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Made in us
Ferocious Blood Claw




So, I've searched dakka and sadly have found nothing about them. I am interested in Tomb Blades. Yes, they take away a spot used for Wraiths, but I don't really want to use wraiths, atleast not more than one squad if I do. So, my question is, has anyone used Tomb Blades, and if so what did you kit them out with and how did they fair in your games?

 
   
Made in us
Stalwart Space Marine




Tulsa, OK

I have mine with just bare bones with tesla. I used to have them modeled as gauss, but have found that distance is the key to their survival. If you were to upgrade them, I would suggest either the particle caster or the extra armor. The armor is the best IMO for it helps in both shooting and assault.

They need to use cover to the advantage and just harass the opponent. The key word is skirmisher.

In the games I have fielded them, they have done well as an annoyance. Either continually putting hits on FMC's for chances to drop them, or just safely dropping a couple gaunts as they advance.

The game in which they performed the best was vs nob bikers with lootas. In that game they were able to shoot at a flanking mid sized squad lootas in ruins, then turbo boost up to them, survive, and then shoot and charge them point blank to kill the survivors.

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Made in us
Ferocious Blood Claw




Thanks for the response Trozen. I was thinking of running them in a squad of three or four with the particle beamer, shield vanes, and maybe the neb scopes. They'll be a little pricey, but I think as a unit to run up my flank and try to clear troops off of objectives. If all else fails str 6 on some low av side armor could do some damage.

 
   
Made in ca
Grisly Ghost Ark Driver





I tend to run them with the particle caster and the stealth upgrade 'or' the armor one (both are fairly spendy and I find the cover save generally more useful for the role i use them). Play them out the way destroyers used to be in 3rd to 5th ed; as long ranged heavy infantry that you never want to put into assault with anything. They are the 'gunline' style opposite to the wraith in that format, and do a decent job of it.

Sadly though, wraiths are probably the better option for the slot most of the time. (though i believe you've already noticed that)

This message was edited 2 times. Last update was at 2012/12/02 19:24:41


 
   
Made in gb
Freaky Flayed One



London, UK

Havent had a chance to play them yet but have a squad of 3 ready to go. Ive kitted them out with beamers, neb scopes and one with shadow loom. Im also going along the lines of using them to annoy my opponent but have thrown a stalker with tl heavy gauss to pick targets. twin linked hvy gauss followed by 3 twin linked beamers, not sure how its going to fair but will try it in my next match.
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

They work great supporting an army in ghost arks and fliers, but otherwise destroyers are the way to go.

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Made in ca
Depraved Slaanesh Chaos Lord





I consider then the unloved middle child of the Necron's coveted FA slot.

Scarabs are there to mulch armour, and Wraiths are unquestionably the melee all-stars in the codex; I think this is generally accepted nowadays.

I like Destroyers & Heavy Destroyers. I think the heavy versions serve great as anti-tank and gunline terminator-killers; whereas the regular version is great for mowing down MEQ, and can do a decent job of glancing tanks to death as well.

Unfortunately, the Tomb Blades do not fulfill either of those roles any better than the other units. They seem to function best as either a harassment unit, of which I am not a fan of, as I prefer to fill my army up with as many direct threats as possible. The only role the Tomb Blades seem to excel at is stopping low-T hordes with Tesla or Particle weapons; and this role is far too situational for my liking. They do have the benefit of being cheap, but I find them needing at least one upgrade (usually either the armour or the cover save) and that gets expensive in a hurry.
   
Made in be
Deranged Necron Destroyer






tombblades do nothing immortals can do hence are overcosted and take out a slot better spent elswhere

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Made in ca
Depraved Slaanesh Chaos Lord





Valek wrote:tombblades do nothing immortals can do hence are overcosted and take out a slot better spent elswhere

Except for the vastly improved mobility and the option to take a blast weapon, as well as other upgrades.

But other than that, yeah, I guess.
   
Made in ca
Bane Lord Tartar Sauce




 azazel the cat wrote:
Valek wrote:tombblades do nothing immortals can do hence are overcosted and take out a slot better spent elswhere

Except for the vastly improved mobility and the option to take a blast weapon, as well as other upgrades.

But other than that, yeah, I guess.


They are also slightly more accurate than immortals and have a 5+ cover save, but can't score and are less durable. Also, once you start talking about taking upgrades their cost skyrockets. Particle Beamers are only mediocre as their low AP value means that they aren't really worth the 10 point upgrade against anything with a save of 4+ or better. And lets face it, as soon as you start increasing their cost, they become harder to justify when compared to Immortals.

If Particle Beamers were available for free, or were AP3, I would be able to suggest them, but as is I would argue that Tomb Blades are by far the worst fast attack choice available to Necrons.
   
Made in ca
Depraved Slaanesh Chaos Lord





Just to clarify: the last line of my comment was sarcasm. The two units are nothing alike.
   
Made in us
Fresh-Faced New User




For 3 points more than an immortal you can get a more accurate gauss or tesla, trade a 3+ save for a 4+/jink and T5, get jetbike mobility and other goodness. Generally speaking I think the stat upgrades are way overcosted to the point of being worthless. The +BS actively makes tesla bikes worse. The alternate option is for the sexy blast weapon which ups your points but gives you a unit that kicks out some good strength blasts. A full unit without any upgrade is only 100 points and provides decent punch for that cost. One unit won't drop something by itself but would work great in concert with other units. 3 full units eats up all your precious FA but 300 points for 15 super-immortals isn't exactly awful, if you're not inclined to do scarabs, wraiths or destroyers.

Of course, not being scarabs or wraiths will make them sub-optimal to the point of being unplayable to many folks, but they aren't a terrible unit by any means. I personally really like bike units in general for their ability to redeploy around the map as needed.
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

I like my tomb blades.

I run a destroyer lord with them and boy is that an annoying unit for my opponents. It's tough to kill with shooting with a Destroyer lord there soaking up shooting wounds, dishes out a fair amount of wounds, and I've actually done some damage in assault with that squad between the impact hits and war scythe.

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Made in us
Fireknife Shas'el





United States

There are no bad units in the Necron Codex. Just units that are better than others. I mean, Lychguard and Triarch Praetorians aren't bad. They just aren't as good as they could be, and are outclassed in their own codex, although Praetorians aren't pushovers in assault. Tomb Blades may not be the best choice for the FA slot, but then again, nothing in the Elites slot is worth a darn either. Except maybe the Stalker.

This message was edited 1 time. Last update was at 2012/12/04 04:35:13


 
   
Made in ca
Bane Lord Tartar Sauce




 McNinja wrote:
There are no bad units in the Necron Codex. Just units that are better than others. I mean, Lychguard and Triarch Praetorians aren't bad. They just aren't as good as they could be, and are outclassed in their own codex, although Praetorians aren't pushovers in assault. Tomb Blades may not be the best choice for the FA slot, but then again, nothing in the Elites slot is worth a darn either. Except maybe the Stalker.


Flayed Ones...

Also, on the topic of the Elites slot, I would argue that Deathmarks, Stalkers, and C'Tan are all viable options, but you really need to work with them in order for them to be good. Deathmarks are extremely efficient at taking down tough infantry with MoD and rapid fire sniper rifles, and even if you don't support the idea that they can mark multiple units they are nasty with a Veiltek. Stalkers are good but you need for your opponent to have a target tough enough to make it worth your while to TL a couple of other units, and C'Tan abilities cover so much that there is usually SOMETHING you can do with them.
   
Made in us
Stalwart Space Marine




Tulsa, OK

Flayed Ones are the only bad unit in the codex. Everything else can fit in a list, though I would never run a C'tan in 6th. I really enjoy using my stalkers. I don't think I have lost a game when fielding them.

I am starting to feel that any upgrade on tomb blades is not worth it. Once they start costing 30pts or more, I'd rather have destroyers. That is why I suggest bare bones.

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Nihilistic Necron Lord




The best State-Texas

Tomb blades are not a bad unit by any means, they just have some heavy competition in their slot. If you want to run them, it's best to keep them cheap. 5 of them is only 100 points with no upgrades, which is not bad at all. Thanks to Jink, T5 and Reanimation protocols, they are actually fairly survivable.

They can work either as Anti-infantry, or as Anti-tank/Anti- Infantry, depending on your weapon loadout. They are quick, and can start putting the hurt on fairly quickly, to most units. It takes quite a bit of firepower to down them, and even so, if you kept them cheap this isn't a big deal if you loose them.

If you want to upgrade them, the Shadowloom is probably the best option. Stay away from the Nebuloscopes, as that actually makes the unit worse. Sheildvanes are alright, but I'd rather take the Shadowloom. The Particle Beamer is excellent against Hordes as well. If you have to pick an upgrade, just pick one, and stay away from the rest, otherwise they will get driven up in cost too much.

tombblades do nothing immortals can do hence are overcosted and take out a slot better spent elsewhere


This is silly, and not true at all. For 3 Points more than an Immortal, you get a Jetbike With Jink, T5, and a Twin-linked Tesla Carbine/or Gauss Blaster. Yes, they loose the 3+ Armor save, but otherwise they would be rather ridiculous. That's not overcosted at all, it's quite right. They serve a totally different purpose than Immortals as well.


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Made in us
Ferocious Blood Claw




The only reason i would take the nebuloscopes is if i was i was taking the beamer to reduce the scatter. I also think that tomb blades are a better way to deliver a guass blaster. i mean, lets face it immortals are always going to be ran with tesla because if you want guas you take the cheaper warriors. But a jet bike with a twin linked guass blaster? I think that has potential, I am starting to believe that tomb blade do have a place. One unit, 3-5 strong, then you can kit them out as either anti-infantry (either neb scopes and beamer or the tesla weapon) or the anti vehicle (with the guass blaster) a jet bike will get into rapid fire much faster than an immortal, unless you pay for a night scythe.

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I find that 3 particle beamers makes most targets sweat.
Sadly, its also pretty pricey.

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Made in gb
Nihilistic Necron Lord




The best State-Texas

ADrunknPirate wrote:
The only reason i would take the nebuloscopes is if i was i was taking the beamer to reduce the scatter. I also think that tomb blades are a better way to deliver a guass blaster. i mean, lets face it immortals are always going to be ran with tesla because if you want guas you take the cheaper warriors. But a jet bike with a twin linked guass blaster? I think that has potential, I am starting to believe that tomb blade do have a place. One unit, 3-5 strong, then you can kit them out as either anti-infantry (either neb scopes and beamer or the tesla weapon) or the anti vehicle (with the guass blaster) a jet bike will get into rapid fire much faster than an immortal, unless you pay for a night scythe.


The Extra points you pay for the Nebuloscopes really aren't that useful. You have pretty much a less than 50% chance to scatter. You can nearly purchase another Tomblade, for the price your spending on Neubloscopes.

I would say Tomb blades also benefit the most from having a max sized squad. 3, IMO doesn't put out enough firepower to make it worth it, you really want 5 of whatever configuration you choose. It also helps them make sure they have at least one model standing, for RP.

I've played them recently, running them with Gauss blasters. This ends up working out pretty well, as they can either strip a hull point or two off, or hit some infantry. I used the Particle beamers a few times in 5th, and that was just fantastic Anti-infantry. That option gets expensive really quick though.

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Made in gb
Daemonic Dreadnought





Derby, UK.

I got a set for my birthday and hve yet to build them. kepp thinking " i coudl trade them in for seomething else" but then i get tempted by the though of jetbikes.

If I built them i think i would go with the Blasters and Shadowlooms. They can TurboBoost to cover the table and this would aos give them a nice 3+ cover save (Jink+Turbo+'Loom) - more if you can get nightfighting in turn 1. I also think the Blaster is a bit more versatile. You probably won't destroy many tanks outright, but you have a decent chance of stripping off those ellusive final hullpoints.

This message was edited 1 time. Last update was at 2012/12/05 19:12:00


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