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2014/09/22 17:21:20
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Judging by the "lol, is this unit good?" posts that seem to be popping up, a lot of new Necron players are unsure of what units are worth taking if all they've got to go by is the (poorly written) codex.
Made this in hopes of giving a brief run down of everything available.
• New players: If you want more detailed information about a specific unit, post a comment about it.
• Experienced players: please comment if you think a score should be changed (though, keep in mind most of these scores reflect the unit's bearing in more competitive than casual situations).
I've included the Forge World stuff as well, out of completeness, but as I don't really know those units very well, I'm going to need to rely on everyone else giving me feedback on what kind of score/review to give them.
Score guide:
S: this unit is so good it is considered auto-include for many armies.
A: pretty damn awesome unit, worth making room for.
B: not bad at all, would probably be worth your while taking, if you can spare the points.
C: it's okay. I'd still look at some of the other units in the category before choosing this one.
D: uhh, there are much better things out there, man... but if you insist, don't say we didn't warn you.
F: don't even consider using this (unless you've worked out some hitherto unrealized combo with this unit)
> HQ
Spoiler:
• Imotekh the Stormlord = C
{He causes long-term night-fighting, and makes lightning strike your opponents units. He's pretty expensive, so only consider him for big point battles.}
• Nemesor Zahndrekh = A
{He gives incredible bonuses to your guys, and takes bonuses away from your opponents guys. All for only 5 points more than a similarly equipped generic Overlord! Pretty awesome, if you can afford him.}
• Vargard Obyron = B+
{Has a S7 AP1 CC weapon, is WS6, and can teleport his unit from one side of the board to the other, even if they're locked in combat! Obyron is THE Necron close combat master. He does not take up a HQ slot if you take him with Zahndrekh, though the two of them together are quite pricey. Not an Overlord level Necron, so can't take a Royal Court.}
• Illuminor Szeras = F+
{give one unit of Immortals or Warriors a randomly determined bonus. Carries Assault/Defensive Grenades, so that's not horrible. He's a Cryptek, so can't take a royal court.}
• Orikan the Diviner = D (C if combined with Necron Airforce)
{Can grant your reserve rolls re-rolls. Also, on the first enemy turn, causes the entire battlefield to count as difficult ground. Will hulk out and go super saiyan once a game. He's a Cryptek, so can't take a royal court.}
• Anrakyr the Traveler = C-
{can hack into enemy vehicles and control their guns, allowing you to shoot your opponents guys in the back with their own Vindicator. Grants any unit he joins Counter Attack. Can also upgrade one unit of Immortals with Furious Charge and Counter Attack.}
• Trazyn the Infinite = C-
{can wipe out hordes with his CC weapon. If he dies, you can have him come back as another unnamed HQ, Lychguard, or Praetorian. Was scoring in 6th, but is not Objective Secured in 7th.}
• Generic Overlord = A+ (S if on a Command Barge)
{DIY HQ is actually one of the most versatile choices you've got. Most people give him a Warscythe and stick him on a Command Barge, though you'll probably want to give him some extra gear.}
• Destroyer Lord = A (S if leading a unit of Wraiths/Praetorians)
{another close combat powerhouse. Grants any unit he joins Preferred Enemy. Give him Mindshackle Scarabs + Sempiternal Weave and stick him at the head of a unit of Wraiths for a cheap yet vicious Deathstar. Can't take a royal court, unfortunately.}
• [FW] Kutlakh = ?
{
• [FW] Toholk = ?
{
• [FW] Maynarkh Overlord/Destroyer Lord = ?
{
> ROYAL COURT
• Lord = B+ (A if given a Resurrection Orb)
{Overlord lite. Give him a Resurrection Orb and stick him in a big unit of Warriors to increase their survivability. Give him Mindshackle Scarabs as well as a Warscythe, and you've got a pretty decent combat character.}
• Generic Cryptek = C
{His 3 shots at S5 AP3 are pretty good, but a little short range, so act as an assault deterrent. Upgrade him to a Harbinger, however, and you'll be able to grant your units all sorts of buffs.}
• Harbinger of Destruction = B (A if given Solar Pulse and/or stuck in a Bunker)
{carries a las-staff. Solar Pulse turns the lights on or off for a turn, possibly giving your stuff +1 to their cover saves (so flyers/skimmers have 3+ jink). Can also give a unit defensive grenades.}
• Harbinger of Transmogrification = C (B if given Crucible)
{carries a staff that can cause any enemy unit hit by it to be in difficult terrain in their next movement phase. Crucible makes any enemy unit trying to assault your unit take -D3" off their charge range.}
• Harbinger of the Storm = A (S if attached to unit of Warriors/Immortals in a Night Scythe)
{Haywire staff shoots short range lightning that will wreck any vehicle in the game, so long as you don't roll a 1. Lightning Field makes any enemy unit attempting to assault your unit take D6 S8 AP5 hits.}
• Harbinger of Eternity = F- (B+ if given Chronometron)
{staff is a close combat weapon that is garbage. Chornometron lets you re-roll any dice once per phase for the unit he is in.}
• Harbinger of Despair = C+ (A if leading Deathmarks. B+ if given Veil of Darkness, but not with Deathmarks)
{staff is a S8 AP1 flame template that uses Leadership value to determine to wound. If used with Deathmarks, that staff becomes an AP1 auto-hit weapon that wounds on a 2+ against one chosen enemy non-vehicle unit. Veil of Darkness lets you teleport the unit he is attached to around the field.}
> TRANSPORT
Spoiler:
• Catacomb Command Barge = S
{Borderline broken. Low strength shots bounce off of AV13, and any non-blast/template shots that might damage the chariot can be taken on the Overlord's 2+/3++ instead. Pretty much death to any vehicle it flies over, thanks to its Sweep Attack rule.}
• Ghost Ark = S
{Can only be taken by Warriors and HQs. Can replace fallen Warriors in squads. Good for either keeping next to big blobs of Warriors to keep their unit restocked, or used as a gunboat for Warriors and their attached Harbingers. As an AV13 4HP skimmer that has Objective Secured, it's one of the best transports in the game.}
• Night Scythe = S
{Best transport in the game that also happens to be a flying Annihilation Barge. If it is destroyed before the occupants disembark, they go into reserves instead of taking crash damage. The only down side is that they can't score.}
> TROOPS
Spoiler:
• Necron Warriors = S
{Either have them in big blobs with a ResOrb Lord and/or Ghost Ark in support next to them, or split them into many multiple small groups to have shooty Harbingers attached to maximize target acquisition. Beware, they have a tendency to get swept in close combat. While they can glance vehicles on a pen roll of 6, try not to rely on this as your main source of anti-tank. Good for sticking in Night Scythes and dropping off on objectives.}
• Immortals = B+
{Tougher than Warriors, with better guns. Basically a Space Marine who can get back up after dying (not a bad ability for only one point extra). Still pretty bad at close combat, though. Can take tesla guns, with inflict an extra 2 auto-hits if a 6 is rolled to hit. Good for MSU on objectives that will probably be contested.}
• [FW] Maynak Flayed Ones = ?
{
> ELITES
Spoiler:
• Deathmarks = A (S if accompanied by Harbinger of Despair).
{Close range assassins (rapidfire sniper) who can deep strike (but no way to mitigate scatter). Can choose one enemy unit to wound on a 2+. Attach Harbinger of Despair for insanely cheesy combo (make sure you put them in a Night Scythe). Expect to see these guys a lot more as MCs proliferate the game.}
• Triarch Praetorians = D (C+ if lead by a Destroyer Lord)
{Jump infantry with decent power weapons. Can be given Entropic Strike weapons too, which can be handy against vehicles, as well as pistols for a second attack in Assault. A little too expensive to be viable.}
• C'tan Shards = F
{Monstrous Creatures that have a pretty vicious stat line... but way too slow/expensive/vulnerable to be viable. They have a few interesting abilities, but generally nothing amazing. See codex.}
• Flayed Ones = D
{Lots of attacks for cheap, but aren't able to have Royal Court members attach. The 5th edition codex update kinda wrecked these guys (really, they should have been troops). 7th edition makes them scoring, so maybe having a unit in reserves to deep strike in late game to claim an objective might not be too bad.}
• Triarch Stalker = C (B if taken in pair)
{Multi-melta dreadnought. Any enemy unit hit by this model will have twin-linking AGAINST it (‘Cron long range guns LOVE this guy). Attracts a lot of fire, though, but that's not so bad, as it will distract your enemy from shooting at your other stuff.}
• Lychguard = D- (C if lead by a combat ResOrb Lord/assault buff Harbingers)
{Necron close combat dudes with the same price as a Terminator, but with less survivability. Can take either a S7 AP1 weapon, or a S5 AP3 power sword with a shield that grants them a 4++ inv save, AND has a chance to deflect incoming fire back at the firers. Downside is their speed. Either need a Night Scythe or a Veil of Darkness to get them into combat, but will then stand around doing nothing for a turn. Better as assault deterrents for your other vulnerable slow units.}
• [FW] Charnel Lychguard = D (C+ if lead by a combat ResOrb Lord/assault buff Harbingers)
{Better than normal Lychguard, but still lack way to get into quickly}
• [FW] Tomb Stalker = ?
{
> FAST ATTACK
Spoiler:
• Canoptek Wraiths = A (S if lead by a Destroyer Lord)
{'Cron assault unit of choice. S6, Rending, 3++ inv save, Fearless, jump infantry, ignores all terrain tests, can reduce initiative of enemies in base contact to 1. No Reanimation Protocols is the only downside to these guys.}
• Canoptek Scarabs = A
{Eats tanks... no, literally, it eats armor (if a single Scarab so much as hits a vehicle, said vehicle loses an armor point on the roll of a 4+). Dies quickly to templates. Used to be auto include in 5th. Now, with all the anti-AV options 'Crons have available, they've kinda taken a back seat. Still excellent at tarpitting, though, with their mass wounds for cheap.}
• Tomb Blades = A if Maelstrom / C if Eternal War
{Not as good as the two units above, in regards to killiness, Tomb Blades are more of a tactical choice in 7th, in that they are excellent at grabbing a distant objective in maelstrom. As a result, you may see lists with one or two Tomb Blades thrown in for the express purpose of zip-off-to-one-side-of-the-field-to-grab-objective. Cheap as stock standard, but can get pricey if you give them all their best upgrades.}
• Necron Destroyers = C
{Excellent at killing Marines. Not bad, just not as good as most of the other options in the Fast Attack slot.}
• Heavy Destroyers = C+
{They've got good range, but they're a little over priced. (for the price of one, you can almost afford 2 Harbingers of Destruction. The debate rages over which is better). Preferred Enemy for shooting really helped these guys.}
• [FW] Acanthrites = A+ (S if lead by Destroyer Lord)
{Tougher than a Wraith, but just as killy, only with melta instead of rending. You can take them in bigger numbers in units, too.}
• [FW] Tomb Sentinel = ?
{
• [FW] Charnel Scarabs = A
{Anti-infantry tarpit swarm. Swaps entropic strike for flashbane.}
> HEAVY SUPPORT
Spoiler:
• Annihilation Barge = S
{90 points for a gun that fires 4 times, but scores an average of 5 hits? This thing is AWESOME! Also good for anti-air defense.}
• Canoptek Spyders = B
{Monstrous Creatures that poop out Scarabs every turn. Look up "Necron Scarab Farm" for cheesey combo. Can repair your vehicles and give them back their precious hull points. Also the only form of physic defense we have.}
• Doomsday Ark = D
{Great range, really powerful... but extremely vulnerable, in that you have to hold still to get the most use out of it (you can't even fire it if you jink).}
• Doom Scythe = B
{S10 AP1 gun that auto hits anything under a 3D6 inch line... which, by RAW, allows you to fire into locked combat and circumvent the rules for Invisibility, allowing you to hit invisible units!}
• Monolith = C+
{It used to be incredible... now it's just okay. AV14 means there aren't many things that can hurt it, but a deep strike scattering onto a Guardsman can potentially lose your death pyramid. It's simply no longer the invincible tournament winner it used to be. The vacuum ability can be hilarious, though.}
• [FW] Sentry Pylon = S
{
• [FW] Tesseract Ark = ?
{
• [FW] Night Shroud Bomber = ?
{
> LORDS OF WAR
Spoiler:
• Transcendent C'tan = S+
{One of The best super heavies in the game. If you're allowed to take it, and you don't care about being "fair", take it.}
• Tesseract Vault = C+
{A slightly reduced/more vulnerable version of the T.C'tan with a gigantic footprint.}
• Obelisk = C
{Anti-air super heavy.}
• [FW] Pylon = A+
{Anti-super heavy super heavy. Tran-C'tan is better.}
> FORTIFICATION
Spoiler:
• [FW] Tomb Citadel = ?
{
(Keep in mind, this is a very synergistic army, so a lot of things won't be as good if you just throw them in with no thought about how they react with the rest of your list).
Good thing! But I do think you might be too generous with your scores for some.
Transcendent C'tan is surely a S+, it's one of those things you don't bring outside of Apocalypse if you want to keep your friends.
The best argument would be that he is named in the same 'team' as a Reaver Titan; and it's only 700 points!
With Zahndrekh (Tank Hunter) I've seen this guy destroy Baneblades in a single shooting attack, leaving his D-Hellstorm, melee and 5"-stomps to rape other stuff. Yes, I said 'rape' because there is no other word to describe the pain this thing will bring.
The Vault is a C+ at most, because if you take him that means you're not taking a T-C'tan.
Obelisk is good too, I'd also give him a C.
It's cheap, it shoots 4x 5 S7 Tesla and really hurts Flyers/Skimmers with his 2x S8 on their side which they cannot Jink against.
The only downside might be its AV12, which is partially negated by having a 3++ if your opponent starts and his 6HP.
The other downside is that he's not a Transcendent C'tan (Why are you not taking a C'tan?) and that the Vault looks much better as a model.
I am undecided on the Necron Tomb Citadel, it's way too good but it also costs a lot of points.
Area-wide 3++, improved RP, Scarab Hive/Eternity Gate-combo.. They all seem too good.
The docks were good too, when we still had our Gauss Sentry Pylon. Two S10 shots at 120" was pretty awesome. The docks now suffer from the limited range.
So probably a B-
Tomb Stalker I'd rate at a C+, since it's too vulnerable to my taste.
Tomb Sentinel around C-, because it's like a Stalker but with less attacks and in a slot where we already have enough good stuff.
2014/09/22 23:14:25
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Deathmarks are an A unit. A+\S when combined with Despairteks. I've never had them not kill more than their points cost when they drop, and they can score now too.
I used to play wraiths a lot, but I find Deathmarks more useful in 7th in a competitive game. Especially because wraiths need the Destroyer Lord to buff them and Necrons are better with royal courts. (Btw - anyone want to buy 18 wraiths?)
Destrukteks are GREAT in a bunker with a Comms relay and ammo dump/store. V hard to get rid of and reliable AP2 with more than 24" range.
O'Byron is not a close combat beast purely because of lack of an invulnerable save.
Tomb Blades can move 36" in a single turn which means for games with tactical objectives they can be very useful. And you can take them in units of 1 for 20 points. And if you're opponent shoots them - they've spent a unit/turn shooting at 20 points. A+
Night Scythes are great, but you have to snap fire when exiting one that has travelled 24", you can't re embark on them, and they cannot score.
A
A unit has to be balanced in terms of for effectiveness in a list. That's why most tourney lists have warriors rather than immortals.
For cost, for me:
Warriors A
Immortals B+
2014/09/23 01:39:25
Subject: Re:++7th Ed. Necron Codex Report Card++ [work in progress]
Immortals are only better in theory. In practice you usually leverage the lower cost of warriors to be able to field more stormTeks and destrucTeks/pulseTeks which are the true heavy hitters in 7th. So warriors over immortals and warriors really are the workhorse troop choice. Keep in mind as well that you can't put immortals into Ghost Arks.
I don't think Wraiths are the A+ unit they were in 6th (they are more likely now an A or A- unit). Bargelords have displaced them and Scarabs have gone up in value since 6th. So I usually find more value squeezing in a unit of scarabs to go along with my 2 Bargelords than running an extraneous unit of wraiths. Also Deathmarks going up in tactical value has displaced wraiths. Also, wraiths are a bit lackluster without the D Lord and again we see the Bargelord displacing the D Lord. So wraiths are better in theory than in reality. They just aren't showing up that often in 7th edition lists.
2014/09/23 02:14:31
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Honestly, Tomb Blades are pretty terrible in 7th edition. They only have a 4+ save, and if you give them 3+ saves, they get pricey, as you said. And with the new jink rules, they have so little firepower it's not even funny. The Particle Beamer (the main reason people brought them) is practically useless on them now. They just don't put out enough damage to justify their points. However, if you're playing a friendly game with Maelstrom, sure go crazy.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2014/09/23 02:33:32
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
The main reason people are using Tomb Blades now isn't because they're good at putting the hurt on, it's because they're cheap and fast.
Keeping 20 points spare to throw a single Tomb Blade into a list may end up winning you the game when it zips off to claim objectives. If it gives you even a single point, it is worth it.
2014/09/23 12:31:51
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
skoffs wrote: The main reason people are using Tomb Blades now isn't because they're good at putting the hurt on, it's because they're cheap and fast.
Keeping 20 points spare to throw a single Tomb Blade into a list may end up winning you the game when it zips off to claim objectives. If it gives you even a single point, it is worth it.
Tomb blades are only good when playing a certain style of mission, namely Maelstrom. In Eternal War missions they are really more of a C unit. That should be fully noted.
2014/09/23 13:06:15
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
skoffs wrote: The main reason people are using Tomb Blades now isn't because they're good at putting the hurt on, it's because they're cheap and fast.
Keeping 20 points spare to throw a single Tomb Blade into a list may end up winning you the game when it zips off to claim objectives. If it gives you even a single point, it is worth it.
Tomb blades are only good when playing a certain style of mission, namely Maelstrom. In Eternal War missions they are really more of a C unit. That should be fully noted.
A lot of tournaments are using duel missions now, with the second being maelstrom. So they have a good place in tournament lists. Even on Eternal War, they are a good unit to hide and then zip into the enemy deployment zone for Linebreaker. Or to contest a non obsec unit.
CCB. cannot choose to take blast shots or template hits on the OL instead of the barge. Sweep Att. also let you hit invis units while ignoring their invis.
2014/09/23 19:39:48
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
I've been playing the Forge World HQ's recently, and think I can offer some decent input:
The Destroyer Lord is identical.
The Overlord (And regular lords by extension) has access to an item that lets him reroll wounds in a single round of a single combat, which is honestly better used on units which can take it than characters already good in combat. Other than that, he has an added special rule that has random negative effects if you win an assault then roll a 1 or 6. Probably worse on balance. If I opt to play Dark Harvest for the Charnel Scarabs, I use Kutlakh or Toholk as my warlord.
Kutlakh is great, because he excels in the role of turning an Immortal Squad into an assault squad. On a personal level, one WS and A over a normal Overlord, instant death AP2 weapon, bonus Staff of Light, can lower an enemy character's WS (Potentially to 0 and hitting automatically) if he wins a leadership roll off. On a Squad level, grants Fear, Fearless, Relentless and (If the warlord) Crusader. This basically means you can rapid fire S5 shots, charge, have Kutlakh most likely win the challenge and spill over more instant death attacks, and then the Immortals don't need to worry about getting run down due to fearless and have already softened their foes up with a round of S5 shooting.
Still need to pick your targets wisely, but that's a pretty big flexibility improvement for the squad. Lacks Orb or Scarabs, but you can have a lord for the Orb and a little extra Scythe punch if you like. I'd rate him a pretty solid A. Maybe a B+ if you consider lack of 12 inch mobility an issue, though you can obviously deploy his unit from a Scythe.
Toholk is effectively a fully kitted Harbinger of Eternity with a better statline and a random grab bag of traits handy to a relativley low points Warlord. Gives D3 vehicles IWND, renders his unit immune to blinding, Warlord trait lets him manipulate reserve rolls, and he has a Transdimensional Beamer mixed with Slow and Purposeful so he can actually get to fire it once in a while unlike the other models that get one. I'd probably give him a either a B, since he's a cheap option who gives a few of handy army buffs without being a solid combat character, or a C for the same reasons plus that he can't take a Royal Court.
Personally I like to have him babysit my Sentry Pylons. Lets them redeploy with Slow and Purposeful without surrendering a shooting turn, can dive in front with his 3++ if they're getting low on wounds, and most of his abilities as a leader apply to the army as a whole. Probably not the most efficient use, but a Cryptek maintaining his superweapons is fluffy.
And on a side note: The Tomb Stalker: It's ideal use is gleefully rampaging through enemy gunlines and non-fearless tarpits with it's huge number of Monstrous Creature attacks. I can definately have issues getting it there though, and it's a lot of points to lose to AP3 or Instant Death. Still, don't underestimate the value of an I4 unit with 5-8 S6 attacks in an all-I2 army. C- maybe.
Hope the opinions help.
Edit: Aaaand from the dialogue box that just popped up, really hope this is Necro-worthy. Should be okay since it's directly on topic and covering units not graded?
2014/12/02 22:09:20
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
I've never understood why Destroyers aren't regarded very highly. They are deadly and very effective AP3. Plus Preferred Enemy and Reanimation Protocols. Heavy 2, on a jump pack. As a heavy / devistator squad equivelent, they are so much better.
They have always been worth their weight in gold for me, far and away taking more points than they cost. 5 could be a B or an A, 8 together could be an S+.
15k+
3k+
2014/12/02 22:26:16
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
I can say I overall agree with these scores, but here would be my editing, just for me personally.
Toholk is worth the points to spend on giving a CCBIWND alone. It's hard to find him a squad to attach to, though. Overall a C- though.
I would give the Illuminor a D- instead of an F+. Throwing him in the same squad as Nemesor and some Immortals makes for some fun casual games, but I totally understand giving him an F.
Vanguard can get an A due to SentryStar.
Praetorians should get an F-, and then a D with a Destroyer Lord, simply because they're that bad when both Wraiths and Arcanthrites are an improvement on the entire concept. Both of those make better use of a Destroyer Lord too no matter what.
The Transmogtek should only get a C after taking the Crucible. Otherwise it is a D for being a cheap Blast weapon with potential of slowing dangerous things down, even though we want things dead now.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2014/12/03 00:13:21
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Ffyllotek wrote: I've never understood why Destroyers aren't regarded very highly. They are deadly and very effective AP3. Plus Preferred Enemy and Reanimation Protocols. Heavy 2, on a jump pack. As a heavy / devistator squad equivelent, they are so much better.
They have always been worth their weight in gold for me, far and away taking more points than they cost. 5 could be a B or an A, 8 together could be an S+.
They scare people so they get shot a lot, and there's only five in a unit so they get wiped out on turn two. Turn one if not full strength.
My experience, they don't earn their points back. Can if you flood the field with lots of other equal priority targets though.
I seem to remember them lasting a fairly long time on one occasion when they were deployed on the same field as wraiths, scarabs, Spyders, a Culexus and a C'tan. My opponent couldn't work out where to shoot first, but it's probably as much the variety that did that as anything else.
2014/12/03 06:11:22
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
skoffs wrote: 5 Destroyers cost 200 points.
I can think of a bunch of things which would be a significantly better investment for 200 points.
Well, to be fair by that logic I can think of better points sinks than 600 points on two Command Barges that, whilst unkillable in the shooting phase, have nowhere near 600 points worth of damage output potential.
But yes, the durability is what sinks Destroyers. Even larger unit sizes so they have a chance to reanimate or a shooty weapon option for the Destroyer Lord so he has a reason to sit with them would help immensely.
2014/12/03 14:14:45
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Why keep a DL with them? They won't get any additional benefits, other than a res orb. A destroyer based cryptek could help.
Despite above comments, I still think they are better. If you had 200 pts would you buy 5 destroyers, 5 blades or 5 wraiths? Any of the three, depending on circumstances. I'd say all equally good.
15k+
3k+
2014/12/03 14:35:39
Subject: Re:++7th Ed. Necron Codex Report Card++ [work in progress]
Because a proper shooty Lord option on a Destroyer body would give them both an orb and someone with improved saves and spare wounds to tank some hits. Pretty massive survivability buff. Only reason it doesn't work now is because a Warscythe is completely contrary to the role of destroyers and a Staff of Light has awful range.
2014/12/03 18:14:44
Subject: Re:++7th Ed. Necron Codex Report Card++ [work in progress]
In all honestly this thread should never have been made and shouldn't exist for any army. (Personal Belief, but really? What ever happened to letting players just buying what they think is good, and learning for themselves?)
That said, you've done an amazing job putting it together. So here goes.
HQ: Nemesor Zahndrekh Should probably add in here that he's the best HQ for players just learning how to play Necrons, which seems to be one of the points you're aiming at with this thread. Yes, this is my opinion, and while I don't field him often anymore, I'd put him on the table LONG before I consider taking a D-Lord or a CCB Lord.
CCB Lord: 'A' but should be a 'B'. (On foot still an A+) For reasons already posted, but there are better places for the points. I'm in the camp that he's only so good because of the minority of players exploiting rules. I don't think any Necron player will expect him to remain this way. Definately not an auto-include even in his current state. He's just too easy to deal with.
Destroyer Lord: 'B' at best because no Court option. With Wraiths, he might go up, but still remains at a 'B' because in a competitive environment, they're still fairly reasonable to deal with and fluctuate greatly depending on the Meta. I don't run them anymore because they stopped making their points back. They're good, but not 'S' good.
TRANSPORT CCB: Again, a 'B'.
Ghost Ark: Only an 'S' in Warrior heavy armies with Warriors both in and out of the GA. Only a 'C' if you're just going to bring it with some Warriors inside and run Immortal Heavy. Overall, should just be a 'B'.
Night Scythe: 'A++' if you had such a rating. That said, they aren't vital.
TROOPS Warriors:The BEST unit in the whole codex. Don't assume that Warriors are any more vulnerable to assault than any other shooting unit in the game. Yes, this is one of the weakest aspects of the unit, but it is by no means a flaw. Things that take them out in assault probably take out most things in an assault.
ELITES: Deathmarks: solid 'A' / 'B+', even with the Despairtek. Only because you have to also sink points into the Accompanying Night Scythe, and you might get lucky to get a return on the points needed to do that in a competitive environment.
Triarch Stalkers: Vary too greatly depending on A) How many guns you're bringing and B) How many points the game is which directly affects point A. Should probably just add 'For infantry heavy armies'
Flayed Ones: C on their own. Compared side by side with Warriors, they're not good at all. Like Warriors they get better with support. BEST unit in the Codex to put a 'D-Lord', and match made by Orikan if you bring them with Zahndrekh. Even goes up to a 'B+' when you put a D-Lord in the unit with Zahdrekh. Yes it's pricey, but not when compared to the points people sink into a D-Lord/Wraithstar or Scarab farm. It's right on par, and should be graded as such. Even having said that. Do NOT recommend it for new players, it's something that Necron players should look at after they've gotten comfortable with the army, in particular how RP works.
FAST ATTACK: Wraiths: Should be a solid 'B', moving into a 'B+' with the D-Lord. As above in the D-Lord, they're good, just not enough to warrant that high of a rating. Necron players will do just fine w/o them, but they're still a good unit while newer players figure out the rest of the army. I only see problems when Necron players become dependent on them. The reward is awesome when your opponent doesn't know what to do when they're not on the table.
Canoptek Scarabs: Should be on par with Wraiths and Flayed Ones. They were good in 5th because of their Jet Bike move. While less mobile, you're right on the money with what they do.
HEAVY SUPPORT Annihilation Barge: This rating changes based on the size of the game. 'S' @ 500 pts. 'A' 500-1000, 'B' 100-1500, 'C+' 1500+. Quantum Shielding at lower points makes them great choices, at higher points, they're just like any other tank that you'd see. Recommend taking 2 at most on any list at any points level.
Doomsday Ark: Should probably be a 'C'. All your points are valid, but they are the only weapon we have in the Codex that fires over 36". Really only handy knowledge if you know you're going to be playing a Hammer and Anvil mission in advance, and still sits behind the Night/Doomscythe because they have the mobility to make up for their range. Yes, newer players should probably avoid this until the new Dex, but it's at least on par with the Monolith.
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Like you, I don't have much of an opinion on FW units, because I refuse to play with/against them for various personal beliefs, but glad they're included for sake of thoroughness.
While I'm under the impression that Necrons are one of the codex that won't benefit from any kind of allies, having other players opinions on which armies work well with Necrons for new player consideration would be a good thing to add to your project. Especially for consideration in a competitive environment.
This message was edited 1 time. Last update was at 2014/12/03 18:16:15
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
2014/12/03 18:17:24
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]
Destroyers are always awesome in theory. 2 S5 AP3 that can move 12" and shoot 24"? Wow that's great! But then you realize that W1 T4 3+ dies really, really easily for 40 points. I like Destroyers. I really, really do. I have a crapton of them because I love the models and I really want them to be good. But, they're just kinda asking to waste up to 200 points (260 if you make 3 of them Heavy).
If you are going to take them, you could do worse than giving them a Destroyer Lord though. He gives Preferred Enemy, and if you get to 12" that's 3 extra shots. He makes them tougher with the Res Orb and can stand out front with a 2+. Even if they get assaulted and he brought a Staff of Light, he can still bring MSS to make them tough to kill in CC.
But, 200 + 160 is a lot of points. That 3 Barges and change. Or 3 Night Scythes and change. For 10 points more a model, you can bring Acanthrites, which are just as fast, have better guns (though shorter range), are tougher and have 3 wounds.
If the new codex makes them 20-25 points? I'll bring a squad every game. Until then, nope.
2014/12/03 19:45:50
Subject: Re:++7th Ed. Necron Codex Report Card++ [work in progress]
Destroyers already have Preferred Enemy, so the Lord granting it means little.
They're also T5, so they're not quite T4 bad. Still close.
It's important not to mix them though. Destroyers and Heavy Destroyers have completely different target priorities, and can function at different ranges.
Gonna play them? Full unit, full Heavy unit, use ruins well to help with return fire and in a pinch, remember that both of them have Assault category shooting Weapons, Preferred enemy and access to Hammer of Wrath if they're right next to a unit they just depleted to almost nil and can take that risk on.
Make sure something is closer to the enemy than them too. That makes them less appealing than if you jump pack them out front.
Turning them back into Jetbikes would improve them. Turning them into Jetbikes and giving them the same gauss/tesla choice as Immortals would be fantastic. I'd take jinking Tesla Cannon jetbikers for 40 points in a heartbeat.
On another note: Only take a Night Scythe for Deathmarks if you were going to take a Night Scythe anyway and thus might as well. Deep striking usually isn't all that risky for a 5-6 man 25mm base unit.
2014/12/03 19:58:06
Subject: ++7th Ed. Necron Codex Report Card++ [work in progress]