points.

  1. Semi-Elites (8-9 activations)

Definitely a spot where we can aim for the durability of our operatives to carry us through on security archetype scoring. Against the new scouts we outshoot the poor lads, and against the squishier aeldari teams we can just tank through the pain.

  1. Semi-Hordes and more (10+ activations)

You fare worse here against shooting-centric teams, and better against melee-centric hordes. With 4 attacks ¾ lethal 5+ and roughly 60% more wounds than the 87 we have on paper. Melee teams have to chew through so much more after getting shot to pieces early on. Commandpoint’s Shane thinks that Hieroteks best match ups are against the melee hordes of Gellerpox and Chaos Cults! Against shooting teams you only have 6 operatives that can shoot, which means you’re going to have to somehow outshoot 10 operatives. Definitely one of the harder matches there. Leverage security to make it to the late game with 5-6 operatives and seize control of the board against a weaker horde on turn 4.

 

Apprentek by Dave Vedder / Tiny Plastic Dudes

Important Tricks

  1. Internalize the distances on the Chronomancer’s oppenheimer nuclear blast. Leech power, chronometron yourself, fly 9”, dash another 3”, and shoot your Aeonstave’s blast shot. If you line up a recon dash you get another 3”, or you can drop a temporal nanomine to stall out an opponent’s movement. If an opponent is foolish enough to deploy mostly on conceal you can almost end the game on the spot if their now slower operatives cannot get onto any midboard objectives. Once you’ve set the cryptek up onto that position you can also pile your apprentek’s shooting action through the magnification conduit to continue the pain.
  2. In the Dark, your Deathmark can Dimensional Translocation to freely operate hatchway opening up for a 4APL chronomancer to fly through a room. Dropping an aeonstave blast into an unsuspecting player’s drop zone. Considering this can be done as the first activation of the battle, many players can totally miss this line.
  3. In the Dark we switch over to tesla carbines over our gauss blasters as 5 dice with lethal 5+ is generally better than AP1 over 4 dice.
  4. Be very careful on operative positioning once you’ve attempted reanimation twice. Losing operatives with no chance of reanimation is a scary prospect as we are alway outnumbered and out activated in early turns. If you’re playing security, play for the long game not the short one.
  5. The cryptek’s Command ability can originate from either the cryptek or the Despotek. However the Despotek is within 6” of itself and can always be demanded to overwatch/fight/mission action meaning he’s always open to his lords demands. Additional magnification conduit only needs visibility from the cryptek and the apprentek giving you lots of tricky angles to search for once you’re learned how to abuse your cryptek’s actions.
  6. On Open boards, we have some of the best tp1 threats in the game. Setting up Intractable March to boost your flying 4 APL Chronomancer, forward deployed overwatching Deathmark, and Chronometron’d Despotek, you can have multiple huge threats on turning point one. Since you’re always behind on APL early, the early aggression can shift those odds.

Hierotek Cricle credit: ThorMike

Final Thoughts

Ultimately the Hierotek Circle has a huge toolbox to pull from. The Chronomancer currently takes up much of the oxygen in the room with his combination of blast, durability, and movement debuffing, which other crypteks are hard pressed to compete against. That said the team remains fairly strong, although you will have games lost to reanimations that never happen. Being able to learn through the tilt is a skill not everyone comes to easily, as those losses will be bitter for many. If you can make it through the mental damage you are rewarded with incredibly tough durable skeletons that shoot holes into everything. Backed up by some of the best opening cheese plays in the games.

Other Perspectives

  1. Just Another Killteam Podcast talks to Chicago’s local Cryptek
    • Chicago’s Rob P talks about how he navigates the field with the Author and Jason on my podcast Just Another Killteam Podcast.
  2. Command Point’s tips and tricks for Hierotek Christmas
    • Shane of Command Point talks about his favorite pet project, the circle! He definitely goes over the oppenheimer strike, along with his focus on security over recon.
  3. Turning Point Tactics talks Hierotek
    • Ryan and Connor go in depth into the Hierotek circle to spread the word on different play styles on offer to the team.

Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com.