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Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 01:57:22


Post by: CharlieTheMelon


Hey, first time poster here.

Has noone seen Kutlakhs stats? I mean Lychguard are getting hella stick BUT this guy lets them move, advance and charge all in one turn if he's close enough to the unit. He can then give them +1 to advances and charges and +1 to hit. That's hitting on 2+. I know warscythes + kutlakh is then 500 points but 20 hits on 2+ and then most probably 3+ (for the majority of infantry) with -4AP is sick right? Plus he makes them moveable.

Let's then throw Anrakyr in giving them an extra attack plus another warsythe and the use of an enemy vehicle weapon for added memes. 33 warsythe attacks and kutlakhs obsidiax x3. You're probably looking at hitting 30 of these in total doing 2 wounds -4 AP for the scythes and D3 -3 for Kutlakh. This even eats hordes.

Expensive combo at >660 points but could be the new death star when you think that Kutlakh and Anrakyr can walk in front of the Lychguard and soak up fire. Especially Kutlakh with 2+ 4++. He regains D3 from living metal and if a wound goes through of >2 damage just let one of the Lychguard intercept it and simply take 1 mortal wound instead. If you add a cryptek here we are then also looking at 4+ reanimation making for ever more memes.

Surely this has to be one of the best combos we can see which is relatable to Lychguard+royal court from 7e?

Thoughts?


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:08:47


Post by: Klowny


Spoiler:
Maelstrom808 wrote:2500 point games so higher than the standard 2k. The last couple of lists had zero troop units. One had a couple of CCBs and a couple of stalkers because it was a 100% QS list. It was mostly an experiment. Currently playing around with a list with 6 DDAs, 1 TS, 3 wraith units, nightbringer, and a couple of destroyer lords. It's done pretty well so far. I've got a team game in a days that is 1500 points per player so I'm considering how I want to down size. Even at 2k, it should be entirely possible to run 5-6 DDAs without too much fuss.


Automatically Appended Next Post:
nubsauce wrote:
sieGermans wrote:
 Maelstrom808 wrote:
I've been running lists utilizing several DDAs (6-8) and have gotten some of my best use out of them by moving 2-3 to bring flayer arcs into rapid fire range to delete units, while leaving a few back to drop long range anti tank fire. Next turn I move the ones that stayed still and hold the ones that moved. In this manner you can leap frog around the board in a manner of speaking. You can still almost always find good targets for the low powered shots.


Six to eight? What size games are these or are you running min size immortals to fit within 2k?


His sig says he has 5600 points of Necron, so I'm guessing pretty big ones!

The strategy sounds pretty solid. I never even thought about trying to get the barge into Rapid Fire range. But 20 shots of Str 4. AP -1 is nothing to be taken lightly! And the mobility from 12" movement, and the Fly keyword to exit CC is awesome. DDarks are so tough, they actually make a decent front-liner for any size army...

Nice. I'm sure my opponents are going to greatly dislike those.


Lol, I forgot that was even there since I don't see sigs on my phone. It hasn't been updated since early 6e. I've added to it and I'm sure with 8e points it will go up a bit

Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.

GhostRecon wrote:Remembering a comment made earlier in the thread about the ITC first turn rule; didn't see it mentioned but you can't use a CP to seize the initiative under the ITC format. Or in the first battle round. Far more balanced that way.

Oh okay yea I haven't seen the ruling from ITC, just what has been said piecemeal on the boards. That sounds much better then overall.

ski107 wrote:People that are playing Deathmarks - are you usually going for just the 5 or a full 10?

Depends, 10 is better for ensuring a HQ is dead, (5 couldn't kill a puny Guard HQ in two turns ><, but had bad rolling) and also reduces unit numbers, but2x 5 are better for DS retaliation on things like scions. Depends on what your vs'ing.


Spoiler:
Automatically Appended Next Post:
CharlieTheMelon wrote:Hey, first time poster here.

Has noone seen Kutlakhs stats? I mean Lychguard are getting hella stick BUT this guy lets them move, advance and charge all in one turn if he's close enough to the unit. He can then give them +1 to advances and charges and +1 to hit. That's hitting on 2+. I know warscythes + kutlakh is then 500 points but 20 hits on 2+ and then most probably 3+ (for the majority of infantry) with -4AP is sick right? Plus he makes them moveable.

Let's then throw Anrakyr in giving them an extra attack plus another warsythe and the use of an enemy vehicle weapon for added memes. 33 warsythe attacks and kutlakhs obsidiax x3. You're probably looking at hitting 30 of these in total doing 2 wounds -4 AP for the scythes and D3 -3 for Kutlakh. This even eats hordes.

Expensive combo at >660 points but could be the new death star when you think that Kutlakh and Anrakyr can walk in front of the Lychguard and soak up fire. Especially Kutlakh with 2+ 4++. He regains D3 from living metal and if a wound goes through of >2 damage just let one of the Lychguard intercept it and simply take 1 mortal wound instead. If you add a cryptek here we are then also looking at 4+ reanimation making for ever more memes.

Surely this has to be one of the best combos we can see which is relatable to Lychguard+royal court from 7e?

Thoughts?

He is good, but you have to remember that that combo is incredibly slow. A cryptek would also be good in there so the lychguard can absorb the abuse, have a 5++ and a 4+ RP. Then you need some way of getting them where they need to be. Deceiver and HQ's in a GA is probably the cheapest but they have to absorb around of shooting before they can do anything. Or 3-4 night scythes, or monoliths etc. if the other army is coming to you this is less of a problem, but if you have to go to them then the combo easily starts hitting north of 1k

Spoiler:
Grimgold wrote:
 skoffs wrote:
 rvd1ofakind wrote:
Ok, let's look at the tournament results. Top 3:
harlequins
fliers
marines.

Which fliers?
All fliers?


BA marine flyer spam, he is in my local meta, kind of a douche. I expressed my dislike of how cheesy that was, and my skepticism that lists like it would finish within shooting distance of the top table in a real tournament, we'll just say my FB group was less than thrilled with my analysis. it, I call em like I see em. Six flyers, with a unit of tac marines and a captain.

Yea I feel pylons are going to be in most comp necron list. Wether it's the big gun, which is awesome and will wreck a flyer a turn at minimum (puts out 3d6 tesla shots too) and buffs the rest of the army while also hard countering knight lists. Alternatively you could have a sentry pylon matrix for cheaper and blow them out of the sky very fast.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:25:01


Post by: Marshal_Gus


I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:27:50


Post by: Klowny


On the topic of sentry pylon loadout, heat cannons or gauss exterminators? I feel even against that BA flyer spam the heat cannon will be better, as it is only on a -1 vs the GE, but it's D6 shots vs 2. Both are at -4 ap, the gauss is wounding on 3's the heat on 4's but the cannon has the melta rule, so unless his flyers are sitting backfield all game the heat rays should come out on top in a firefight vs flyers compared to the GE. But in a competition they also perform much better against all other targets.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:31:06


Post by: col_impact


I think for the best lists you just want to spam the good stuff and the most efficient stuff.

Something along the lines of this . . .

Battalion - 3 CPs

HQ
Overlord w SoL - 119
Cryptek - 104

Troops
5x Tesla Immortals - 85
5x Tesla Immortals - 85
20x Warriors - 240

Elite
1 x Triarch Stalker w/HGC - 181

FA
1x Tomb Sentinel w/Gloom Prism - 185
1x Tomb Sentinel w/Gloom Prism - 185
6x Scarabs - 78

Heavy
1x Tesseract Ark w/Tesla - 246
1x Tesseract Ark w/Tesla - 246
1X Tesseract Ark w/Tesla - 246


2000 points exactly.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:40:19


Post by: Klowny


Marshal_Gus wrote:
I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.


Flayed ones seem sooooo overpriced for what they can do. They DS, soak shooting a turn, then charge and do their damage. Which is formidiable at full strength.

But compare them to scarabs.

For the same price you get 33 scarab bases, who also have 4 attacks, so scarabs put out more attacks. They have double the movement, so are more flexible with what they can do during the game. Have 99 wounds vs 20. Can threaten big stuff better than flayed ones. Also 33 scarabs is 4 units meaning they can tie up more stuff, grab more objectives etc.

FO have a higher S & T, and shred on their weapon and a better save. But I don't think a better save and higher toughness counteracts having 5x less wounds.

Imohtekh buffs the FO (he has to be aggressive and can't deepstrike so it's kinda hard for him to give the buff to them), but a spyder buffs scarabs exponentially more, for cheaper than Imotekh, and can repair vehicles, and can deny the witch.

I really love my flayed ones, but I don't think I can justify them when you compare them to scarabs in this edition. They're just waaaaay too expensive for what they bring.


Spoiler:
Automatically Appended Next Post:
col_impact wrote:
I think for the best lists you just want to spam the good stuff and the most efficient stuff.

Something along the lines of this . . .

Battalion - 3 CPs

HQ
Overlord w SoL - 119
Cryptek - 104

Troops
5x Tesla Immortals - 85
5x Tesla Immortals - 85
20x Warriors - 240

Elite
1 x Triarch Stalker w/HGC - 181

FA
1x Tomb Sentinel w/Gloom Prism - 185
1x Tomb Sentinel w/Gloom Prism - 185
6x Scarabs - 78

Heavy
1x Tesseract Ark w/Tesla - 246
1x Tesseract Ark w/Tesla - 246
1X Tesseract Ark w/Tesla - 246


2000 points exactly.

I agree with this for the most part, however I don't think we need to stick to a battalion to be competitive. IMO I feel heat cannon sentry pylons are better than the sentinels. They have 1 less wound but for the most part do more damage than the sentinels, considering the sentinel will always be moving and hitting with a -1. Yes they're better in melee but if you get them there they ain't shooting again until the combat is over, while 36" melta means the pylons have a larger threat radius.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 02:50:39


Post by: Actinium


The gauss pylon's tesla arc is a pistol, so it can't shoot that and the gauss annihilator in the same turn, and horde spam lists will probably just stay 18+ inches away after it lands to make it near useless so you probably will never shoot the tesla arc.

I'm not 100% sold on sentry pylons. They don't have their big brother's macro typing so they get the -1 to hit the turn they come in from reserves. They also lack the 'immobile' special rule which means if you do whiff on making their points back in their alpha strike turn then they can be really easily shut down by an assault or high damage weapons. I am however tickled by the idea that sentry pylons are technically capable of making an advance move up to 9". Does it slowly hover like a monolith? No, the true headcannon is that there are dozens of tiny robot feet hidden under the platform.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 03:02:46


Post by: Klowny


 Actinium wrote:
The gauss pylon's tesla arc is a pistol, so it can't shoot that and the gauss annihilator in the same turn, and horde spam lists will probably just stay 18+ inches away after it lands to make it near useless so you probably will never shoot the tesla arc.

I'm not 100% sold on sentry pylons. They don't have their big brother's macro typing so they get the -1 to hit the turn they come in from reserves. They also lack the 'immobile' special rule which means if you do whiff on making their points back in their alpha strike turn then they can be really easily shut down by an assault or high damage weapons. I am however tickled by the idea that sentry pylons are technically capable of making an advance move up to 9". Does it slowly hover like a monolith? No, the true headcannon is that there are dozens of tiny robot feet hidden under the platform.


Yep I forgot about pistol rule. It's obviously for cc then as that is a nasty counter assault. I've found just deploying the pylons t1 is good. Still can threaten a lot of the board from our deployment zone


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 03:14:49


Post by: Maelstrom808


 Klowny wrote:

Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.


I am playing around with the TA in my next large game. I don't feel that it is quite the direct replacement for the mass flayer shots of the DDAs as I've been facing a lot of invulnerable saves lately (Tau shield generators, Harlequins, etc.) and when trying to bust through them, having guns with better AP is not nearly as useful as making them roll a ton of saves. I still like the TA as I think it's a better tank hunter and can do great as a mobile backfield guardian, but I think the DDAs will function better in the midfield role when used en masse, especially when you look at the points you save.


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 04:20:50


Post by: Klowny


 Maelstrom808 wrote:
 Klowny wrote:

Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.


I am playing around with the TA in my next large game. I don't feel that it is quite the direct replacement for the mass flayer shots of the DDAs as I've been facing a lot of invulnerable saves lately (Tau shield generators, Harlequins, etc.) and when trying to bust through them, having guns with better AP is not nearly as useful as making them roll a ton of saves. I still like the TA as I think it's a better tank hunter and can do great as a mobile backfield guardian, but I think the DDAs will function better in the midfield role when used en masse, especially when you look at the points you save.


Wouldn't 20/40 warriors backed by a GA be a better option then? I suppose the durability coupled with the flayer and big gun that is better than a straight 100 gauss shots? If your looking for massed shots on a durable chassis have you tried the TV? I know it's expensive but it has a metric ton of wounds, puts out 20 tesla shots a turn as well as mortal wounds. It's comparable in points, firepower and wounds as DDA

Edit: nope just realised it's nowhere near comparable kek


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 04:47:40


Post by: skoffs


What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?

??% horde control
??% anti vehicle (including flyers)
??% objective capture/control
etc.

And what units accomplish what jobs best?


Also, was the Skyshield Landing Pad worth considering for a weapons platform?
Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)


Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 06:39:35


Post by: torblind


 skoffs wrote:
What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?

??% horde control
??% anti vehicle (including flyers)
??% objective capture/control
etc.

And what units accomplish what jobs best?


Also, was the Skyshield Landing Pad worth considering for a weapons platform?
Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)


Perhaps amount of firepower would be a better measure, eg:

  • Horde control: equivalent of 40 BS3+ S5 tesla shots

  • anti vehicle: equivalent of 6 HGC shots

  • objecive control: at least 2 units with 4+ models that have 8" or more in move


  • The DDA would then be able to contribute in multiple slots, even HDs could be in reserve for objective duty.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 10:31:08


    Post by: Klowny


     skoffs wrote:
    What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?

    ??% horde control
    ??% anti vehicle (including flyers)
    ??% objective capture/control
    etc.

    And what units accomplish what jobs best?


    Also, was the Skyshield Landing Pad worth considering for a weapons platform?
    Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
    Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)


    Yeah it's a bit hard to quantify as most things will fill multiple roles. There's not many dedicated anything units that I can think of straight away.

    Sky shield and void shield take up a whole detachment slot, and arks are very durable as is. If a detachment is free a sky shield would be good for DDA to give LOS.
    The unfurled regen the pad gives is actually really good, keep it up initially for the invuln, then drop it down to regen back up. It's cheap too! In fact, it's better in every way than a VSG, the invuln is better on the generator when it's above half wounds, but it doesn't have a regen option and is more expensive.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 12:38:12


    Post by: sieGermans


    [Nevermind]


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 12:44:54


    Post by: torblind


     Klowny wrote:
     skoffs wrote:
    What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?

    ??% horde control
    ??% anti vehicle (including flyers)
    ??% objective capture/control
    etc.

    And what units accomplish what jobs best?


    Also, was the Skyshield Landing Pad worth considering for a weapons platform?
    Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
    Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)


    Yeah it's a bit hard to quantify as most things will fill multiple roles. There's not many dedicated anything units that I can think of straight away.

    Sky shield and void shield take up a whole detachment slot, and arks are very durable as is. If a detachment is free a sky shield would be good for DDA to give LOS.
    The unfurled regen the pad gives is actually really good, keep it up initially for the invuln, then drop it down to regen back up. It's cheap too! In fact, it's better in every way than a VSG, the invuln is better on the generator when it's above half wounds, but it doesn't have a regen option and is more expensive.


    Well wound healing is for flyer battlefield roles only, and our fliers cant stay still for a turn, so that part of the plan probably wouldn't work. But the invul is nice, though QS already helps in that department


    Automatically Appended Next Post:
    What about a bunker for our heavy destroyers?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 13:15:30


    Post by: skoffs


    torblind wrote:
    What about a bunker for our heavy destroyers?

    I'd thought about that, too, but they typically want to be pretty mobile to get line of sight on their targets (going after/sitting on objectives).

    Also, yeah, Sky Shield regens things that are flyers, not just things with <flying>. Still a decent way to give DDAs an invuln as well as a better vantage point on the table.

    Any other fortifications worth considering?


    Automatically Appended Next Post:
    Also, I can't remember what we concluded:
    Was it more effective to take a HGC Stalker + DDA or just pay 22 extra points to take 2x DDAs?
    (I have a feeling it was the latter, but can't be certain)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 17:00:02


    Post by: Slayer-Fan123


    I don't think you can go wrong with either one. Stalker would be more helpful for hordes because you can buff shooting against them, but when you're facing heavier targets you're simply better off with the second Ark.


    Automatically Appended Next Post:
     Klowny wrote:
    Marshal_Gus wrote:
    I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.


    Flayed ones seem sooooo overpriced for what they can do. They DS, soak shooting a turn, then charge and do their damage. Which is formidiable at full strength.

    But compare them to scarabs.

    For the same price you get 33 scarab bases, who also have 4 attacks, so scarabs put out more attacks. They have double the movement, so are more flexible with what they can do during the game. Have 99 wounds vs 20. Can threaten big stuff better than flayed ones. Also 33 scarabs is 4 units meaning they can tie up more stuff, grab more objectives etc.

    FO have a higher S & T, and shred on their weapon and a better save. But I don't think a better save and higher toughness counteracts having 5x less wounds.

    Imohtekh buffs the FO (he has to be aggressive and can't deepstrike so it's kinda hard for him to give the buff to them), but a spyder buffs scarabs exponentially more, for cheaper than Imotekh, and can repair vehicles, and can deny the witch.

    I really love my flayed ones, but I don't think I can justify them when you compare them to scarabs in this edition. They're just waaaaay too expensive for what they bring.


    Spoiler:
    Automatically Appended Next Post:
    col_impact wrote:
    I think for the best lists you just want to spam the good stuff and the most efficient stuff.

    Something along the lines of this . . .

    Battalion - 3 CPs

    HQ
    Overlord w SoL - 119
    Cryptek - 104

    Troops
    5x Tesla Immortals - 85
    5x Tesla Immortals - 85
    20x Warriors - 240

    Elite
    1 x Triarch Stalker w/HGC - 181

    FA
    1x Tomb Sentinel w/Gloom Prism - 185
    1x Tomb Sentinel w/Gloom Prism - 185
    6x Scarabs - 78

    Heavy
    1x Tesseract Ark w/Tesla - 246
    1x Tesseract Ark w/Tesla - 246
    1X Tesseract Ark w/Tesla - 246


    2000 points exactly.

    I agree with this for the most part, however I don't think we need to stick to a battalion to be competitive. IMO I feel heat cannon sentry pylons are better than the sentinels. They have 1 less wound but for the most part do more damage than the sentinels, considering the sentinel will always be moving and hitting with a -1. Yes they're better in melee but if you get them there they ain't shooting again until the combat is over, while 36" melta means the pylons have a larger threat radius.

    Yeah, Flayed Ones are one of the few units I think are super bizarrely priced. They're maybe worth 15 total.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 17:16:58


    Post by: CthuluIsSpy


    Good news everyone, CCBs are now characters as per the new FAQ


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 17:18:04


    Post by: Pepe96


    How much better are they now?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 17:24:42


    Post by: CthuluIsSpy


    Well, you can't focus them down now, so they got a bit more survivable.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 17:35:49


    Post by: skoffs


    So what is the ideal thing to accompany the CCB, now?
    Ideally something fast to keep up with them.
    They can still only give out its MWBD ("Command Wave") to <DYNASTY> INFANTRY units, so Tomb Blades and Praetorians aren't benefiting from it. The Canopteks, too.
    Destroyers, maybe?


    Actually, it kinda looks like the CCB and the Destroyer Lord are pretty close.

    CCB: M12" WS2+ BS2+ S5 T6 W8 A3 Ld10 Sv 3+/0++ Points 162 (WS, Tesla), Command Wave, QS
    D.L. : M10" WS3+ BS3+ S5 T6 W6 A4 Ld10 Sv 3+/4++ Points 135 (WS), Reroll 1s to hit

    What do you think, worth the 27 point difference now?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:08:18


    Post by: Aenar


    FAQ and Errata are out.

    - RP reanimated models have to be placed in coherence with models that did not reanimate this turn. I guess that limits its effectiveness a bit.
    - RP reanimated models return with full wounds!
    - CCB have the Character keyword.
    - Imotekh has Ld 10.
    - Quantum Shielding cannot save Mortal Wounds since they are single damage wounds (duh!)
    - C'Tan's Time's Arrow looks at the highest Wounds characteristic in the target unit.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:10:01


    Post by: Actinium


    The minor differences in their stat line probably don't matter. I think there might be something to be said for bringing a gauss cannon on the CCB, even if it is 34 more points than a d.lord and doesn't re-roll 1s that's still almost half the cost of a whole destroyer for the same gun.
    I think a CCB is better for 1 unit of destroyers but the destroyer lord is probably better for 2 or more, because Command Wave still only effects 1 unit a turn while United in Hatred is an aura.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:15:39


    Post by: skoffs


     Actinium wrote:
    The minor differences in their stat line probably don't matter. I think there might be something to be said for bringing a gauss cannon on the CCB, even if it is 34 more points than a d.lord and doesn't re-roll 1s that's still almost half the cost of a whole destroyer for the same gun

    The difference there being that Destroyers don't get the -1 to hit for firing their Heavy weapons, where as the CCB does, reducing its effectiveness (same reason why the Assault Tesla Cannon tends to be the better choice on Annihilation Barges).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:16:24


    Post by: torblind


    Well, there is the added flexibility in that it can move 12" to buff any unit that needs buffing.

    Furthermore it brings a nice underslung gun that hits on 2+, and a very nice CC weapon that hits on 2+, and he can move to add some bang where needed. I'd say its a relevant choice.

    And it offers variety, which eventually makes possible more fun! (don't forget the fun!)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:20:03


    Post by: torblind


    Does this FAQ change mean that the Tesseract Vault can not shoot the same power three times?

    (I was planning on using it to decimate hordes with 3x Seismic Assault)

    T.

    [Thumb - Selection_015.png]


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:21:01


    Post by: Actinium


    The barge is bs2+ so moving and shooting the gauss cannon is a 3+ same as destroyers. You could take a 2+ tesla but if its job is to follow destroyers around i figure having the same ideal shooting targets is a boon.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:21:37


    Post by: Punisher


    I actually like both the CCB and Destroyer lord now. Probably going to run both in my lists. CCB with immortals and D.L with destroyers seems like a strong core to a list.

    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:24:20


    Post by: torblind


     Punisher wrote:
    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    That didin't change though?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:27:57


    Post by: Pyrothem


    So I guess our Prets, Stalker and The Traveler stay Dynestyless. Sigh, poor Traveler stuck at a sad 5" move and no spider rep love for the Stalker. So now a year+ wait for our codex.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:32:26


    Post by: col_impact


    Pyrothem wrote:
    So I guess our Prets, Stalker and The Traveler stay Dynestyless. Sigh, poor Traveler stuck at a sad 5" move and no spider rep love for the Stalker. So now a year+ wait for our codex.


    It seems obvious that those units are intentionally excluded from Dynasty buffs. It's in the fluff. I would definitely not expect it to change with the new codex.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:36:15


    Post by: Punisher


    torblind wrote:


    That didin't change though?


    Ah ya my bad, just assumed there was a change since they included it. They just fixed the grammar.


    Automatically Appended Next Post:
    I think it's better to go with the tesla under-slung for the CCB, it's cheaper and the only time the gauss is better is against multi wound units and even then it's not much better. So I'd just save the points, the extra shot and ability to fire at full BS make the tesla function fine on a unit that is going to be realistically moving every turn.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:43:15


    Post by: skoffs


     Actinium wrote:
    The barge is bs2+ so moving and shooting the gauss cannon is a 3+ same as destroyers. You could take a 2+ tesla but if its job is to follow destroyers around i figure having the same ideal shooting targets is a boon.

    Fair point.
    A CCB w/ GC & WS is practically the same cost as a D.Lord w/ WS & RO.
    2 CCBs + 1 D.L is just over 500 points.
    Those three HQs working with a couple of full strength Destroyer units would be pretty decimating.
    Spoiler:
    [Battalion]
    CCB (WS, GC) - 169
    CCB (WS, GC) - 169

    10 Immortals (T) - 170
    10 Immortals (T) - 170
    10 Immortals (T) - 170

    8 Deathmarks - 160


    [Outrider]
    D.Lord (WS, RO) - 170

    5 Destroyers (+HD) - 390
    5 Destroyers (+HD) - 390
    3 Scarabs - 39

    = 1997


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:50:18


    Post by: Aenar


    torblind wrote:
     Punisher wrote:
    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    That didin't change though?

    It did change: reanimated models have to be placed in coherence with models that did not reanimate this turn.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:50:46


    Post by: vipoid


    Are you sure you're comparing the CCB to the right unit?

    Instead of comparing it to the Destroyer Lord, should we perhaps compare it instead to the regular Overlord?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:52:14


    Post by: CthuluIsSpy


    Aenar wrote:
    torblind wrote:
     Punisher wrote:
    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    That didin't change though?

    It did change: reanimated models have to be placed in coherence with models that did not reanimate this turn.


    Isn't that how it was originally? I think it was clear before that you can't reanimate a model and place it next to another reanimated model.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:55:36


    Post by: Aenar


     CthuluIsSpy wrote:
    Aenar wrote:
    torblind wrote:
     Punisher wrote:
    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    That didin't change though?

    It did change: reanimated models have to be placed in coherence with models that did not reanimate this turn.


    Isn't that how it was originally? I think it was clear before that you can't reanimate a model and place it next to another reanimated model.

    You cannot place next to another reanimated model, but within 2" of a model that was on the table at the start of the turn. For example: you have 1 Warrior alive in a 20-men unit. You roll for RP but you cannot place all the 19 of them (given you roll accordingly) if you can't place all 19 of them within 2" of the remaining Warrior. I don't know how many Warriors you can fit within 2" of a single one, and enemy units / obstacles will reduce that amount for sure.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:56:24


    Post by: skoffs


     vipoid wrote:
    Are you sure you're comparing the CCB to the right unit?

    Instead of comparing it to the Destroyer Lord, should we perhaps compare it instead to the regular Overlord?

    You could, but I was just thinking of HQ that go fast.
    Though reconsidering it, they complement each other rather than compete.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 18:59:26


    Post by: CthuluIsSpy


    Aenar wrote:
     CthuluIsSpy wrote:
    Aenar wrote:
    torblind wrote:
     Punisher wrote:
    I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.


    That didin't change though?

    It did change: reanimated models have to be placed in coherence with models that did not reanimate this turn.


    Isn't that how it was originally? I think it was clear before that you can't reanimate a model and place it next to another reanimated model.

    You cannot place next to another reanimated model, but within 2" of a model that was on the table at the start of the turn. For example: you have 1 Warrior alive in a 20-men unit. You roll for RP but you cannot place all the 19 of them (given you roll accordingly) if you can't place all 19 of them within 2" of the remaining Warrior. I don't know how many Warriors you can fit within 2" of a single one, and enemy units / obstacles will reduce that amount for sure.


    I understand that, and that's how it was before, wasn't it? Were people really playing it so that you can put reanimated models together? I understood that was forbidden from the get go.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:05:36


    Post by: vipoid


     skoffs wrote:
    You could, but I was just thinking of HQ that go fast.
    Though reconsidering it, they complement each other rather than compete.


    Yeah, I think they serve different roles - the Destroyer Lord is still the best one for buffing Destroyers (unless you only have one unit of them), whilst the CCB is going to be better for most other units.

    I think I'll definitely pick the CCB over an Overlord if I can afford it though.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:14:23


    Post by: Malygon


    Old
    When a model’s reanimation protocols activate, set it up model in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models.


    FAQ
    When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models.’


    They really just fixed a typo.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:15:19


    Post by: Kuguar6


     vipoid wrote:
     skoffs wrote:
    You could, but I was just thinking of HQ that go fast.
    Though reconsidering it, they complement each other rather than compete.


    Yeah, I think they serve different roles - the Destroyer Lord is still the best one for buffing Destroyers (unless you only have one unit of them), whilst the CCB is going to be better for most other units.

    I think I'll definitely pick the CCB over an Overlord if I can afford it though.

    I keep my char close to front (2") to use his heroic intervention. Its big advantage of all char.
    I dont like CCB becouse he was so big and waste point for shooting weapon when i want cc hq.
    For immo hq you dont need his mobility.
    He can be good for qs spam army. Mobility help him ride with AB, stalkers or arks.
    He also can be good for prets if they get dynasty.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:15:22


    Post by: skoffs


     vipoid wrote:
    I think I'll definitely pick the CCB over an Overlord if I can afford it though.

    Main pros for Overlord: 4++, can take RO, benefits from cover.
    Main pros for CCB: QS, faster, +3W, +1T, gun.
    Worth the 50 point difference? Probably.
    Just wish it could give TBs MWBD...


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:29:53


    Post by: vipoid


    Kuguar6 wrote:

    I keep my char close to front (2") to use his heroic intervention. Its big advantage of all char.


    I don't understand why you can't do this with a CCB.

    Kuguar6 wrote:

    I dont like CCB becouse he was so big and waste point for shooting weapon when i want cc hq.


    Fair enough. Personally I think our HQs need all the shooting they can get.

    Kuguar6 wrote:

    For immo hq you dont need his mobility.


    That's debatable, I think. Especially if you're using multiple units of Immortals in your army.

     skoffs wrote:

    Main pros for Overlord: 4++, can take RO, benefits from cover.
    Main pros for CCB: QS, faster, +3W, +1T, gun.
    Worth the 50 point difference? Probably.


    Just a point but the CCB can take a RO as well. Might actually be the best character for it - since he can hang out with more expensive units, whilst still buffing an Immortal unit 12" away.

     skoffs wrote:
    Just wish it could give TBs MWBD...


    Or Praetorians.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:39:00


    Post by: col_impact


    Other pros to consider for the CCB.

    Has Fly keyword which means he can leave assaults and still shoot. The D Lord is the only other HQ that can do this.

    Having Fly keyword also means he can assault flyers, which is possibly a huge asset if flyer spam becomes a thing in the meta (which is almost a sure thing)

    Having Fly keyword also means he can perch on top of buildings and avoid nearly all CC if he wants to.


    Also the CCB is a vehicle.

    He can be repaired with Spyders or Toholk. Spyders just got a big boost to their overall viability. Not only can Spyders repopulate the Scarab swarms that seem to be in everyone's list but they can also repair your Warlord and protect him from Psychic attacks. That's a lot of value.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:41:21


    Post by: Aenar


    Malygon wrote:
    Old
    When a model’s reanimation protocols activate, set it up model in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models.


    FAQ
    When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models.’


    They really just fixed a typo.


    You are right, I didn't go back to read the original rule.

    Well, I guess that the CCB could be revised in the OP tier list... It is quite solid now.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:44:22


    Post by: Actinium


    Cheap overlord and 10 immortals cause 30 hits for 274 points where 16 immortals cause 32 hits for 272 points.

    Cheap CCB and 10 immortals cause 33 hits (30 carbine + 3 cannon) for 324 points and 19 immortals cause 38 hits for 323 points.

    It's pretty close between pure troops or overlord support or CCB support, it's just kind of a sliding scale on shooting efficiency vs how much beef you want hiding in your troops.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 19:58:53


    Post by: vipoid


     Actinium wrote:
    Cheap overlord and 10 immortals cause 30 hits for 274 points where 16 immortals cause 32 hits for 272 points.

    Cheap CCB and 10 immortals cause 33 hits (30 carbine + 3 cannon) for 324 points and 19 immortals cause 38 hits for 323 points.

    It's pretty close between pure troops or overlord support or CCB support, it's just kind of a sliding scale on shooting efficiency vs how much beef you want hiding in your troops.


    I think I'd come at it the other way. I'd take an Overlord and Destroyer Lord first, then add in the core units for my army. After that, I'll see if I have any points left over to upgrade the Overlord to a CCB.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 20:12:56


    Post by: col_impact


    FAQ on Understrength Units

    Spoiler:
    Page 242 – Understrength Units
    Change the second paragraph to read: ‘If you are using Power Ratings, you must still pay the Power Rating cost as if you had a minimum-sized unit, even though it contains fewer models. If you are using points, you only pay the points for the models you actually have in an understrength unit (and any wargear they are equipped with). An understrength unit still takes up the appropriate slot in a Detachment.’

    Does this officially endorse the practice of putting 9 warriors + HQ in a Ghost Ark?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 20:31:36


    Post by: Malygon


    Spoiler:
    col_impact wrote:
    FAQ on Understrength Units

    Page 242 – Understrength Units
    Change the second paragraph to read: ‘If you are using Power Ratings, you must still pay the Power Rating cost as if you had a minimum-sized unit, even though it contains fewer models. If you are using points, you only pay the points for the models you actually have in an understrength unit (and any wargear they are equipped with). An understrength unit still takes up the appropriate slot in a Detachment.’


    Does this officially endorse the practice of putting 9 warriors + HQ in a Ghost Ark?


    Don't forget the first part of that paragraph, though.

    Each unit’s datasheet will describe how many models make up that unit. Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available.


    I am still not entirely sure if that means you can only field a single, understrength warrior unit or if you can have multiple warrior units but only one of them may be understrength.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 20:42:09


    Post by: Actinium


    It does, but it's still clear that you can't field an understrength unit if you own enough models to make it the minimum size, so I'm not sure a ghost ark is a good use of points for an army that only has 9 warriors total. The rule really benefits something like eldar though who can do something like take 3 wraithguard and 4 fire dragons in 1 wave serpent.

    We could take something like a single wraith now though as a viable alternative to 3 scarabs as an objective squatter or 1 man shooting screen for a c'tan.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 20:51:43


    Post by: col_impact


    Another plus for the CCB is that his MWBD has a huge 12" range.

    He can support remote drops of Deathmarks and Flayed Ones.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 21:38:48


    Post by: torblind


    col_impact wrote:
    Another plus for the CCB is that his MWBD has a huge 12" range.

    He can support remote drops of Deathmarks and Flayed Ones.


    and you could also (risk) moving 12" the turn before to help get to within 12" of them for next turn


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 22:07:44


    Post by: Grimgold


    The CCB change is huge, a lot of our tactics were based on having a slow HQ or a worthless HQ, or both in the case of taking a single Lord in point conscious lists. now that we can have an HQ that is tough, fast, buffs well, and has decent offense a lot of new options are open to us.

    CCB + DLord + 2 x Destroyers w/heavy + DDA + gauss pylon might be the big new thing.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 22:17:39


    Post by: col_impact


    Make the CCB your Warlord and give him the Tenacious Survivor trait for a 6+ FNP for additional tankiness.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/02 23:52:55


    Post by: Requizen


    So hyped about CCB. They're not that amazing still, but it's nice for them to be a real option.

    It's pretty comparative between them and the DLord imo. Better gun + Warscythe makes CCB better for doing damage but the 4++ is a huge boon for the DLord. One of each might be the coolest thing tho.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 01:34:30


    Post by: Klowny


    First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

    Now we just need a point adjustment for FO.....

    Also the idea that a CCB can't be targeted because it's behind tiny scarab bases is a bit silly. It's RAW and I intend to play it that way but it won't look right :p


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 02:05:50


    Post by: col_impact


     Klowny wrote:
    First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

    Now we just need a point adjustment for FO.....


    Soyders with fabricator claws and a gloom prism start to look really good if you are running scarabs as a screen for a CCB.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 02:29:06


    Post by: Klowny


    col_impact wrote:
     Klowny wrote:
    First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

    Now we just need a point adjustment for FO.....


    Soyders with fabricator claws and a gloom prism start to look really good if you are running scarabs as a screen for a CCB.


    Yes they do, but I just realised scarabs are only 10" move and spyders are only 6", severely limiting the CCB's movement. A wraith screen on the other hand.....


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 04:13:22


    Post by: skoffs


     Klowny wrote:
    col_impact wrote:
     Klowny wrote:
    First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

    Now we just need a point adjustment for FO.....

    Soyders with fabricator claws and a gloom prism start to look really good if you are running scarabs as a screen for a CCB.

    Yes they do, but I just realised scarabs are only 10" move and spyders are only 6", severely limiting the CCB's movement. A wraith screen on the other hand.....

    Wondering if it's worth the extra points for some Acanthrites. They are VERY hurty with their guns and blades... but at 60 points each with no way to buff them or keep them alive, I'm not sure.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 04:14:22


    Post by: Kuguar6


    CCB also havent got infrantry key word so cant be buff by other hq aura - like anrakyr +1A.
    Also harder to get cover bonus.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 04:20:36


    Post by: luke1705


    Kuguar6 wrote:
    CCB also havent got infrantry key word so cant be buff by other hq aura - like anrakyr +1A.
    Also harder to get cover bonus.


    Running one around with a footslogging buff guy would be a waste of the mobility of the CCB though, so that's not really a big deal


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 04:45:58


    Post by: skoffs


    If he needs to, he can give his MWBD (really Command Wave, but it's the same thing) to the Destroyer Lord accompanying him if there are no other legal targets nearby. Kind of a waste compared to what it would normally want to give it to, but at least it's not a complete waste.


    Want to try this build out-
    Spoiler:
    +++ 8 nec - D Wing (Warhammer 40,000 8th Edition) [102 PL, 1999pts] +++

    ++ [102 PL, 1999pts] ++

    + Battalion +

    Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe
    Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

    Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine
    Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine
    Immortals [8 PL, 153pts]: 9x Immortal, Tesla Carbine

    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark


    + Outrider +

    Destroyer Lord [8 PL, 170pts]: Resurrection Orb, Warscythe

    Destroyers [18 PL, 390pts]
    . . 5x Destroyer: 5x Gauss Cannon
    . . Heavy Destroyer: Heavy Gauss Cannon
    Destroyers [18 PL, 390pts]
    . . 5x Destroyer: 5x Gauss Cannon
    . . Heavy Destroyer: Heavy Gauss Cannon

    Canoptek Scarabs [4 PL, 52pts]: 4x Canoptek Scarab Swarm
    It's basically just anti-MEQ but it looks fun (melt two units a turn).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 06:30:48


    Post by: CthuluIsSpy


     Klowny wrote:
    First thought for CCB is that he just needs a screen of scarabs and he makes DS'ing FO a lot more terrifying once he is positioned right.

    Now we just need a point adjustment for FO.....

    Also the idea that a CCB can't be targeted because it's behind tiny scarab bases is a bit silly. It's RAW and I intend to play it that way but it won't look right :p


    Scarabs float though, so you can imagine a solid wall of scarabs flying in front of the CCB, instead of just crawling on the ground.
    They may not have the fly keyword, but Scarabs were always capable of going several feet off the ground since 3rd ed.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 06:58:45


    Post by: neenj


    I feel like we were just starting to get into the topic of DDAs vs Tesseract Arks before the FAQ dropped. In what situations should we be bringing one or the other? Do they fill different roles? Should we consider bringing one or two of each? Why do we have the TA rated as A+ and the DDA rated as A?

    I feel like the added toughness and invul save is pretty beneficial for the TA, but the extra wounds on the DDA are crucial as well. The gun flexibility of the TA is really what your paying the premium for, being able to move and shoot your heavy weapon, even at -1bs, is really what I take TAs over DDAs for. I really think the DDA should be rated the same or higher than the TA, the points saved makes a huge difference when making lists.

    On a more personal note, I can't stand the model for DDA and ghost arks... I almost always end up taking the TA because of this.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 07:21:13


    Post by: skoffs


    Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
    Like no troops, no nothing but vehicles.
    The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 07:33:43


    Post by: neenj


     skoffs wrote:
    Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
    Like no troops, no nothing but vehicles.
    The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.


    Yeah, Idk if the CCB is for the full QS list. Maybe something like this?

    Spoiler:
    Toholk - 165

    5 x Immortals (Tesla) - 85
    5 x Immortals (Tesla) - 85

    5 x Scarabs - 65
    5 x Scarabs - 65

    Triarch Stalker (Heat Ray) - 171
    Triarch Stalker (Twin Gauss Cannon) - 181

    Annihilation Barge - 141
    Annihilation Barge - 141
    DDA - 203
    DDA - 203
    Tesseract Ark - 246
    Tesseract Ark - 246

    Total 1997


    Can replace a stalker or immortals for the CCB if you really want one. Or all the scarabs, immortals, and toholk for a CCB and something else if you really want the theme. Maybe warriors and a ghost ark?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 08:54:37


    Post by: Klowny


    neenj wrote:
    I feel like we were just starting to get into the topic of DDAs vs Tesseract Arks before the FAQ dropped. In what situations should we be bringing one or the other? Do they fill different roles? Should we consider bringing one or two of each? Why do we have the TA rated as A+ and the DDA rated as A?

    I feel like the added toughness and invul save is pretty beneficial for the TA, but the extra wounds on the DDA are crucial as well. The gun flexibility of the TA is really what your paying the premium for, being able to move and shoot your heavy weapon, even at -1bs, is really what I take TAs over DDAs for. I really think the DDA should be rated the same or higher than the TA, the points saved makes a huge difference when making lists.

    On a more personal note, I can't stand the model for DDA and ghost arks... I almost always end up taking the TA because of this.


    We had a bit of a talk yesterday about it, TA are better at killing the big stuff, putting out d6 shots means on average more than a DDA, and it's tesla/gauss also is more effective on big stuff, but the DDA are good at both big targets, and the chaff, with the flayer arrays capable of putting out lots of hurt onto them.

    Personally I favour the TA, it's more versatile, it's flamer is brutal, and it feels better, due to not being gimped if it's forced to move, allowing for more use of the fly keyword.


    Automatically Appended Next Post:
     skoffs wrote:
    Actually, thinking about it, now that we have the FW stuff figured out and the CCB isn't garbage anymore, how viable would a pure QS Wall list be at the moment?
    Like no troops, no nothing but vehicles.
    The only major downside I can see would be, with no infantry, the CCB's Command Wave (which you are paying for) would be going to waste. That and you'd have no choice but to clear enemies off of objectives to claim them.


    Eeeeh I feel toholk (and a spyder) are better worth the points investment over a CCB, he doesn't offer much compared to toholk in a QS spam list


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 09:02:54


    Post by: skoffs


    Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


    Different subject,
    Destroyers.
    If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
    Or 3 & 3 & 3 & 3? (to get more HDs in your army)
    Or 4 & 4 & 4? (mix of both)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 11:02:42


    Post by: Kuguar6


     skoffs wrote:
    Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


    Different subject,
    Destroyers.
    If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
    Or 3 & 3 & 3 & 3? (to get more HDs in your army)
    Or 4 & 4 & 4? (mix of both)

    Mayby 1 unit of 5D with 1HD and 2 unit of 3HD?
    Or 6D and 2 x 3HD?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 11:37:09


    Post by: Klowny


     skoffs wrote:
    Yeah, but Toholk can only do a single vehicle. In a QS Wall list, which vehicle should get the buff? You should be spamming them, after all.


    Different subject,
    Destroyers.
    If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
    Or 3 & 3 & 3 & 3? (to get more HDs in your army)
    Or 4 & 4 & 4? (mix of both)


    Yeah it's hard, not many HQ's work well with a QS list, but there won't be anything protecting the CCB, and while it is a good CC threat it's easily giving up slay the warlord, whereas toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason


    Automatically Appended Next Post:
    I'm going to try a destroyer list in the future, but they look pretty underwhelming for how expensive they are. I really hope I'm wrong and they're good, but I just can't see it atm compared to other, better units


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 11:43:44


    Post by: vipoid


    Bit of fun, guys - how would you go about building a list around Trazyn?


     skoffs wrote:
    Y
    Different subject,
    Destroyers.
    If you've got 12 models, is it best to split them 6 & 6? (for maximum RP reliability)
    Or 3 & 3 & 3 & 3? (to get more HDs in your army)
    Or 4 & 4 & 4? (mix of both)


    That's really hard. My instinct would be to go 6 & 6, as it's the most durable of the options and with the split fire rule there's far less danger of overkilling enemies.

    However, the other methods give you more Heavy Destroyers - which seem quite valuable in this edition.

    The honest answer is that I really don't know.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 11:45:47


    Post by: Kuguar6


     Klowny wrote:
    I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

    Stalker have QS.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 11:51:05


    Post by: skoffs


     Klowny wrote:
    toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

    ???
    Spoiler:


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 12:49:34


    Post by: Anpu-adom


    A CCB would be able to support Flayed Ones or Deathmarks on a flank.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:13:14


    Post by: SHADOWSTRIKE1


    So now that we've got the new FAQ and updated rules, has anyone noticed any new strategies? I haven't stopped by the thread since those came out. I suppose since they added CHARACTER to the CCB, that's made it much more viable.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:16:51


    Post by: vipoid


    The main one so far, I think, is potentially using a CCB in place of an Overlord. In addition to doing all the stuff an Overlord does, he also has a 24" gun and has the mobility and range to buff a backfield unit of FOs, Deathmarks or such, should the need arise.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:35:52


    Post by: buddha


    I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

    The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.

    I think people see QS and say yay but I'd rather have the standard 4+ invul. What are other players thoughts?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:42:33


    Post by: JNAProductions


    4+ Invuln versus QS as compared to some typical weapons:

    Power Fist, -3 AP, d3 Damage
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d3 damage.
    3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 1.38 (times d3) damage.

    Lascannon, -3 AP, d6 damage
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d6 damage.
    3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is .97 (times d6) damage.

    Thunder Hammer
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 3 damage.
    3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 3.36 damage.

    Krak Missile
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is d6 damage.
    3 hits are 2 wounds against a CCB, is 1.33 unsaved wounds, is .89 (times d6) damage.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:46:25


    Post by: CthuluIsSpy


    What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:47:06


    Post by: skoffs


     buddha wrote:
    The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians

    Still can't buff Praets (only <DYNASTY> INFANTRY. Praets lack Dynasty. Only Anrakyr and Imotekh can give them MWBD).

    I see CCB's main buff buddies being Destroyers. Similar speeds, so they can keep up. Destroyers can always use a +1 to hit, giving them borderline auto-hit status. Anything gets close to threaten the Ds and the CCB can run them down (and then FLY back to shoot, which is premium).


    This is what I'm currently toying with -
    Spoiler:
    +++ 8 nec - Destroyer Cult v.1 (Warhammer 40,000 8th Edition) [105 PL, 1999pts] +++

    ++ Battalion ++

    Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe
    Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

    Immortals [8 PL, 170pts]: 10x Immortal, Tesla
    Immortals [8 PL, 170pts]: 10x Immortal, Tesla
    Immortals [8 PL, 119pts]: 7x Immortal, Tesla


    ++ Outrider ++

    Destroyer Lord [8 PL, 170pts]: Resurrection Orb, Warscythe

    3x Canoptek Scarabs [2 PL, 39pts]

    3x Canoptek Wraiths [6 PL, 114pts]
    3x Canoptek Wraiths [6 PL, 114pts]

    5x Destroyers [15 PL, 315pts]

    3x Heavy Destroyers [12 PL, 225pts]
    3x Heavy Destroyers [12 PL, 225pts]

    +++

    Wraiths screen for CCBs.
    Destroyer packs close enough behind, clustered 6" around D.Lord.
    Scarabs cover the rear.
    Small Immmortal unit holds home objective. Other two advance along flanks.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 13:55:26


    Post by: vipoid


     buddha wrote:
    I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

    The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


    Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

    However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".

     CthuluIsSpy wrote:
    What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.


    Surely that's the advantage of it being a character though - they can't just fire whatever weapons they like at it. Instead, unless you've practically been tabled, you get to position it and pick your fights if and when you choose. I mean, if you leave it exposed, sure, but it's not like an Overlord would fare any better in that situation.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:01:03


    Post by: CthuluIsSpy


    Actually, since its a character the only type of weapon that would be able to hurt it normally is a sniper type weapon, which have a damage value of 1 and can inflict mortal wounds. But the CCB and the overlord would get their armor save though (against basic rifles, anyway.)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:02:16


    Post by: Requizen


     vipoid wrote:
     buddha wrote:
    I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

    The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


    Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

    However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".


    Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range. If your squads are 24" or less apart, then yes, sure.

    I think it's good if you're going mechanized Warriors. 3 Ghost Arks with Warriors inside backed by a CCB can put and buff Warriors anywhere on the table (since Disembarking is at the start of the move phase and so is WoC, you can buff them as soon as they disembark). A fast, mechanized force is worth considering, though GArks are still pretty overcosted. Still, that's 42 Wounds + Warriors up the field with a CCB or two buffing them while they block for the Characters. Pretty decent midfield power.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:08:19


    Post by: Kuguar6


    Requizen wrote:
     vipoid wrote:
     buddha wrote:
    I jumped for joy when I saw the change in the CCB but then I sat down to list build and I came to the same conclusion that it does an overlord's job for more points and less survivability.

    The CCB strength is it's movement, gun, and extended range MWBD. So other than supporting praetorians those are qualities unneeded for supporting warriors or immortals.


    Well, surely it depends how you position your stuff? I mean, if all you've got is a big block of guys in the middle of the table who never spread out under any circumstances, sure.

    However, if your Immortals are more spaced out, then the CCB can allow you to buff whichever squad you need each turn. It can also hang out with one squad (e.g. Destroyers) for Resurrection Orb purposes whilst still buffing a unit of Immortals or Warriors 12" away. What's more, it gives you options if you want to start using it more actively - in that you can suddenly zoom out 12" and then charge another 6-7".


    Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range. If your squads are 24" or less apart, then yes, sure.

    I think it's good if you're going mechanized Warriors. 3 Ghost Arks with Warriors inside backed by a CCB can put and buff Warriors anywhere on the table (since Disembarking is at the start of the move phase and so is WoC, you can buff them as soon as they disembark). A fast, mechanized force is worth considering, though GArks are still pretty overcosted. Still, that's 42 Wounds + Warriors up the field with a CCB or two buffing them while they block for the Characters. Pretty decent midfield power.

    WoC and MVBD are at the beggin of your turn. Its before start of the movement phase...


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:10:46


    Post by: Klowny


    Kuguar6 wrote:
     Klowny wrote:
    I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

    Stalker have QS.


    skoffs wrote:
     Klowny wrote:
    toholk at least can buff a vehicle and help with seize. I'd say the stalker, as it's pretty important and doesn't have quantum shielding for some reason

    ???
    Spoiler:


    My bad! Haha I don't know what's gotten into my head, must be all the street food over here, been having too much fun!

    Still should give the stalker the D3, arks are either backfield, or have an invuln. And the +1 means the TA is has no penalty to moving and shooting.

    CthuluIsSpy wrote:Actually, since its a character the only type of weapon that would be able to hurt it normally is a sniper type weapon, which have a damage value of 1 and can inflict mortal wounds. But the CCB and the overlord would get their armor save though (against basic rifles, anyway.)


    The difference between an o/lord and CCB is that there is a much higher chance of a CCB being the closest thing to the enemies guns than an o/lord sat in some immortals for example. The only thing that can keep up with a CCB is wraiths, and they are kinda expensive bodyguards, which will die to focused firepower, leaving your warlord high and dry.

    Thinking about it now, the CCB doesn't really add much for what you pay for him. An anni barge is better spent on points. He adds a good CC threat but his command wave is wasted on anything mobile enough to stay with him as none of them can benefit from it.

    Maybe t3 he can buff midfield warriors/immortals getting out of transports, but it feels a waste imo. Two whole turns of not doing much, and if he gets engaged in combat it's not hard for him to get overwhelmed. A single warscythe isn't going to stand up to masses attacks.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:11:28


    Post by: vipoid


    Requizen wrote:

    Not really, the Wave of Command still happens at the start of the turn, so you can't zip to one and buff it if it's out of range.


    I didn't think I'd mentioned zipping before buffing.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:12:16


    Post by: JNAProductions


     CthuluIsSpy wrote:
    What about plasma though? Players who know what they are doing will not use high damage weapons against QS, and instead use low damage - high rend - high strength weapons, like plasma, autocannons, starcannons, etc.


    Plasma, -3 AP, 1 Damage
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 1 damage.
    3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 1.67 damage.

    Overcharged Plasma, -3 AP, 2 Damage
    3 hits are 2 wounds against an OLord, is 1 unsaved wound, is 2 damage.
    3 hits are 2 wounds against a CCB, is 1.67 unsaved wounds, is 2.78 damage.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:19:24


    Post by: Klowny


    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:22:00


    Post by: vipoid


     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.


    If you don't mind me asking, why not use a Destroyer Lord for this instead?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:28:57


    Post by: skoffs


     vipoid wrote:
     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.

    If you don't mind me asking, why not use a Destroyer Lord for this instead?

    I don't know if you'd need Wraiths to accompany a Destroyer Lord.
    The old Wraith Wing build is dead, now that D.Lords only convey buffs to other Destroyers.
    A Destroyer Lord accompanied by screening Scarabs would be a more cost effective way to deliver a Warscythe to their front lines quickly.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:32:18


    Post by: Blueguy203


    Hey All

    Quick question on the TA, i notice that people have been rating the point value at 240 (+20 for the gauss cannon) but in the rules it states that it has two gauss cannon so should the value of the TA be 260?



    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:34:13


    Post by: Requizen


     skoffs wrote:
     vipoid wrote:
     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.

    If you don't mind me asking, why not use a Destroyer Lord for this instead?

    I don't know if you'd need Wraiths to accompany a Destroyer Lord.
    The old Wraith Wing build is dead, now that D.Lords only convey buffs to other Destroyers.
    A Destroyer Lord accompanied by screening Scarabs would be a more cost effective way to deliver a Warscythe to their front lines quickly.


    But you can do the same thing with Scarabs + CCB? 2" is not a lot of movement to lose when you're already going 10", and with Advances you might not even lose any movement. Scarabs are cheaper, more efficient for both units. And for killing power, the only thing the Overlord has over the DLord is the better shooting weapon, so if you want a "CC threat", why not use the DLord, or even a C'tan who can do the same thing but also scream out MWs?

    Barge is looking just as unappealing even with the buff, unless you really want that +1 to hit buff over a wider area.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:35:05


    Post by: vipoid


     skoffs wrote:
     vipoid wrote:
     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.

    If you don't mind me asking, why not use a Destroyer Lord for this instead?

    I don't know if you'd need Wraiths to accompany a Destroyer Lord.
    The old Wraith Wing build is dead, now that D.Lords only convey buffs to other Destroyers.
    A Destroyer Lord accompanied by screening Scarabs would be a more cost effective way to deliver a Warscythe to their front lines quickly.


    Well, the Wraiths would probably last a bit longer and would hopefully be more effective in combat.

    In any case, would scarabs also be a better escort for a CCB?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:35:26


    Post by: Klowny


     vipoid wrote:
     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.


    If you don't mind me asking, why not use a Destroyer Lord for this instead?


    I just posted a list in the army builder page that is entirely necron CC, has both a D/lord screened by scarabs (same M stat) and a CCB screened by wraiths (same M stat), as well as some fun tricks with kutlakh, Anrakyr, scytheguard and flayed ones.

    In response to your question, I'm really torn as to which is actually better. The CCB has more wounds and QS (which probably won't actually help that much in CC, unless fighting knights ) while the d/lord has an invuln and phlactery.

    The d/lord has an extra attack and rerolls 1's, but the CCB has a shooting attack and hits on 2's for both that and CC.

    I paired wraiths with a CCB because he won't slow them down so the screen will be effective the whole game, same goes with d/lord and scarabs.


    Automatically Appended Next Post:
    Spoiler:
    Requizen wrote:
     skoffs wrote:
     vipoid wrote:
     Klowny wrote:
    I plan to run him as a CC threat on his own, surrounded by 6 wraiths with pistols. It's very mobile, quite survivable and has formidable punch against most non-horde targets.

    If you don't mind me asking, why not use a Destroyer Lord for this instead?

    I don't know if you'd need Wraiths to accompany a Destroyer Lord.
    The old Wraith Wing build is dead, now that D.Lords only convey buffs to other Destroyers.
    A Destroyer Lord accompanied by screening Scarabs would be a more cost effective way to deliver a Warscythe to their front lines quickly.


    But you can do the same thing with Scarabs + CCB? 2" is not a lot of movement to lose when you're already going 10", and with Advances you might not even lose any movement. Scarabs are cheaper, more efficient for both units. And for killing power, the only thing the Overlord has over the DLord is the better shooting weapon, so if you want a "CC threat", why not use the DLord, or even a C'tan who can do the same thing but also scream out MWs?

    Barge is looking just as unappealing even with the buff, unless you really want that +1 to hit buff over a wider area.

    I agree though, even with his buff he's underwhelming, and a d/lord screened by scarabs is a lot cheaper and efficient way of getting a scythe to the front lines.

    Just wanted to try him out is all.


    Automatically Appended Next Post:
    But just realised we have a second hard counter to knight lists (besides the pylon), run 2-3 CCB's screen them with wraiths, and watch as the knights damage bounce off the QS for eternity while the warscythes slowly whittle them down into being pointless.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:42:50


    Post by: SHADOWSTRIKE1


    Man. I really want Praetorians to either get a <DYNASTY> keyword, or a drop in points. As of now, I'm having a really hard time justifying them over other units. I have 10 Praets that I really want to field... but man it is quite the internal dilemma.

    I mean, a squad of 10 with RoC is 350 points... I mean I can take two squads of 10 Immortals for 170 each (340pts), or a squad of 9 base Gauss Tomb Blades for 378 points (42 each), or 6 Canoptek Wraiths w/ Particle Casters for 252 points (42 each). It's just hard.

    Maybe if Praetorians drop 5 base points per model, meaning you'd get 10 for 300 points, it would be an easier choice. I basically compare them to Immortals. Either 10 Praets, or 20 Immortals.

  • Same amount of overall wounds

  • More chances on reanimate with Immortals, but a single reanimate for Praets brings more wounds

  • More shots from Immortals

  • Stronger shots from Praets

  • Much stronger melee from Praets

  • Unable to buff Praets, while MWBD greatly benefits tesla Immortals

  • Faster movement on Praets

  • Greater firing range on Immortals


  • Overall... right now I just really think the 20 Immortals brings more to the table. 20 Tesla Immortals bring 40 S6 AP0 shots, which can proc for 3 additional hits per shot. 20 gauss Immortals offer 20 shots at 24", but 40 at 12" (same distance as Praets). Difference is that Immortals offer AP-2 while Praets are AP-3. I'd take the extra 30 shots over one higher AP. So basically the Praets only shining moment is in Melee range where their S5 AP-3 comes into play. The trouble is getting a unit of 10 within that range so they become effective, however at that point we'd have to compare them to Wraiths. On top of all this, we have to take into consideration that Praetorians can't be buffed aside from Szeras (barely) and Anrakyr. It just breaks my little Necron heart.


    Automatically Appended Next Post:
    Blueguy203 wrote:
    Hey All

    Quick question on the TA, i notice that people have been rating the point value at 240 (+20 for the gauss cannon) but in the rules it states that it has two gauss cannon so should the value of the TA be 260?



    Well, as per the Forgeworld Index, the Tesseract Arc is a base 220 points (no wargear). It's rules state it is equipped with a singularity chamber and two tesla cannons (which may be replaced with two gauss cannons). Thus we refer to the wargear and see that the chamber is 0 points, and each gauss cannon is 20 points.

    Thus, 220 + (20 x 2) = 260 points.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:47:47


    Post by: skoffs


    So,
    CCB + Wraiths
    vs
    D.Lord + Scarabs

    Basically premium vs budget CC HQ.
    ...
    Thing is, neither pairing is all that amazing.
    The HQ don't do anything for the screening units. The Canopteks are literally there just to get the HQ into combat at full strength, hopefully providing some assistance in the fight as well.
    It's just... okay.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:50:06


    Post by: Denegaar


     SHADOWSTRIKE1 wrote:
    Man. I really want Praetorians to either get a <DYNASTY> keyword, or a drop in points. As of now, I'm having a really hard time justifying them over other units. I have 10 Praets that I really want to field... but man it is quite the internal dilemma.

    I mean, a squad of 10 with RoC is 350 points... I mean I can take two squads of 10 Immortals for 170 each (340pts), or a squad of 9 base Gauss Tomb Blades for 378 points (42 each), or 6 Canoptek Wraiths w/ Particle Casters for 252 points (42 each). It's just hard.

    Maybe if Praetorians drop 5 base points per model, meaning you'd get 10 for 300 points, it would be an easier choice. I basically compare them to Immortals. Either 10 Praets, or 20 Immortals.

  • Same amount of overall wounds

  • More chances on reanimate with Immortals, but a single reanimate for Praets brings more wounds

  • More shots from Immortals

  • Stronger shots from Praets

  • Much stronger melee from Praets

  • Unable to buff Praets, while MWBD greatly benefits tesla Immortals

  • Faster movement on Praets

  • Greater firing range on Immortals


  • Overall... right now I just really think the 20 Immortals brings more to the table. 20 Tesla Immortals bring 40 S6 AP0 shots, which can proc for 3 additional hits per shot. 20 gauss Immortals offer 20 shots at 24", but 40 at 12" (same distance as Praets). Difference is that Immortals offer AP-2 while Praets are AP-3. I'd take the extra 30 shots over one higher AP. So basically the Praets only shining moment is in Melee range where their S5 AP-3 comes into play. The trouble is getting a unit of 10 within that range so they become effective, however at that point we'd have to compare them to Wraiths. On top of all this, we have to take into consideration that Praetorians can't be buffed aside from Szeras (barely) and Anrakyr. It just breaks my little Necron heart.


    I really like Praetorians too, I always feel 5 of them with the Stalker, just for fluff reasons.

    I also think that they are going to get a good treatment in the codex or in a new book, if the Silent King appears.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:56:16


    Post by: Blueguy203


     SHADOWSTRIKE1 wrote:


    Well, as per the Forgeworld Index, the Tesseract Arc is a base 220 points (no wargear). It's rules state it is equipped with a singularity chamber and two tesla cannons (which may be replaced with two gauss cannons). Thus we refer to the wargear and see that the chamber is 0 points, and each gauss cannon is 20 points.

    Thus, 220 + (20 x 2) = 260 points.


    Ahh, it would help if i read the points were for Tesla cannon and not gauss. thanks for the clear up.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 14:58:10


    Post by: Requizen


     Klowny wrote:

    But just realised we have a second hard counter to knight lists (besides the pylon), run 2-3 CCB's screen them with wraiths, and watch as the knights damage bounce off the QS for eternity while the warscythes slowly whittle them down into being pointless.


    Except not really. If a Knight punches a vehicle with QS in melee, he's going to use the feet which only deal d3 damage, so at best you only save on a 1-2. The Gatling cannon only deals 2 damage, and the Battle Cannon is only d3 as well. So QS really isn't a hard counter, a Knight will crush through a CCB if it can shoot it or charge it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:02:45


    Post by: SHADOWSTRIKE1


    Blueguy203 wrote:
     SHADOWSTRIKE1 wrote:


    Well, as per the Forgeworld Index, the Tesseract Arc is a base 220 points (no wargear). It's rules state it is equipped with a singularity chamber and two tesla cannons (which may be replaced with two gauss cannons). Thus we refer to the wargear and see that the chamber is 0 points, and each gauss cannon is 20 points.

    Thus, 220 + (20 x 2) = 260 points.


    Ahh, it would help if i read the points were for Tesla cannon and not gauss. thanks for the clear up.


    Well just keep in mind that even if it were to use Tesla Cannons, you'd still have to add 13 points for each Tesla Cannon (26 total) on top of the 220 base points. The 220 points includes the base model without any wargear or weapons. So either the TA is going to cost 246 points if equipped with Tesla Cannons (220+13+13), 260 points if equipped with Gauss Cannons (220+20+20), or 240 points if equipped with Particle Beamers (220+10+10).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:14:56


    Post by: vipoid


     skoffs wrote:
    So,
    CCB + Wraiths
    vs
    D.Lord + Scarabs

    Basically premium vs budget CC HQ.


    I still don't understand why you'd use Scarabs for one and Wraiths for the other.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:16:16


    Post by: skoffs


     vipoid wrote:
     skoffs wrote:
    So,
    CCB + Wraiths
    vs
    D.Lord + Scarabs

    Basically premium vs budget CC HQ.

    I still don't understand why you'd use Scarabs for one and Wraiths for the other.

    Basically just same movement.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:17:19


    Post by: vipoid


     skoffs wrote:
     vipoid wrote:
     skoffs wrote:
    So,
    CCB + Wraiths
    vs
    D.Lord + Scarabs

    Basically premium vs budget CC HQ.

    I still don't understand why you'd use Scarabs for one and Wraiths for the other.

    Basically just same movement.


    Ah. I think I'd still run the D. Lord with Wraiths and just have them move at his speed.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:18:43


    Post by: Requizen


    Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:26:48


    Post by: skoffs


    Requizen wrote:
    Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.

    Slower, though...


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:28:34


    Post by: Requizen


     skoffs wrote:
    Requizen wrote:
    Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.

    Slower, though...


    2" isn't huge when they can still run and do powers and shoot.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:37:51


    Post by: Klowny


    Requizen wrote:
     Klowny wrote:

    But just realised we have a second hard counter to knight lists (besides the pylon), run 2-3 CCB's screen them with wraiths, and watch as the knights damage bounce off the QS for eternity while the warscythes slowly whittle them down into being pointless.


    Except not really. If a Knight punches a vehicle with QS in melee, he's going to use the feet which only deal d3 damage, so at best you only save on a 1-2. The Gatling cannon only deals 2 damage, and the Battle Cannon is only d3 as well. So QS really isn't a hard counter, a Knight will crush through a CCB if it can shoot it or charge it.


    Oh yeah, forgot the feet, haven't actually looked at them this properly. Jumped the gun on that one.

    Requizen wrote:Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.


    Yeah, the night bringer is quite a tempting option, was just trying to make the HQ's work. I'm not really feeling our CC is that great this edition, feels a bit worse than last edition. I agree that the mightbringer flanked by scarabs is the cheapest and most effective 'canoptek deathstar'


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:43:18


    Post by: Blueguy203


    My only problem with bringing the NightBringer is its inability to be effective against vehicles. Which a smart player might bring in a transport and hold the c'tan up while the rest of the troops go to work.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 15:45:19


    Post by: skoffs


    Requizen wrote:
     skoffs wrote:
    Requizen wrote:
    Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.

    Slower, though...

    2" isn't huge when they can still run and do powers and shoot.

    ...
    CCB M 12"
    N.B. M 8"


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 16:03:02


    Post by: Requizen


    Blueguy203 wrote:
    My only problem with bringing the NightBringer is its inability to be effective against vehicles. Which a smart player might bring in a transport and hold the c'tan up while the rest of the troops go to work.


    Melee is till S7 against vehicles, which is the same as Warscythe, and higher damage against those vehicles. And you can't hold up the C'tan, since he'll be bubble wrapped and has Fly, so he can fall back and shoot. Plus his powers don't care if he's in melee.

     skoffs wrote:
    Requizen wrote:
     skoffs wrote:
    Requizen wrote:
    Also if you're going to talk about "Canoptek Deathstars", the C'tan are still valid options. For 50 points more than the CCB, you get the same wounds, but a 4++, higher toughness, MWs, in the case of Nightbringer, a good shooting attack, and better melee weapons.

    Slower, though...

    2" isn't huge when they can still run and do powers and shoot.

    ...
    CCB M 12"
    N.B. M 8"


    Oops yeah. I was comparing the speed of the C'tan to the DLord, who is only 10".


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 16:05:42


    Post by: Klowny


    Blueguy203 wrote:
    My only problem with bringing the NightBringer is its inability to be effective against vehicles. Which a smart player might bring in a transport and hold the c'tan up while the rest of the troops go to work.


    But we have other things in our army that is effective against vehicles. Right tool for the right job and all that


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 16:14:46


    Post by: skoffs


    The Powers of the C'tan don't count as shooting attacks, right?
    (they don't roll to hit or wound or anything like that, they're just abilities that happen in the shooting phase)
    So there's nothing stopping you from advancing and then using them in the shooting phase, yes?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 16:21:46


    Post by: Requizen


     skoffs wrote:
    The Powers of the C'tan don't count as shooting attacks, right?
    (they don't roll to hit or wound or anything like that, they're just abilities that happen in the shooting phase)
    So there's nothing stopping you from advancing and then using them in the shooting phase, yes?


    Yep. AMM and TA are both extremely good powers that you can reach out and use with their range and his speed. While I think they're a bit overcosted, both types of C'tan are quite good in the long run. Lists containing both are fun and actually not terrible.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 16:23:02


    Post by: Klowny


     skoffs wrote:
    The Powers of the C'tan don't count as shooting attacks, right?
    (they don't roll to hit or wound or anything like that, they're just abilities that happen in the shooting phase)
    So there's nothing stopping you from advancing and then using them in the shooting phase, yes?


    Yeah Only the nightbringers gaze is a shooting attack, the powers as you said are abilities that happen in the shooting phase, so can't see anything stopping them being used after advancing


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 17:10:46


    Post by: skoffs


    Well, if you wanted to go really crazy, you could take a T.C'tan with the Deceiver and Nightbringer, Grand Illusion them all up and kamikaze them into the enemy back field.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 17:20:53


    Post by: Dew


     skoffs wrote:
    Well, if you wanted to go really crazy, you could take a T.C'tan with the Deceiver and Nightbringer, Grand Illusion them all up and kamikaze them into the enemy back field.


    And when they die cross your fingers for mortal wound explosions


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 17:25:11


    Post by: skoffs


    Dew wrote:
     skoffs wrote:
    Well, if you wanted to go really crazy, you could take a T.C'tan with the Deceiver and Nightbringer, Grand Illusion them all up and kamikaze them into the enemy back field.

    And when they die cross your fingers for mortal wound explosions

    ... hence "kamikaze"


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 18:32:51


    Post by: Blueguy203


    Hello all

    So i decided to write up a list that i think can be really competitive and would like get your opinion on it. Its meant to be very high in AP damage.

    Cheers


    Spoiler:
    Battalion +3 CP
    Immortals (10man) Tesla Carbine (+9ea) =170pts

    Immortals (5man) Gauss Carbine (+9ea) =85pts

    Immortals (5man) Gauss Carbine (+9ea) =85pts

    Tomb Sentinel (gloom prism +5) =185pts

    Tomb Sentinel (gloom prism +5) =185pts

    Doomsday Ark -203pts

    Doomsday Ark -203pts

    Cryptek (Staff of Light) =104pts

    Overlord (War Scythe +11) =112 pts

    Cryptek Spyder (Fabricator Claw Array +8) =84pts

    Cryptek Spyder (Fabricator Claw Array +8) =84pts

    Tesseract Ark (Tesla Cannon +26pts) =246pts

    Tesseract Ark (Tesla Cannon +26pts) =246pts

    Total points# 1992pts

    So basically, i dropped the CCB because its mobility and command wave range will be wasted and picked up an Overlord mainly to buff the Tesla immortals while my other two immortal groupds rock gauss and operate pretty independently. the TA can support those two immortal groups while the DArks support the tesla immortals with the Olord and Cryptek. Sentinals will pop up to threaten back field or go after objectives. Spyders is to make sure my vehicles do not die. So tell me what you think of this version of my list.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 18:55:46


    Post by: Xyxel


    Cryptek will be imo useless as You have small units of infantry. Killing 5 Immortals in one turn won't be difficult so no Reanimation Protocols for them.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 19:47:24


    Post by: Blueguy203


     Xyxel wrote:
    Cryptek will be imo useless as You have small units of infantry. Killing 5 Immortals in one turn won't be difficult so no Reanimation Protocols for them.


    You bring up a good point, so should i use the cryptek points to make another unit of 10 immortals and up the other 5 man squad to 6? Or would you have a better recommendation?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 20:01:52


    Post by: wombis


    Having a 2000 point match against a Nid's player, anyone got tactical advice against them in 8th? I have yet to face them and i'm sure he will spare no mercy. I was thinking probably mass tesla and deceiver bomb with either 2 squads of tesla immortals and an overlord for MWBD to alpha strike an important or large mob down. Backed up with a TA and Tomb stalker to threaten other CC problems and a Triarch stalker with twin guass for those rerolls of 1. Any ideas for what unit's work best against nids?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 20:16:44


    Post by: sieGermans


    I don't think you'll need/want to get in his face with Deceiver bomb.

    Bubble wrapping is key for swarms.

    Volume of fire will be useful.

    Fly units will be handy.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 21:06:22


    Post by: punisher357


    Tesla immortals or annihilation barges will be big for horde control, while destroyers can cause havoc with monsters. Praetorians are another option for monster hunting. I think DDarks will cause problems for most units in their army also. Targeting synapse is going to be important because it makes them immune to morale. Their psykers will be big problems, dishing out mortal wounds


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 22:46:25


    Post by: cheesedupree


    Meant to mention this before but forgot, but seeing the discussion last page on C'Tan reminded me. There was some discussion much earlier in the thread on the C'Tan power Times Arrow and whether it could snipe out characters due to it not being a shooting attack - it cant.

    If you look at page 179 of the rulebook under the characters heading "A character can only be chosen as a target in the shooting phase if they are the closest visible enemy unit to the model that is shooting".

    The stipulation is on attacks made in the shooting phase, not that they are a shooting attack. Of which Times Arrow is definitely the former.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/03 23:08:35


    Post by: torblind


    cheesedupree wrote:
    Meant to mention this before but forgot, but seeing the discussion last page on C'Tan reminded me. There was some discussion much earlier in the thread on the C'Tan power Times Arrow and whether it could snipe out characters due to it not being a shooting attack - it cant.

    If you look at page 179 of the rulebook under the characters heading "A character can only be chosen as a target in the shooting phase if they are the closest visible enemy unit to the model that is shooting".

    The stipulation is on attacks made in the shooting phase, not that they are a shooting attack. Of which Times Arrow is definitely the former.


    What about the
    ... that is shooting
    part? He isn't shooting after all


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 00:01:20


    Post by: cheesedupree


    I can see that you could focus on that part instead - but the first part of that sentence seems way more prevalent. If you are attacking in the shooting phase then you are in some manner of speaking "shooting". So that last bit can be read either way. Cannot target characters with attacks made in shooting phase (unless blah blah) is very clear language imo.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 00:38:28


    Post by: Klowny


    wombis wrote:
    Having a 2000 point match against a Nid's player, anyone got tactical advice against them in 8th? I have yet to face them and i'm sure he will spare no mercy. I was thinking probably mass tesla and deceiver bomb with either 2 squads of tesla immortals and an overlord for MWBD to alpha strike an important or large mob down. Backed up with a TA and Tomb stalker to threaten other CC problems and a Triarch stalker with twin guass for those rerolls of 1. Any ideas for what unit's work best against nids?


    I tabled nids with QS spam.

    Tesseract vault, monolith, anni barge, DDA, stalker, spyder, 2x3 scarabs, tesseract ark and heat cannon sentry pylon. Lost 3 scarabs. He had two flyrants, 100 odd guants, 3x lictors and death leaped, OOE, 2x carnifex, trygpn prime and the other tunnelling one and 3 zoanthroaps.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 02:01:36


    Post by: col_impact


     Klowny wrote:
    wombis wrote:
    Having a 2000 point match against a Nid's player, anyone got tactical advice against them in 8th? I have yet to face them and i'm sure he will spare no mercy. I was thinking probably mass tesla and deceiver bomb with either 2 squads of tesla immortals and an overlord for MWBD to alpha strike an important or large mob down. Backed up with a TA and Tomb stalker to threaten other CC problems and a Triarch stalker with twin guass for those rerolls of 1. Any ideas for what unit's work best against nids?


    I tabled nids with QS spam.

    Tesseract vault, monolith, anni barge, DDA, stalker, spyder, 2x3 scarabs, tesseract ark and heat cannon sentry pylon. Lost 3 scarabs. He had two flyrants, 100 odd guants, 3x lictors and death leaped, OOE, 2x carnifex, trygpn prime and the other tunnelling one and 3 zoanthroaps.


    What HQ were you running?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 02:09:45


    Post by: Klowny


    Toholk. I misinterpreted his regen ability, camped very back corner of table behind DDA and screened by scarabs. Baited a trygon prime (or whatever one does the mortal wounds on arrival) and deathleaper to DS near, and subsequently got tied up/blown up. His overwatch killed deathleaper.

    He didn't have anywhere near enough high damage weapons to deal with everything. Nids don't seem to have much outside biovores, everything else is in CC, and our guns are strong enough to blow up multiple big bugs a turn


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 02:29:49


    Post by: skoffs


    cheesedupree wrote:
    If you are attacking in the shooting phase then you are in some manner of speaking "shooting".

    False. Abilities that happen during the shooting phase are not automatically "shooting attacks".
    Are you rolling to hit or wound?
    No, it's just an ability that goes off.


    Automatically Appended Next Post:
    Blueguy203 wrote:
     Xyxel wrote:
    Cryptek will be imo useless as You have small units of infantry. Killing 5 Immortals in one turn won't be difficult so no Reanimation Protocols for them.

    You bring up a good point, so should i use the cryptek points to make another unit of 10 immortals and up the other 5 man squad to 6? Or would you have a better recommendation?

    If you are making a Battalion you need a minimum two HQ.
    You may be able to get away with fitting everything into one of the smaller detachments, but you'll lose out on Command Points.

    Also, if you have those 5 man squads going after objectives they should really have Tesla.


    Automatically Appended Next Post:
     Klowny wrote:
    I tabled nids with QS spam.

    Tesseract vault, monolith, anni barge, DDA, stalker, spyder, 2x3 scarabs, tesseract ark and heat cannon sentry pylon.

    Heh, I don't know if I'd call that QS "spam". There's only four things there with QS.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 03:08:22


    Post by: cheesedupree


    You are picking the part of the rule that best benefits your army. Look at the rule objectively - the rule starts by saying you cannot targets characters with attacks that happen in the shooting phase. Which times arrow absolutely is.

    Also look at the game. Abilities that can circumvent that rule explicitly state so. The faqs have had examples where people have tried to "interpret" their way around that rule and have been ruled against. It's clear that TA is not meant to snipe characters.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 03:16:19


    Post by: Requizen


    You're not targeting a character with a shooting attack. You're picking a unit in range. Characters are units. There is nothing vague or inconclusive about this.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 03:35:39


    Post by: skoffs


    How about somebody quote both rules?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 03:35:40


    Post by: cheesedupree


    Characters are units of 1 yes. When you select a unit to target, that's when the character keyword is prevalent.


    Automatically Appended Next Post:
    In any case, rather than getting into it further in here I'll put up a post in the rules question forum. Keep this place for actual Necron discussion.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 07:46:11


    Post by: Cmdr_Sune


    So I added a list to the Army list section.
    https://www.dakkadakka.com/dakkaforum/posts/list/0/731533.page#9471529

    Spearhead supremacy consisting only of Vehicles and 2 monsters.

    I will try this out as soon as I have time to play and if anyone in my gaming group wants to play against it
    Will have to proxy 2 Tomb Stalkers and one Tesseract Ark or at least one Tomb Stalker since I'm probably going to order one of each today.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 11:57:38


    Post by: JohnnyRotten


    As a fairly new Necron player, I have a question regarding the subject:

    Doomsday Ark vs. Destroyers (incl. HDestroyers)

    I would like to ask which one was the better option to buy.

    - Do they fullfill the same role in an army? (preferably shooting vehicles and big things)

    - Which one gives you more bang for your points?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 13:15:40


    Post by: skoffs


    In DDAs vs HDs, I believe for equal points it came down to DDAs for survivability but HDs won out for putting out better damage (against vehicles/big things).
    Though it's worth restating that HDs can easily get cover, giving them a 2+. The problem is they're obvious bait for multi damage weapons (which would ironically be somewhat wasted on DDAs, because of QS).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 13:19:15


    Post by: nEcrol0rd


    JohnnyRotten wrote:
    As a fairly new Necron player, I have a question regarding the subject:

    Doomsday Ark vs. Destroyers (incl. HDestroyers)

    I would like to ask which one was the better option to buy.

    - Do they fullfill the same role in an army? (preferably shooting vehicles and big things)

    - Which one gives you more bang for your points?


    As a fairly new player too, I would love a second Chart in the first post listing the roles for units.

    - Anti-Infantry
    - Anti-Vehicle
    - Anti-Horde
    - Screener
    - Objective-Grabber / Holder
    - CC
    - ...

    Of course some units would have multiple entries, but maybe different ratings as that role.
    It would be really great if we could go there into more details, for example which weapon of the Triarch Stalker is best for which purpose.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 13:53:48


    Post by: skoffs


    nEcrol0rd wrote:
    JohnnyRotten wrote:
    As a fairly new Necron player, I have a question regarding the subject:

    Doomsday Ark vs. Destroyers (incl. HDestroyers)

    I would like to ask which one was the better option to buy.

    - Do they fullfill the same role in an army? (preferably shooting vehicles and big things)

    - Which one gives you more bang for your points?

    As a fairly new player too, I would love a second Chart in the first post listing the roles for units.

    - Anti-Infantry
    - Anti-Vehicle
    - Anti-Horde
    - Screener
    - Objective-Grabber / Holder
    - CC
    - ...

    Of course some units would have multiple entries, but maybe different ratings as that role.
    It would be really great if we could go there into more details, for example which weapon of the Triarch Stalker is best for which purpose.

    We could probably work that out for new players, but it's going to need community input (just like the report card).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 13:57:50


    Post by: sieGermans


    In analyzing the below linked article, it seems to suggest a critical weakness in QS against a potential major (and inexpensive) player in the shaping meta.

    Further, doing the math as described, it would be just as effective against our Silver Tide style lists posted so far.

    Thoughts?

    https://www.warhammer-tactics.com/single-post/2017/07/03/How-much-wood-could-a-wood-chuck-chuck-if-wood-chuck-was-a-Stormraven


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 14:52:00


    Post by: skoffs


    If you see someone put down Girlyman and a bunch of Stormravens, just pack your stuff back up.
    There's no point in even trying to play against a list that broken.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 15:58:09


    Post by: Kuguar6


     skoffs wrote:
    In DDAs vs HDs, I believe for equal points it came down to DDAs for survivability but HDs won out for putting out better damage (against vehicles/big things).
    Though it's worth restating that HDs can easily get cover, giving them a 2+. The problem is they're obvious bait for multi damage weapons (which would ironically be somewhat wasted on DDAs, because of QS).

    Do you mathammer this or its just your wishes?
    DDA have better firepower if you include his arrays. Especialy for 12" range. Against evrything. Even if he move and can shoot only low power with dc.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 16:10:16


    Post by: Grimgold


    sieGermans wrote:
    In analyzing the below linked article, it seems to suggest a critical weakness in QS against a potential major (and inexpensive) player in the shaping meta.

    Further, doing the math as described, it would be just as effective against our Silver Tide style lists posted so far.

    Thoughts?

    https://www.warhammer-tactics.com/single-post/2017/07/03/How-much-wood-could-a-wood-chuck-chuck-if-wood-chuck-was-a-Stormraven


    Our best lists against flyer spam will involve a Gauss pylon, and lots of two plus wound infantry. Gauss pylon is pretty obvious because it eats flyers for breakfast, but the two wound infantry might need a little more elaboration. Storm ravens have two types of weapons, las cannons/meltas and heavy bolters/assault cannons, none of which work well against prats or destroyers. Destroyers can have a hidden heavy Gauss so I think they are the best choice. I'll put together that list a bit later.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 16:10:47


    Post by: Pyrothem


     skoffs wrote:
    If you see someone put down Girlyman and a bunch of Stormravens, just pack your stuff back up.
    There's no point in even trying to play against a list that broken.


    Yup our supposed race speciality of beeing hard to kill is a joke to that kind of Dakka.

    Seeing these kind of lists top the last few bashes makes me a little angry with the play testers (Frontline and such) they have been harping that spam is just a phase, that balanced lists are the way to go.... well any 'balanced' list will get tabled by this kind of spam without question.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 16:55:07


    Post by: skoffs


     Grimgold wrote:
    Storm ravens have two types of weapons, las cannons/meltas and heavy bolters/assault cannons, none of which work well against prats or destroyers.
    Why wouldn't those work well against Praets and Destroyers, etc?

    Also, did you mean Gauss Sentry Pylons or LoW Gauss Pylons?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 17:14:07


    Post by: Pepe96


    Problem with Low Guss Pylons it that d6 for number of shots, but you probably can count to kill one per round. How many of them are in the spam list? Can they destroy pylon in one shooting phase?

    If opponent starts the game, you put pylon in reserves, so you have at least one round of shooting.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 17:37:26


    Post by: skoffs


     Pepe96 wrote:
    If opponent starts the game, you put pylon in reserves, so you have at least one round of shooting.
    Okay, but what do you deploy to ensure you don't get tabled turn one?
    (or is this still part of the "Don't even bother setting up against lists like this" tactic?)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/04 17:38:01


    Post by: vipoid


    By the way, given the answers so far, this thread may be of interest to you:

    https://www.dakkadakka.com/dakkaforum/posts/list/731474.page


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 01:00:37


    Post by: cheesedupree


    How are people running their Tomb Blades? I just picked up two boxes and can't wait to get them on the table. It seems like you want the armour save and cover ignoring upgrades, but which way to go with weapons? Do people ever run a unit with a mix of both weapons?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 05:49:27


    Post by: Klowny


     skoffs wrote:
     Pepe96 wrote:
    If opponent starts the game, you put pylon in reserves, so you have at least one round of shooting.
    Okay, but what do you deploy to ensure you don't get tabled turn one?
    (or is this still part of the "Don't even bother setting up against lists like this" tactic?)


    You can run 10 in a double spearhead with a spyder, so deploy all t1 and they can't kill them all kek


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 09:24:03


    Post by: rvd1ofakind


    I want to teach my friend 40k with his necrons.
    The list is 12 warriors, 3 scarabs, 5 tesla immortals, overlord, stalker.
    What's the tl;dr on overlord upgrades(weapons, orb) and stalker weapons.

    I heard tesla immortals are usually the best choice now, right?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 10:19:07


    Post by: skoffs


    Tesla Immortals are best at a distance, Gauss ones are better up close... so it really just depends on how you want to run them.

    For Overlord, Warscythe is never a bad choice.
    The Staff is actually decent this edition.
    The Sword is taken if you just want to have the cheapest HQ to fill a requirement (in which case you're normally better off just taking a Lord).
    Don't even bother with the Blade.
    The Orb is only ever good when taken with expensive infantry... which he does not currently have access to, so don't bother for now.

    You could probably play a test game of 35 PL / 550 points with just what he's got there.
    Spoiler:
    Overlord (warscythe) - 112
    5 Immortals (gauss) - 85
    12 Warriors - 144
    3 Scarabs - 39
    Stalker (heat ray) - 171
    = 551 points / 33 PL


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 10:31:43


    Post by: Dach


    Will this work? What should I change?
    The plan is going in blob to center - than spread after turn 3.
    Spoiler:

    Battalion:
    Orikan
    Anrakyr

    15+15+10 Warriors
    1 Ghost Ark
    10 Lychguard(warscythes)
    10 Triarch Praetorians
    1 Triarch Stalker(THGC)
    1 Doomsday Ark

    Total 1994


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 10:37:38


    Post by: vipoid


    Anyone got any thoughts regarding Silver Tide lists in this edition?

     skoffs wrote:

    The Sword is taken if you just want to have the cheapest HQ to fill a requirement (in which case you're normally better off just taking a Lord).
    Don't even bother with the Blade.


    Just a point but I think the Sword/Blade can work if you want an Overlord (for MWBD) but don't have the points for a Warscythe for him.

    e.g. I recently made this list:
    - Destroyer Lord w/ Warscythe, Phylactery
    - Overlord w/ Voidblade, Resurrection Orb
    - 10 Immortals w/ Tesla
    - 10 Immortals w/ Gauss
    - 10 Immortals w/ Gauss
    - 10 Immortals w/ Gauss
    - 3 Destroyers + Heavy Destroyer
    - 3 Destroyers + Heavy Destroyer
    1500pts

    Taking a Warscythe on the Overlord would have pushed the list over the limit, and replacing him with a Lord would mean losing MWBD for the Tesla Immortals.

    I could drop his Resurrection Orb but I haven't got anything else to spend those points on (the cheapest unit costs more than the Orb, which would put me back to square one).

    I could also drop the Destroyer Lord's Phylactery, but I don't want to do that either because it's a piece of wargear that I really want to test out.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 10:43:30


    Post by: crunkDealer


    Anybody try praets + ctan?

    Praets have 10" and have the fly keyword, 10 praets and nightbringer seem like they'd make a hilariously good mayhem squad.

    T5 2W 3+ with auto pass morale? 10" + advance + shoot + charge, fallback, shoot, charge back in, the look on your opponents face when 2 or 3 get rezzed...

    It'll be expensive as heck though, 570ish pts?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 10:57:48


    Post by: Dach


    10" + advance + shoot + charge, fallback, shoot, charge back in, the look on your opponents face when 2 or 3 get rezzed...


    Fly allows to shoot after fallback, to charge you need some ability.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 12:02:20


    Post by: Kuguar6


     crunkDealer wrote:
    Anybody try praets + ctan?

    Praets have 10" and have the fly keyword, 10 praets and nightbringer seem like they'd make a hilariously good mayhem squad.

    T5 2W 3+ with auto pass morale? 10" + advance + shoot + charge, fallback, shoot, charge back in, the look on your opponents face when 2 or 3 get rezzed...

    It'll be expensive as heck though, 570ish pts?

    You cant also charge after advance.


    Automatically Appended Next Post:
     rvd1ofakind wrote:
    I want to teach my friend 40k with his necrons.
    The list is 12 warriors, 3 scarabs, 5 tesla immortals, overlord, stalker.
    What's the tl;dr on overlord upgrades(weapons, orb) and stalker weapons.

    I heard tesla immortals are usually the best choice now, right?

    I will take tessla immo, HGC for stalker and warscyte for overlord.
    Tessla becuse MVBD and better mobility - you can advance and shoot and you can shoot from 24".
    Warscyte for heroic intervention/counter atack. You have only pure scarab for cc. Against cc army overlord may save your live.
    HGC for hi ap shoot. Noone else have it. Against Sv2/3 target you need it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 12:47:04


    Post by: skoffs


     vipoid wrote:
    - Overlord w/ Voidblade, Resurrection Orb
    It's not a big deal, but I have to ask... why the Voidblade instead of the Hyperphase Sword?
    (I mean, why pay more points for something that does the exact same thing?)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 12:52:35


    Post by: vipoid


     skoffs wrote:
     vipoid wrote:
    - Overlord w/ Voidblade, Resurrection Orb
    It's not a big deal, but I have to ask... why the Voidblade instead of the Hyperphase Sword?
    (I mean, why pay more points for something that does the exact same thing?)


    The reason is simply that I can't spend those 3pts anywhere else, so I might as well have my army be 1500pts exactly and at least satisfy my OCD.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 14:03:12


    Post by: skoffs


     vipoid wrote:
     skoffs wrote:
     vipoid wrote:
    - Overlord w/ Voidblade, Resurrection Orb
    It's not a big deal, but I have to ask... why the Voidblade instead of the Hyperphase Sword?
    (I mean, why pay more points for something that does the exact same thing?)

    The reason is simply that I can't spend those 3pts anywhere else, so I might as well have my army be 1500pts exactly and at least satisfy my OCD.

    Well, okay... but if you dropped 3 Immortals from a squad (giving the remainder Tesla Carbines and having them camp backfield objectives) you could afford 4 Scarabs to help screen for your guys.
    Granted, that would leave you with two points free, which might not be ideal if making a list with OCD tendencies, but it would help optimize your list.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 15:23:22


    Post by: Requizen


    They announced that Codices are coming, and Necron Dynasties are called out by name as an example of subfactions getting their own rules (like Chapters). Very exciting. I wonder if this means we'll be one of the 10 out before Christmas, but I wouldn't hold my breath.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 15:29:48


    Post by: vipoid


     skoffs wrote:
    Well, okay... but if you dropped 3 Immortals from a squad (giving the remainder Tesla Carbines and having them camp backfield objectives) you could afford 4 Scarabs to help screen for your guys.


    Is that worth it, do you think? I'd expect 3 Immortals to pull more weight than 4 scarabs (especially since reducing the Immortal's squad size makes it easier to kill them and deny them RPs).

    I guess my concern is that 4 Scarabs don't seem like much of a screen. What exactly would you do with them?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 15:51:26


    Post by: sieGermans


    Requizen wrote:
    They announced that Codices are coming, and Necron Dynasties are called out by name as an example of subfactions getting their own rules (like Chapters). Very exciting. I wonder if this means we'll be one of the 10 out before Christmas, but I wouldn't hold my breath.


    SpikeyBits has a rumored release schedule from here to Christmas in which Necrons do not appear, FWIW.


    Automatically Appended Next Post:
     vipoid wrote:
     skoffs wrote:
    Well, okay... but if you dropped 3 Immortals from a squad (giving the remainder Tesla Carbines and having them camp backfield objectives) you could afford 4 Scarabs to help screen for your guys.


    Is that worth it, do you think? I'd expect 3 Immortals to pull more weight than 4 scarabs (especially since reducing the Immortal's squad size makes it easier to kill them and deny them RPs).

    I guess my concern is that 4 Scarabs don't seem like much of a screen. What exactly would you do with them?


    Scarabs rob more value from the Bolter spam lists than immortals and provide better/quicker objective capture density for the Conscript match up than immortals.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 16:04:51


    Post by: Requizen


    sieGermans wrote:
    Requizen wrote:
    They announced that Codices are coming, and Necron Dynasties are called out by name as an example of subfactions getting their own rules (like Chapters). Very exciting. I wonder if this means we'll be one of the 10 out before Christmas, but I wouldn't hold my breath.


    SpikeyBits has a rumored release schedule from here to Christmas in which Necrons do not appear, FWIW.


    They were the only one with that list and all other rumor mongers called it bogus. Also that list did not include GK at all and CSM aren't listed second, so it's pretty obviously not real.

    Not saying we're for sure getting one, but I wouldn't look to that as reliable.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 16:10:35


    Post by: sieGermans


    Requizen wrote:
    sieGermans wrote:
    Requizen wrote:
    They announced that Codices are coming, and Necron Dynasties are called out by name as an example of subfactions getting their own rules (like Chapters). Very exciting. I wonder if this means we'll be one of the 10 out before Christmas, but I wouldn't hold my breath.


    SpikeyBits has a rumored release schedule from here to Christmas in which Necrons do not appear, FWIW.


    They were the only one with that list and all other rumor mongers called it bogus. Also that list did not include GK at all and CSM aren't listed second, so it's pretty obviously not real.

    Not saying we're for sure getting one, but I wouldn't look to that as reliable.


    Great shout!


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 16:29:51


    Post by: Pyrothem


    Requizen wrote:
    They announced that Codices are coming, and Necron Dynasties are called out by name as an example of subfactions getting their own rules (like Chapters). Very exciting. I wonder if this means we'll be one of the 10 out before Christmas, but I wouldn't hold my breath.


    They are going to do all the SM chapters and a Prime Book you can bet, also the Chaos since that is the story they are pushing so that leaves what? one slot left for the rest of the races to fight over... yeah I would be shocked if we got one before the first of the new year.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 16:38:41


    Post by: Requizen


    Personally I doubt it'll be nothing but solid SM/CSM variant releases for the whole year, but it's possible. I think after SM/CSM/GK/DG we'll see at least one or two Xenos releases, and then probably IG and maybe Daemons.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 21:55:06


    Post by: Ghaz


    Pyrothem wrote:
    They are going to do all the SM chapters and a Prime Book you can bet...

    Since they have an Intercessor on the cover of Codex Space Marines I believe it's safe to say that there won't be a separate codex for the Primaris at this time.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 22:16:17


    Post by: Drakmord


    I really like Kutlakh, and plan to run him with Toholk and 10 Lychguard, carrying scythes. I'm concerned about their durability however, as they'll all have to walk the board. I haven't gotten any games of 8th in yet so I've not been able to see how they fare.

    For those who have made use of Lychguard and/or Lychguard with Kutlakh, how did they perform under the circumstances in which you fielded them?

    Would the points be better spent on a different type of close combat unit? Do you feel that a Resurrection Orb is necessary?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 22:58:51


    Post by: vipoid


    Do you guys think Silver Tide is viable this edition?

    If so, what do you think a Silver Tide army should look like?
    - How many Warriors should I aim for at, say, 1500pts?
    - What support units (Overlords, Crypteks etc.) should I include and how many?
    - Should I include any other units like Destroyers to take out heavier targets, or just add more Warriors?
    - Do you think a Silver Tide list can work without Ghost Arks?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/05 23:27:18


    Post by: Fenris-77


    I think Silver Tide is very servicable in 8th. I like it better with Ghost Arks that without, but it'll work both ways IMO. I'd probably aim for at least 50-60 warriors at 1500. Immortals are also a great add, so mix and match there at will.

    If you want all your Warriors covered, you'll need one Cryptek for every two full Warrior squads. So probably two for your list, and one overlord for MWBD shenanigans. My preference is to also buff with GAs, so pick your poison there.

    I prefer D-Arks over Heavy Destroyers, but that's in my standard Silver Tide/QS spam approach to list building. You also need to think about how to bubble wrap - I'll either bubble wrap the infantry with vehicles against certain lists, or the other way round against Scion plasma spam. Scarabs are cheap and can help a lot with that.

    There's a ton of different ways to build a ST list. Basically, start with about 20 warriors for every 500 points and go from there.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 02:07:01


    Post by: sieGermans


    I have this impression that for Silver Tide lists, your Warriors will be your forward rank Objective grabbers while your Gauss Immortals will constitute the majority of your effective firepower with S5, AP-2.

    The key to Silver Tide working is forcing your opponent into inefficiencies while extracting value from low point investment. From that perspective, for the latter, the high AP value on Immortal Gauss weaponry and the high shots count on Tesla Immortals (with MWBD).

    The former is trickier and in theory means forcing low strength guns to fire at high toughness targets or [and pertinent to a Silver Tide] forcing high strength and/or high Damage guns on our Warriors (to get value from RP). That means not presenting other more lucrative targets, such as destroyers and DDAs but also includes Ghost Arks. ... whereby, if we're not running GAs anyway as a result, then I reckon immortals become far better than Warriors for that list.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 03:59:26


    Post by: crunkDealer


    News from games tonight

    1. 590 pt necrons vs thou sons, regular(?) game (objectives, slay warlord, first blood). We deployed longways on the board since both of us are mostly 5" movespeed and didnt want to spend the first two turns just moving
    - All is dust plus cover is absolutely brutal, plus he rerolls saves of 1 from some aura or another
    - Inferno bolt pistols are nasty

    I had scythelord, 10 warrs, 5 gauss immortals, 3 scarab,THGC stalker. He had raptors, two squads of tzaangors, havocs, rubrics and a sorcerer dude. I lost to him getting linebreaker and chasing me off an objective. I think if I dropped stalker for praets or deathmarks I could've won. This was actually a really fun game


    2. Ambush, 60 power. It was a 3 player game, me and thousand sons 30 power each getting ambushed by 60 power blood angels

    - It was a cataclysmic stomp, BA literally lost a single marine and it was to a plasma overheat. Stormravens are drastically undercosted in power, what a joke. 5" movement makes it a nightmare to win, mathematically we would have needed to advance like 4 turns in a row just to get units to the end


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 06:49:33


    Post by: Kuguar6


    In my version of ST i take only immortals because they have better fire power, tessla have better mobility, you dont need ark and you can forget about morale.
    I played 1500 game with 4 immo unit, two tesla, two gauss. I take only one cryptek and overlord witch is enough. Just keep all infrantry close.
    I also take DDA and stalker. I thing stalker is good for tasla immo with MVBD but destroyers cult will be also good.
    You can take some scarab or 5 immo unit for objective grab. My expirience says that DDA dont need screaning in 1500 game but its depends from you opponents. DDA have powerfull array in 12" range and fly key word witch allow shot after flatout. He also have nice W. If someone whant deep strike ark with one unit you can counter his unit with array.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 11:49:15


    Post by: Moosatronic Warrior


     crunkDealer wrote:


    - All is dust plus cover is absolutely brutal, plus he rerolls saves of 1 from some aura or another



    I think that only applies to invul saves. The reroll I mean.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 12:28:59


    Post by: skoffs


    Kuguar6 wrote:
    In my version of ST i take only immortals
    [...]
    I take only one cryptek and overlord

    Did you feel the Cryptek was worth it?
    I mean, if you were just spamming Immortals there wasn't anything expensive that would have really benefited from it, right?
    For how much he costs you could have just added a second cheap Overlord which would have given you more MWBD.

    Here's my own take on a Immortal based Silver Tide-
    Spoiler:
    +++ Silver Tide TAC +++

    ++ Brigade (Necrons) [118 PL, 1998pts] ++

    + HQ +
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 104pts]: Hyperphase Sword

    + Troops +
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Tesla Carbine
    Immortals [8 PL, 119pts]: 7x Immortal, Tesla Carbine
    Immortals [8 PL, 102pts]: 6x Immortal, Tesla Carbine

    + Elites +
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark

    + Fast Attack +
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    + Heavy Support +
    (FW) Sentry Pylon [8 PL, 150pts]
    . Sentry Pylon: Gauss Exterminator

    Doomsday Ark [10 PL, 203pts]
    Doomsday Ark [10 PL, 203pts]
    Covers all the TAC bases:
    - CC punch
    - anti HQ
    - anti horde
    - anti vehicle
    - anti flyer
    - screening

    Haven't tried it yet (besides, I'll need more Immortals)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 13:29:18


    Post by: vipoid


    Out of interest, Skoffs, why the Deathmarks?

    Also, do you think running more 6-7 man Immortal squads is better than running fewer 10-man ones?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 13:55:31


    Post by: Moosatronic Warrior


    The Deathmarks and understrength Immortals made me say eww.




    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 14:03:48


    Post by: skoffs


    It's a Brigade Detachment.
    Requires 3 selections from everything, plus 6 troops.
    (hence the cheapest selection from Elite and Fast)
    I could probably get those Immortal units up to full strength if replaced all my Heavy slot choices with something cheaper... but would it be worth losing double DDAs?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 14:26:26


    Post by: vipoid


     skoffs wrote:
    It's a Brigade Detachment.
    Requires 3 selections from everything, plus 6 troops.
    (hence the cheapest selection from Elite and Fast)


    I get that, but is it worth taking a Brigade in the first place?

    The extra CPs are nice, but to get them you're having to spend 300pts on units that are of dubious efficiency at best, as well as compromising the core premise of the list by using unersized squads.

    I'd much rather use a Battalion, drop the deathmarks and have the Immortals as 10-man squads. I think one of the 6 would be left at 8 models, so you could either drop a unit of scarabs to get that one up to 10 as well (either of these would also allow the third Overlord to upgrade to a Warscythe).

    That's just my take, anyway.

    My take on that list would be a bit different anyway, since I lack both Doomsday Arcs and Pylons. I'd probably just have something like:

    Spoiler:
    Destroyer Lord w/ Warscythe, Phylactery
    Overlord w/ Warscythe
    Overlord w/ Warscythe
    10 Immortals w/ Tesla
    10 Immortals w/ Tesla
    10 Immortals w/ Gauss
    10 Immortals w/ Gauss
    10 Immortals w/ Gauss
    10 Immortals w/ Gauss
    10 Immortals w/ Gauss
    10 Immortals w/ Gauss
    3 Destroyers + Heavy Destroyer
    3 Destroyers + Heavy Destroyer
    6 Scarabs
    2000pts exactly (take that, OCD )


    A slight variation would be to drop the scarabs, add an extra Destroyer to one of the units and give the D. Lord and one of the Overlords Staffs of Light. However, that would only be 1999pts, making it worse in every conceivable way.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 14:36:47


    Post by: skoffs


    There's nothing "wrong" with Deathmarks.
    In fact their ability to appear when and where ever you want them is fantastic, especially when countering your opponent's own deepstrike plans (not to mention the fact that getting rid of key HQ is the key to taking down certain lists)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 14:44:09


    Post by: Requizen


    Scion armies are very much in the meta right now, which alone makes Deathmarks super good. The more the meta lends towards Characters or elite type units coming in from reserves (GK, GSC, Nids with Tyrannocites, Deathwatch, etc), the better they'll be. If the game leans more towards blobs of dudes, good vehicles, or just walking tough units across the table, they're less good. But still good because they're one of the few innate DSers we get in the entire book.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 15:18:03


    Post by: Moosatronic Warrior


    Deathmarks seem unlikely to ever actually kill anything, certainly not anywhere near enough to justify their cost. However I think every army could use at least one cheap deepstrike unit for objective grabbing.

    I would also say that it's never worth significantly altering a list to get extra CP.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 15:29:39


    Post by: Requizen


    Depends on what needs killing.

    A deepstriking blob of Death Company on Jetpacks? No way man.

    A 4 man Tempestus Command Squad with 4 Plasma Guns? Should kill 3 on average and save whatever unit it is they were trying to vaporize.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 15:42:56


    Post by: Moosatronic Warrior


    Bubble wrap scarabs would be a more efficient defense, but if you took the DMs for objective grabbing anyway that would be a handy use for them.




    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 15:49:40


    Post by: vipoid


     skoffs wrote:
    There's nothing "wrong" with Deathmarks.


    Perhaps, but I find them unreliable at best (nt least because their usefulness varies considerably with the list you're facing).

     skoffs wrote:
    In fact their ability to appear when and where ever you want them is fantastic, especially when countering your opponent's own deepstrike plans (not to mention the fact that getting rid of key HQ is the key to taking down certain lists)


    That's true, but again is highly dependant on your opponent having the right list. Many HQs are going to be beyond their ability to kill (barring excessive luck with 6s), and many more will be outside of their optimum range. Likewise, I think countering Deep Strike stuff is going to be very list-dependant. e.g. they can probably make quick work of Scion Command Squads, but will be far less efective against, say, GK deep striking GK Terminators or Paladins. And that's assuming your opponent has deep strikers in the first place.

    Again, it's not that Deathmarks are necessarily bad - it's that I wouldn't want to take them at the expense of the units that my list is supposed to be built around.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:02:15


    Post by: davethepak


    Deathmarks do not have to eliminate 100% of the enemy squad - they just have to mess with the other player's head.

    "you have a unit that can intercept my deep strike???".

    A huge part of this game is about confusing or disrupting the plans of your opponent.

    If your opponent is super smart, they may do some quick math, and disregard the deathmarks. If they are super dumb....well, don't need to worry about anything else then..



    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:05:11


    Post by: vipoid


    davethepak wrote:
    Deathmarks do not have to eliminate 100% of the enemy squad - they just have to mess with the other player's head.


    One of my rules of list-building is that I never trade function for psychological games.

    davethepak wrote:
    If your opponent is super smart, they may do some quick math, and disregard the deathmarks. If they are super dumb....well, don't need to worry about anything else then..


    I also don't like to rely on my opponent not being smart or making bad decisions.

    I appreciate that others may well disagree on this, but that's just how I see it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:09:06


    Post by: Kuguar6


     skoffs wrote:
    Kuguar6 wrote:
    In my version of ST i take only immortals
    [...]
    I take only one cryptek and overlord

    Did you feel the Cryptek was worth it?
    I mean, if you were just spamming Immortals there wasn't anything expensive that would have really benefited from it, right?
    For how much he costs you could have just added a second cheap Overlord which would have given you more MWBD.

    Here's my own take on a Immortal based Silver Tide-
    Spoiler:
    +++ Silver Tide TAC +++

    ++ Brigade (Necrons) [118 PL, 1998pts] ++

    + HQ +
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 104pts]: Hyperphase Sword

    + Troops +
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Gauss Blaster
    Immortals [8 PL, 119pts]: 7x Immortal, Tesla Carbine
    Immortals [8 PL, 119pts]: 7x Immortal, Tesla Carbine
    Immortals [8 PL, 102pts]: 6x Immortal, Tesla Carbine

    + Elites +
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark

    + Fast Attack +
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    + Heavy Support +
    (FW) Sentry Pylon [8 PL, 150pts]
    . Sentry Pylon: Gauss Exterminator

    Doomsday Ark [10 PL, 203pts]
    Doomsday Ark [10 PL, 203pts]
    Covers all the TAC bases:
    - CC punch
    - anti HQ
    - anti horde
    - anti vehicle
    - anti flyer
    - screening

    Haven't tried it yet (besides, I'll need more Immortals)

    For cryptek i take szeras. He boost all immo, once per turn, give better RP and have nice weapon. Troops durability its hard to mathammer. One immo can keep unit alive and give you 5 more.
    MVBD on full tesla immo unit give you 5 immo more. 5 immo are cheepest then overlord so i dont need overlord just for MVBD. I take anrakyr for better counter cc.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:13:23


    Post by: Fan67


    Has anyone successfuly faced current top tier lists?

    I can't see how necrons can face brimstones, scout limits, scions and mass infantry armies like orks and nids.

    Tesla options are way too pricey points per damage and games mostly deviate towards maneurs and lucky malestrom missions draws. Not bad per se but kind of too much counter fluffy for necrons to entirely avoid clashes with the enemy. The nerf of the Tessaract vault trashed it completely and forge world didn't provide any answers.

    Would sell my soul for 3-4ed will be back instead of currect protocols.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:13:34


    Post by: Requizen


    They also have other functions with their Interception.

    -Changes opponents positioning. Do they try to move in such a way to prevent you from being able to place the Deathmarks as an intercept?
    -Drop down into a piece of terrain and create a 2+ unit that must be dealt with, changing the opponent's target priority
    -If the opponent is DS'ing a combat unit, you can drop the Deathmarks into the middle of the unit they want to charge. 5 DMs aren't the scariest thing - but now it's another unit they have to deal with if they charge, splitting attacks, eating extra overwatch, etc.

    -If they have multiple DS units, you can place the Deathmarks in such a way that the next unit to come in cannot arrive where it wants. They can counter this with clever positioning, but it limits their options.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:44:37


    Post by: Slayer-Fan123


    Honestly Deathmarks are good if only because you'll see Scions a lot. While they're not mathematically the best for mathhammer, the rules they have make them worth the points.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 16:58:29


    Post by: Kuguar6


    But again, for ST army we want max infrantry wound and hit. DMs have less W and A then warriors and immo. If your ST will have less point then opponent horde you probably lost. DMs grab your points outside ST so they are good for different army style.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 17:18:50


    Post by: Actinium


    Scions are kind of deathmark's only ideal target and they cost half what the dmarks do. Even something like a 31pt commissar wrapped in conscripts who is only t3 and a 4+ save takes like 180 points of deathmarks to kill.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 17:38:15


    Post by: davethepak


     vipoid wrote:


    One of my rules of list-building is that I never trade function for psychological games.

    I also don't like to rely on my opponent not being smart or making bad decisions.

    I appreciate that others may well disagree on this, but that's just how I see it.


    I am not going to "disagree" with you - but let me expand on this concept - I made my point in a terse manner.

    I also rely on function - obviously, their value is also that they can shoot.

    HOWEVER - everyone takes the "psychological" tactic in this game.
    Or rather - its called tactics and counter tactics.

    What model did you deploy first? What did you deploy last? Did you just put an objective near the middle? What type of game plan do you have?
    You put X in reserves? what does that mean? The deceiver excells at this - you are completely changing the game after someone had a plan.

    Target priority is quite possibly the most important part of the execution of your plan for the game - I have seen many games won or lost this way.
    You can make the decisions regarding target priority more difficult by presenting multiple threats - or even feints with units - thus increasing the changes your opponent will make an incorrect decision.

    Every single aspect of this game is tactics/psychological - except the actual die rolls.
    Just some people are bad at it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 19:22:57


    Post by: Klowny


    Fan67 wrote:
    Has anyone successfuly faced current top tier lists?

    I can't see how necrons can face brimstones, scout limits, scions and mass infantry armies like orks and nids.

    Tesla options are way too pricey points per damage and games mostly deviate towards maneurs and lucky malestrom missions draws. Not bad per se but kind of too much counter fluffy for necrons to entirely avoid clashes with the enemy. The nerf of the Tessaract vault trashed it completely and forge world didn't provide any answers.

    Would sell my soul for 3-4ed will be back instead of currect protocols.


    Fighting brimstone list next week, and have beaten both IG, tabled nids, and fighting orks on Monday. We stand up quite well to them. I was disheartened before playing but after seeing how dangerous we are when we get in close, and how easy it is to get there now....

    MWBD Timmortals are very, very good. Trying TB tesla soon, have good hopes. Anni barge is good, just cant draw attention to it. Tesseract vault is AMAZING against hordes (maybe not as great against IG but the rest, shreds hordes and they cant answer its huge wound pool easily.

    Every single forgeworld unit is viable, and some are Top Teir now. The ark is probably the best, pylons are dirt cheap for what you get, centipedes are good, HQ's are good, pylon is best macro weapon that FW make.....


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/06 20:01:11


    Post by: BrotherGecko


    I was pretty impressed with what tesla can do for its points against harder to kill stuff (meq) and I can't imagine tesla would see a reduction in damage output vs horde armies with low Sv


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 11:02:43


    Post by: Zalek


    Hej Guys

    I just had my first ever Necron game 1020 points. My opponent was Dark Eldar with a more fluffy list but still had some Dark lances and blasters, and bikers. On turn 3 my opponent conceded with only 1 unit of bikers left on his side after my turn 4, and with me losing only my Tomb blades.

    Spoiler:

    My List
    1x Overlord
    _________Warscythe

    1x Annihlation Barge
    _________Tesla Cannon

    1x Doomsday Scythe

    3x Tombblades
    _________Gaus blasters

    10x Immortals
    _________Gaus Blaster

    20x Warriors
    _________Gaus Flayer


    I chose the Checker style deployment (Can't remember name) so I could be close to Mid as much as possible. Because I only had 6 units I was guaranteed to go first. Naturally my opponent seized the innitiative


    Game Notes and Highlights

    In a 1000 point game, max unit Immortals and Warriors were never close to being wiped out, and RP bringing back units made it more so.

    QS from annihlation barge ignored 9 wounds (4+5) from 2 dark lances, which was magnificant. He decided not to shoot at it with Dark Lances rest of the game

    Rapid fire Overwatch from Warriors wiped Hellion unit that tried to charge them

    My immortals and Warriors both got charged on different occasions. On my turn I simply fall back, and the other unit shot the charging unit out of the game.

    If we get into Rapidfire range + MWBD our troops are very very deadly. Immortals don't really care much about +1 cover save when their weapons -2AP

    Overlord was a beast in combat and wiped a unit of Incubi by himself in 2 combat phases. He was left with 2 wounds then got charged by an Archon and took him to 1 wound before dying (To keep the game thematic we decided to make them fight each other withouth interferance, so I didn't charge with my MWBD Immortals to the Archon)

    There was no point in game I wished I had a Cryptek for ++5 or +4RP instead of the Overlord.

    Doomsday Scythe was deadly with S10, which wiped a Talos that was annoying my warriors and Took Raider down to lowest weapon profile so I could ignore it. Because of careful placing by my opponent, My Doomsday Scythe was forced to fly off the board. It was my first time using a flyer so I have to be more careful in the future, lesson learned

    Living Metal was very useful, slowly getting wounds backs on AB and Overlord. My AB finished the game with 1 wound




    I had a blast playing the necrons, just all those small rules really makes it enjoyable for me. There is something very satisfying when you opponent rolls 5 damage on D6 dark lance you roll a 1 on your QS save. Our HQs rules look so much more fun than other factions HQ as well. So I am definitely looking forward to my next game


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 13:07:40


    Post by: skoffs


    Reexamining the Silver Tide Immortal Brigade build,
    You could take 6 full Immortal units and go cheap minimums on everything else (just because they're the cheapest takes in each category doesn't necessarily mean they're bad takes).
    Spoiler:
    +++ Immortal Brigade Test v.2 [102 PL, 1998pts] +++

    ++ Brigade Detachment +9CP (Necrons) [102 PL, 1998pts] ++

    + HQ +
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 112pts]: Warscythe
    Overlord [7 PL, 112pts]: Warscythe

    + TROOPS +
    Immortals [8 PL, 170pts]: 10x Immortal, Gauss Blaster
    Immortals [8 PL, 170pts]: 10x Immortal, Gauss Blaster
    Immortals [8 PL, 170pts]: 10x Immortal, Gauss Blaster
    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine
    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine
    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

    + ELITE +
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark
    Deathmarks [5 PL, 100pts]: 5x Deathmark

    + FAST +
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm
    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    + HEAVY +
    Heavy Destroyer [4 PL, 75pts]
    Heavy Destroyer [4 PL, 75pts]
    Heavy Destroyer [4 PL, 75pts]
    Functional, but not exactly competitive.
    The only thing it might have trouble with is vehicle spam.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 14:44:34


    Post by: Kuguar6


    3K brigade build looks ok. Example:
    Spoiler:

    ++ Brigade Detachment +9CP (Necrons) [2879pts, 144 PL] ++

    + HQ +

    Anrakyr the Traveller [167pts, 9 PL]

    Illuminor Szeras [8 PL, 143pts]

    Overlord [7 PL, 112pts]: Warscythe

    + Troops +

    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

    Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

    Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

    Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

    + Elites +

    C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Antimatter Meteor

    Lychguard [16 PL, 300pts]: 10x Lychguard, Warscythe

    Triarch Stalker [181pts, 8 PL]: Twin Heavy Gauss Cannon

    + Fast Attack +

    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

    + Heavy Support +

    Doomsday Ark [203pts, 10 PL]

    Doomsday Ark [203pts, 10 PL]

    Doomsday Ark [203pts, 10 PL]

    ++ Total: [144 PL, 2879pts] ++

    Created with BattleScribe

    2K build have some tax and dont have flexibility.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 15:48:46


    Post by: sieGermans


    Are there any serious competitive events at over 2k?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 16:15:31


    Post by: Denegaar


    I had my first 8th game yesterday. Small game, 500ish point to test the new with my necrons vs my friends Skitarii.

    I had 10 warriors, 5 gauss immortals, the Overlord and an Stalker vs 10 vanguard, 5 Ruststalkers the Dominus and a Dunecrawler.

    I won at turn 4, very fun to play indeed. Immortals were aces, being way better than its troops, and the Overlord destroyed the Onager in a couple turns. At the end the warriors were impossible to wipe.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 19:41:22


    Post by: Slayer-Fan123


    I'm still nervous about footslogging anything to be honest. I'm looking at Night Scythes for my Gauss Immortals while the Tesla ones move up the field.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 19:46:38


    Post by: Requizen


    I like Night Scythes, but they're so expensive, especially since you really want to bring (number of units inside + 1) to try and not lose the dudes within.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 20:20:23


    Post by: skoffs


    Yeah, units of 10 Gauss Immortals inside Night Scythes is fine, so long as you have more than one. If you can manage to drop them into cover within 12" of a juicy target, they'll do great.
    With maxed G.Imms in NSs at the fore, MSU T.Imms on backfield objectives, and a Warrior brick for the midfield, you should have pretty decent field control.

    Alternatively you could try using TBs to try the forward push, but they'll probably be more expensive.

    10 Immortals (gauss) - 170
    10 Immortals (gauss) - 170
    1 Night Scythe - 174
    1 Night Scythe - 174
    = 688

    13 Tomb Blades (gauss, shields, scopes) - 663

    Who's got better firepower and survivability, though?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 21:35:55


    Post by: torblind


    I created a simple chart to help compare things like Doomsday Arks vs Heavy Destroyers etc. here:

    http://www.dice-hammer.com

    Punch in the weapon options for units you'd like to compare, and then toggle forth and back between groups etc. The idea is to show in the same view performance against both hordes and vehicles/monsters


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 22:09:07


    Post by: skoffs


    ^
    Seems like a cool tool, but I think I ran into a problem.
    I tried putting in the stats for Tesla Immortals with MWBD and the top armor save / toughness boxes all just went black.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 22:25:16


    Post by: Actinium


    That is incredibly helpful, thank you.

    Bug report: the range only seems to turn rapid fire on or off and not outrange weapons entirely. For instance a doomsday ark keeps hitting with the cannon and the flayer arrays no matter how far you set the distance but the flayer arrays do get doubled fire at 12 or less. You can still just toggle the arrays on or off to see what you want but something like a knight with 3 or 4 different weapon types with different ranges it gets more fiddly to be toggling and untoggling the whole list.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/07 23:53:55


    Post by: torblind


    Thanks! I'll look into it tomorrow. (CET time here)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 01:19:42


    Post by: Odrankt


    Hey guys, I need some help.

    I have a game tomorrow against my brother. He will be playing a list called "Tzeentch Flying Circus"
    the list contains;
    Spoiler:
    Supreme Command Detachment
    -LOW-
    Magnus
    -HQ-
    CSM Daemon Prince, Tzeentch, Wings,Malefic Talons x2,Warp Bolter (Smite, Warptime)
    CSM Daemon Prince, Tzeentch, Wings, Hellforged Sword ,Warp Bolter (Smite, Infernal Gaze)
    Lord Of Chane w/ Rod of Sorcery (Smite, Boon of Change, Bolt of Change)
    Battaltion Detachment
    -HQ-
    The Chaneling (Smite, Treason)
    Hearld on Disc w/ Staff of Change (Smite, Boon of Change, Bolt of Change)
    -Troops-
    5 Pink Horrors, 10 Brimstones
    5 Pink Horrors, 10 Brimstones
    5 Pink Horrors, 10 Brimstones
    -Fast-
    Screamers x3
    Screamers x3
    -Heavy-
    Burning Chariot
    Burning Chariot
    Total -1971


    any idea on how to counter this obvious smite-spam? No forge world allowed so my only way of deny the witch is with Sypders.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 03:05:50


    Post by: Actinium


    I've never actually read the entry for The Changeling before, that's actually a pretty good argument for deathmarks but it would take 12 to kill him from 13"+.

    Basically you can shoot at magnus or the lord of change or the chariots from turn 1 with heavy hitters like ddarks or heavy ds but the only way to target the sub 10 wound guys including the 2 deamon princes who will really tear your army apart is by first clearing out the horrors screening them. Our best way to clear out hordes of low armor save units is tesla, except as long as The Changeling is on the board everything on that list gains a -1 to hit modifier which isn't just 1 more miss result on a dice, it also means it's impossible to get tesla exploding 6s (or with MWBD it's only a normal chance).

    Although a gauss pylon from forgeworld would be nice for instantly pasting magnus, i think your best bet is a mix of warriors, scarabs, and doomsday arks. None of those are extra crippled by the -1 to hit modifier and all of them have a big load of wounds with a meh armor save which will waste most of the value of mortal wounds from smite spam. Gloom prisms aren't really great here, there's so many psychic powers that maybe denying 1 or 2 of them won't noticeably curb the damage output and spyders are pretty good smite targets. Keep your scarabs within 2" of your warrior phalanx so none of the flying monsters have a place to land behind them to charge the inner units which will give you at least one more turn to fall back and shoot. You don't really need the ark's big stand still cannon shot since nothing is over t7 and almost all their saves are invulnerable so any ap over -2 is wasted so don't be afraid to move them around to get use out of the flayer arrays or to split up your forces so the units hiding in the horrors with their slower 6" move can't chase both.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 03:49:19


    Post by: skoffs


     Actinium wrote:
    I've never actually read the entry for The Changeling before, that's actually a pretty good argument for deathmarks but it would take 12 to kill him from 13"+.
    Why would Deathmarks be shooting from 13"+ away? Their ability requires them to be within 9-12".

    Also, the best answer to inv saves is mortal wounds and Tesla... which ironically, the Tesseract Vault has plenty of both (not necessarily saying it's a good idea to take, just that it might be worth considering if you had the option).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 04:14:33


    Post by: Actinium


    The 9-12" range only applies to ethereal interception, their anti deep strike deep strike, which doesn't apply here. Here they just use regular hunters from hyperspace deep strike and they land 13+" away because that list is taking 45 horrors explicitly to protect its sub 10 wound characters so there's no way in hell the changeling isn't wrapped tight in the center of that far outside rapid fire range.

    If you don't kill the changeling with sniper fire then every unit in that army has a daemon and tzeentch keyword tags so they all get -1 to hit if they're within 9" of the changeling, which means no exploding 6s for tesla weapons. A vault's tesla spheres go from getting 20 hits a turn to getting 10 hits a turn. Also the horrors are resilient because they split into more horrors when they die and the owning player gets to allocate losses to the smallest horrors first, so their model count will always remain low and seismic assault won't really be good against them.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 04:31:09


    Post by: skoffs


     Actinium wrote:
    The 9-12" range only applies to ethereal interception, their anti deep strike deep strike, which doesn't apply here. Here they just use regular hunters from hyperspace deep strike and they land 13+" away because that list is taking 45 horrors explicitly to protect its sub 10 wound characters so there's no way in hell the changeling isn't wrapped tight in the center of that far outside rapid fire range.
    Ah, gotcha.

    And of course the only thing that could effectively counter that kind of combo is the thing we barely have available to us (flamers).
    Wonderful.
    :/


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 05:30:40


    Post by: Kuguar6


    DMs for chaneling killing is good idea. Even only for scare your opponent.
    You can spam scarabs - a lot o W counter smite, a lot of hit counter inv.
    You can take nightbringer - he was super counter for deamon prince and Magnus.
    I won with list like this with immo tesla spam but opponent dont have chanelling. Keep in mind that chanelling have only 9" range aura and you push him with DMs so you can shoot into target without -1 hit. Especialy with long range DDA.
    If you take a lot of troops think also about Anrakyr for counter cc atacks.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 06:50:52


    Post by: torblind


     skoffs wrote:
    ^
    Seems like a cool tool, but I think I ran into a problem.
    I tried putting in the stats for Tesla Immortals with MWBD and the top armor save / toughness boxes all just went black.


    You needed to actually punch in AP 0 , I changed that now

    T.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 07:19:47


    Post by: skoffs


    torblind wrote:
    http://www.dice-hammer.com

    Punch in the weapon options for units you'd like to compare, and then toggle forth and back between groups etc.

    Wait, is this right?

    12 Tesla Tomb Blades vs 12 Gauss Tomb Blades.
    Against T4 Sv3+ at 12":
    Spoiler:


    - the Tesla ones are putting out 8.89 wounds
    - the Gauss ones are putting out 3.56 wounds

    ?
    I thought the Gauss would be better up close.

    If this is accurate, why would anyone ever take Gauss Tomb Blades?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 07:24:51


    Post by: torblind


    AP should be -2, not +2


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 07:33:37


    Post by: skoffs


    torblind wrote:
    AP should be -2, not +2
    Lol, thanks
    (how did I not see that?)

    Yes, 14.22 wounds sounds MUCH better!


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 07:40:50


    Post by: torblind


    I considered disabling positive APs all together, but.. you really never know what someone might need. Something else that would be interesting is to consider confidence intervals of damage outputs, ie how likely is it to score more than X, thats often what you need to consider in-game. Not sure how to best fit all that into the current view.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 07:55:11


    Post by: skoffs


    It's a great start, by all means, keep thinking up ways to integrate advanced functions.


    Back to the original point I was after,
    When trying to figure out Immortals + Night Scythes vs Tomb Blades,

    This is 20 Gauss Immortals coming out of 2 Night Scythes:
    Spoiler:

    And this is roughly equal points 13 Gauss Tomb Blades:
    Spoiler:

    Not taken into account is the TBs cover ignoring upgrade, so it may increase their damage output.

    Regardless, they look pretty even.
    The Night Scythes have the edge over Hordes, slightly.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 08:22:01


    Post by: torblind


    he night scythe immortals are a drop-once force to control a portion of the board, while the tomb blades, being sturdier with W2 and shootier this edition, albeit more expensive, are a dynamic shooting force to pursue faster game play (faster enemies or whenever zapping across the field is important).

    Tactically very different things.

    The tomb blades being that much expensive, it's important to capitalize on their strengths, which I think will be more situational and tactically harder. Perhaps better against things like Harlequins or DE that zap around the field too.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 17:40:36


    Post by: davethepak


    torblind wrote:
    he night scythe immortals are a drop-once force to control a portion of the board, while the tomb blades, being sturdier with W2 and shootier this edition, albeit more expensive, are a dynamic shooting force to pursue faster game play (faster enemies or whenever zapping across the field is important).

    Tactically very different things.

    The tomb blades being that much expensive, it's important to capitalize on their strengths, which I think will be more situational and tactically harder. Perhaps better against things like Harlequins or DE that zap around the field too.


    This ^

    We have to beware the trap of mathhammer. Units are rarely identical in what they can do. Of course, stats are always good input - but how are you going to use that unit.

    Played a game last night with my crons - very close game against a solid tau list. We decimated each other, but I managed to win by working objectives well.

    A few observations;
    Warrior blob with cryptek - he stopped shooting at it after a while. This is both good and bad. Bad, because it was a nice bullet sponge, good because I maneuvered a huge blob around different areas they needed to be (I deliberately maneuvered to get objectives somewhat midfield).

    Overlord - mwbd is awesome - but overlords are decent in CC, so its hard to get them where they need to be.

    Quantum shielding - this really causes other players to rethink everything. The hammerheads stopped shooting at my vehicles with QS (or switched to blast rounds) and it really threw off his game.

    Deathmarks - they did not do the damage I was hoping, but they did influence how the other player did his deep strikes. I would not bother with 5, bring 10.

    Cover - if you manage to get a 10 man unit of deathmarks or immortals in cover, they are very hard to get out of there. very nice.

    Tomblades - very useful due to their speed and flexibility. oh, and they shoot well too....

    Monolith - that was a lot of points, but it dominated the game. The nerf to shooting is harsh, but it is super resilient. Even melta's need a 4+ to wound. Pure numbers wise, the damage it did was not enough to merit its points cost, but .... drop it in the front lines and you then control the pace of the middle game. This is a very valuable asset - and no mathhammer can measure it.

    Crons are a lot of fun this edition, although I wish we had more psychic defense (and need a faq on the range for the spider).

    (also had a stalker and a DDA - they were both awesome, but most people know that....).





    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/08 18:54:14


    Post by: torblind


    It seems you know your way around the Tau - did he do any tactical errors against your necron force? (apart from the perhaps obvious things that he learned during the match?)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 03:30:35


    Post by: davethepak


    torblind wrote:
    It seems you know your way around the Tau - did he do any tactical errors against your necron force? (apart from the perhaps obvious things that he learned during the match?)


    I play tau as well, so it was a very interesting game.

    Errors;
    * Early on he did not focus fire as much as necessary , but after a while his target priority was very good.
    * Also, there was an instance where it was pretty clear I was going to charge one of his units on my next turn - he should have charged me. That would have prevented me from shooting with my full BS, and he could have at least gone first. This is a very common mistake in 8th however, and while my buddy is a very good player - he is still just learning 8th.
    * The mission was "contact lost" and making sure you have objectives is very important in that one - he did not focus on the objectives enough early game.

    I made a couple of errors as well, and one of them (I left my warlord exposed as the closest character) he failed to take advantage of.

    Crons are pretty good - we just don't have a lot of units for the points - and our infantry are very slow. Units that can MOVE are essential for taking (or pushing enemies off) objectives.



    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 03:35:28


    Post by: cheesedupree


    I hope that Maelstrom style missions become the standard - places more of a value on tactically flexible units and reduces the effectiveness of pure mathhammer lists.

    davethepak - were you running Gauss or Tesla on your TBs? currently assembling a bunch of them at the moment, struggling to decide which to go with. Might have to bite the bullet and magnetise.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 03:40:18


    Post by: davethepak


    cheesedupree wrote:
    I hope that Maelstrom style missions become the standard - places more of a value on tactically flexible units and reduces the effectiveness of pure mathhammer lists.


    Agreed. give a lot more depth of play than the "just kill the other guy".


    davethepak - were you running Gauss or Tesla on your TBs? currently assembling a bunch of them at the moment, struggling to decide which to go with. Might have to bite the bullet and magnetise.


    I was running gauss. I am still testing out the gauss vs. tesla numbers, but overall feel the gauss is a bit better for my needs.

    My tomblades are magnetized so they can be either - although to be honest, I have not painted all of the tesla guns.
    On a side note - they are custom - I converted them from OLD necron destroyers (yes, the 'lawn chair" guys) before we had a tomb blade model.
    I removed the gun from the old destroyer, and put in a weapon mount, and magnitized the gauss weapon to it (I now have the gauss gun bits from the new models).

    Once the new models came out, I did not like of look of them, and just kept converting my old ones.



    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 05:16:39


    Post by: skoffs


    So Silver Tide and Quantum Shield-Wall.
    We know these work. Cool.
    But has anyone else had success with any other kinds of builds?
    I'd love to get something speedy with mass Destroyers / Tomb Blades / Praetorians, but cost of model combined with the prevalence of multi-damage weapons means I just have not been able to find anything that works...


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 11:15:35


    Post by: torblind


    davethepak wrote:
    torblind wrote:
    he night scythe immortals are a drop-once force to control a portion of the board, while the tomb blades, being sturdier with W2 and shootier this edition, albeit more expensive, are a dynamic shooting force to pursue faster game play (faster enemies or whenever zapping across the field is important).

    Tactically very different things.

    The tomb blades being that much expensive, it's important to capitalize on their strengths, which I think will be more situational and tactically harder. Perhaps better against things like Harlequins or DE that zap around the field too.


    This ^

    We have to beware the trap of mathhammer. Units are rarely identical in what they can do. Of course, stats are always good input - but how are you going to use that unit.

    Played a game last night with my crons - very close game against a solid tau list. We decimated each other, but I managed to win by working objectives well.

    A few observations;
    Warrior blob with cryptek - he stopped shooting at it after a while. This is both good and bad. Bad, because it was a nice bullet sponge, good because I maneuvered a huge blob around different areas they needed to be (I deliberately maneuvered to get objectives somewhat midfield).


    Would you bother with a cryptek with the warriors next time?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 14:34:40


    Post by: davethepak


    torblind wrote:
    davethepak wrote:
    torblind wrote:
    he night scythe immortals are a drop-once force to control a portion of the board, while the tomb blades, being sturdier with W2 and shootier this edition, albeit more expensive, are a dynamic shooting force to pursue faster game play (faster enemies or whenever zapping across the field is important).

    Tactically very different things.

    The tomb blades being that much expensive, it's important to capitalize on their strengths, which I think will be more situational and tactically harder. Perhaps better against things like Harlequins or DE that zap around the field too.


    This ^

    We have to beware the trap of mathhammer. Units are rarely identical in what they can do. Of course, stats are always good input - but how are you going to use that unit.

    Played a game last night with my crons - very close game against a solid tau list. We decimated each other, but I managed to win by working objectives well.

    A few observations;
    Warrior blob with cryptek - he stopped shooting at it after a while. This is both good and bad. Bad, because it was a nice bullet sponge, good because I maneuvered a huge blob around different areas they needed to be (I deliberately maneuvered to get objectives somewhat midfield).


    Would you bother with a cryptek with the warriors next time?


    That is a VERY interesting question. Many have run the analysis on instead of a cryptek, just another 10 warriors.

    I would say yes - I would include them.

    A few reasons;
    * The lack of the cryptek, and the player would have focus fired on the unit, and wiped it out. Eliminating the offensive and area holding capability of the blob. An extra 10 warriors would have been killed easily.
    * not all armies are the same - this this opponent did not shoot many high AP weapons at the blob, other armies may have more plasma, etc. thus the 5++ would be of more use.
    * This was tau - they did not assault me (some tau do) - but in a game where assaults WILL happen, the blob is very critical - it can screen a lot due to its size, it can slow down a nasty assault unit, or even tie it up (or perhaps even defeat it - the MWBD +1 counts in cc as well). Orikins invul even happens in CC - with a 5++ and RP on a 4+ warriors can even tank THSS termies.
    * an overlord is a decent beatstick - for that unit that gets too close (in the end of our game, I charged one troublesome tau unit that I could not shoot out of cover and killed it in assault) or if you need to deal with a deep striking unit he can handle.
    * I usually don't use a generic cryptek - I like the extra abilities that come with others like Orikian or szeras or even toholk the blinded. I feel their extra utility is an affordable bonus.

    Regardless of my reasons - I do acknowledge that the people who prefer more warriors to cryptek units are not wrong - I am sure their reasons work for them - at this point, or at least until more experience changes my reasoning, I am going to keep the overlord and cryptek (again, usually a named cryptek).





    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 14:51:04


    Post by: Klowny


    torblind wrote:
    davethepak wrote:
    torblind wrote:
    he night scythe immortals are a drop-once force to control a portion of the board, while the tomb blades, being sturdier with W2 and shootier this edition, albeit more expensive, are a dynamic shooting force to pursue faster game play (faster enemies or whenever zapping across the field is important).

    Tactically very different things.

    The tomb blades being that much expensive, it's important to capitalize on their strengths, which I think will be more situational and tactically harder. Perhaps better against things like Harlequins or DE that zap around the field too.


    This ^

    We have to beware the trap of mathhammer. Units are rarely identical in what they can do. Of course, stats are always good input - but how are you going to use that unit.

    Played a game last night with my crons - very close game against a solid tau list. We decimated each other, but I managed to win by working objectives well.

    A few observations;
    Warrior blob with cryptek - he stopped shooting at it after a while. This is both good and bad. Bad, because it was a nice bullet sponge, good because I maneuvered a huge blob around different areas they needed to be (I deliberately maneuvered to get objectives somewhat midfield).


    Would you bother with a cryptek with the warriors next time?


    I feel 20 warriors properly supported is a nice shooting block, and a cryptek is better than a lord every time. Sure the 5+ will rarely come into play, but 4+ RP is way better than RR fail Ld tests.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 16:01:42


    Post by: skoffs


    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 16:08:58


    Post by: torblind


    With orikan, would you strive to make him support 2 infantry units with his 6" bubble, or would you worry less about that and try to unleash his cc potential whenever there's a chance?


    Automatically Appended Next Post:
     skoffs wrote:
    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?


    Would you risk 2 units in tomb world and 2 night scythes on board? What about a monolith as an added distraction and emergency gateway for tomb world?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 16:30:48


    Post by: skoffs


    A monolith is a little expensive for a distraction unit...
    If I were to take a monolith I'd want a decent portion of my list running support for it. Probably end up doing a Deceiver Bomb to maximize the alpha strike.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 17:04:00


    Post by: davethepak


    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?


    Viable if it works with your list. The flayed ones need a lot of bodies to not get killed - while they are decent assault units they are no korn berzerkers.


    A monolith is a little expensive for a distraction unit...
    If I were to take a monolith I'd want a decent portion of my list running support for it. Probably end up doing a Deceiver Bomb to maximize the alpha strike.

    Well, above you mention "Night Scythes" as in two - two Night Scythes are only a few points shy of a monlith.

    I think the scythes may be more useful in their mobility, but a monolith is quite the force on the table.

    Finally, regarding the Monolith. No amount of math hammer or "effeciency" can show its effect in a game - you have to actually play with it.

    Give it a whilr, and see what you think.
    (in all of the tactica forums, I see way to much estimating and not enough 'doing' - nothing replaces actual in game experience).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 17:41:03


    Post by: skoffs


    Alright,
    For those people who have used their Monoliths in game, how did it do?
    What was it's main purpose when you took it?
    How would you rate it's performance compared to other units you might have been able to take for the same points?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 17:51:25


    Post by: Draco765


     skoffs wrote:
    So Silver Tide and Quantum Shield-Wall.
    We know these work. Cool.
    But has anyone else had success with any other kinds of builds?
    I'd love to get something speedy with mass Destroyers / Tomb Blades / Praetorians, but cost of model combined with the prevalence of multi-damage weapons means I just have not been able to find anything that works...


    Our store has had a change in who is running the events and he is going to be running the tournaments using the Eternal War missions or at 2000.

    I was thinking of doing something like this:

    LoW Detachment:
    Gauss Pylon: Gauss Annihilator, Tesla Arc

    Outrider Detachment:
    Destroyer Lord: Staff of Light
    Cryptek: Staff of Light

    3x Destroyer, Heavy Destroyer
    3x Destroyer, Heavy Destroyer
    3x Destroyer, Heavy Destroyer

    Sentry Pylon: Heat Cannon
    Sentry Pylon: Gauss Exterminator
    Sentry Pylon: Gauss Exterminator

    (1988)

    Might not win much, but it is a list that people will not want to be sitting anywhere near objectives within my fire range.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 18:13:25


    Post by: vipoid


     skoffs wrote:
    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?


    Wouldn't it be better to deep strike them on turn 2? Otherwise, the enemy can focus them down on turn 1 and be ready to deal with the immortals on turn 2.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 18:13:41


    Post by: torblind


    Not much for hordes in there


    Automatically Appended Next Post:
     vipoid wrote:
     skoffs wrote:
    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?


    Wouldn't it be better to deep strike them on turn 2? Otherwise, the enemy can focus them down on turn 1 and be ready to deal with the immortals on turn 2.


    There are definitely some timing challenges to overcome. Shouldn't risk too much on a 9" charge, may have to weather a turn of shooting to move closer to charge next turn. Should probably zap in more units than just one to force him to make some choices


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 18:32:00


    Post by: skoffs


     vipoid wrote:
     skoffs wrote:
    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?

    Wouldn't it be better to deep strike them on turn 2? Otherwise, the enemy can focus them down on turn 1 and be ready to deal with the immortals on turn 2.

    They'd have a 9" charge, so those won't be very good odds that they'd be making it into combat turn one.
    At least if you get into a good spot in turn one (eg. sticking them close by but behind LOS blocking terrain) they'd be able to maneuver in for a turn two charge.
    However their main purpose is to divert your opponent's plans and attention. You do not just leave enemy Flayed Ones sitting in your deployment zone. They have to be dealt with or they're going to wreck everything.

    With that in mind, remember that guys getting out of Night Scythes must do so before they move.
    So turn one, your NSs move up and shoot.
    Then your opponent goes.
    ... however, by the time it's your turn two, whatever your guys getting out of the NS were hoping to shoot at would be further away (unless you're playing against an idiot). The FAQ didn't answer whether "disembarking" guys can move the same turn they get out of the NS so they'll possibly out of rapid fire range. Which is when FO can also come in handy, cutting off escape routes and corralling the target to where you need it (in rapid fire range of Gauss Blasters, hopefully).
    Granted, this can also be done with Deathmarks, but nobody thinks twice about getting too close to Deathmarks like they would with FO.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 18:41:29


    Post by: ncshooter426


    Well folks, it's official -- I have joined the Necron legion.

    Like I always say - If you're going to do something, go totally overboard with it.




    Now to build a list and try it all out.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 19:09:01


    Post by: Klowny


     skoffs wrote:
    Alright,
    For those people who have used their Monoliths in game, how did it do?
    What was it's main purpose when you took it?
    How would you rate it's performance compared to other units you might have been able to take for the same points?


    been an absolute monster tank, havent put it up against heavy anti vehicle yet however. Amazing distraction carnifex


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 20:55:23


    Post by: skoffs


     ncshooter426 wrote:
    Well folks, it's official -- I have joined the Necron legion.

    Like I always say - If you're going to do something, go totally overboard with it.
    Spoiler:
    Now to build a list and try it all out.

    Oh no, I see multiple models in there that may end up being disappointing.
    Luckily I also see Immortals, a Stalker, and potential Doomsday Arks, so hopefully you'll be able to make something usable out of some of that...
    (at least the Obelisk can make a cool terrain piece?)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 21:40:41


    Post by: necr0n


     skoffs wrote:
     ncshooter426 wrote:
    Well folks, it's official -- I have joined the Necron legion.

    Like I always say - If you're going to do something, go totally overboard with it.
    Spoiler:
    Now to build a list and try it all out.

    Oh no, I see multiple models in there that may end up being disappointing.
    Luckily I also see Immortals, a Stalker, and potential Doomsday Arks, so hopefully you'll be able to make something usable out of some of that...
    (at least the Obelisk can make a cool terrain piece?)


    What happened to buy what models you like? Our codex isn't even realeased yet, this pre-edition is not meant to be too competitive. Everything will be updated soon, change will be too fast, meta will always be liquid. Wait for codex to drop. And even if that was the case, do you seriously tell a man who just spent a fortune to buy the models he likes that they are going to be a disappointment? Or should everyone just buy the same 3 units you rate as A in a completely simplified, superficial list with no hint to benefit coherency or combos? (which, I'll concede are quite underwhelming in this pre-edition codex, although it's due to lack of special weapons/rules that are supposed to come with the codex) If something, just help the man build something fancy with what he bought, try the models he likes, make a list arround vehicles spam that he seems to like. It is bound to work and catch some people off guard. Don't over-think everything. In a non meta-confined environment like big tournaments in 7th where you knew what you were going to face (demons, renegades, DA/SW and friends, taudar etc), you can win without cookie cutter lists. Cookie cutter lists are meant to work against cookie cutter lists and beat statistics.Say you face demons 33% of the games you play and you wanna win those but you can lose to DA/allies which are 12% of the meta.

    This pre-dition is about to get enormous changes over the next few months with 10+ codex coming out. Meta will not be settled and lists are going to just be lists. Make what you like, try ideas out, learn the edition and the rules well,play lots of different lists, try things and get ready for the new codex. That's my 2 cents. As for the new necron player, damn that's a big investment, hope you enjoy the silver tide and painting a LOT of it! Good luck


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 21:43:08


    Post by: ncshooter426


     skoffs wrote:
     ncshooter426 wrote:
    Well folks, it's official -- I have joined the Necron legion.

    Like I always say - If you're going to do something, go totally overboard with it.
    Spoiler:
    Now to build a list and try it all out.

    Oh no, I see multiple models in there that may end up being disappointing.
    Luckily I also see Immortals, a Stalker, and potential Doomsday Arks, so hopefully you'll be able to make something usable out of some of that...
    (at least the Obelisk can make a cool terrain piece?)


    Full list

    50 necron warriors
    10 lychguard with the hyperphase sword and dispersion shield
    10 immortals with tesla cannons
    10 immortals with gauss cannons
    2 doom scythes 1magnetized to be a night scythe
    1 doom scythe still in box
    3 tomb blades with gauss
    2 boxes of tomb blades nib
    1 Imohtek the stormlord
    2 cryteks
    2 overlords with resurrection orbs
    2 triarch stalkers
    5 triarch praetorians with rod of covenant
    5 triarch praetorians with voidblade and particle caster
    1 ghost ark
    4 ghost ark/doomsday ark 3 new in box, one at the very beginning stages of building
    2 annihilation barges assembled
    2 more new in box
    1 catacombs command barrage
    5 deathmarks assembled
    5 deathmarks/immortals new in box
    1 Ctan deceiver
    1 Ctan night bringer
    1 Obelisk/tesseract vault new in box
    9 destroyers
    1 destroyer lord
    3 heavy destroyers
    1 canoptek spider
    18 canoptek scarabs
    3 canoptek wraiths assembled (plastic models)
    3 canoptek wraiths plastic version nib
    9 wraiths old metal version


    Automatically Appended Next Post:
     necr0n wrote:
    As for the new necron player, damn that's a big investment, hope you enjoy the silver tide and painting a LOT of it! Good luck


    Heh - It was a trade of my 'Nid army. That was a pretty large bunch of bugs, so we're both swimming in models currently. I'll get around to painting everything up eventually, got my Sisters and Drukari almost done and then this will be queued up.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 21:50:31


    Post by: torblind


    Awesome! Looks great!


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 21:53:23


    Post by: CthuluIsSpy


    You know, I've been collecting necrons for about 12 years, and my collection still isn't that big. Expensive models are a pain -_-
    Nice collection, can't wait to see it painted


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 21:54:02


    Post by: torblind


     skoffs wrote:
     vipoid wrote:
     skoffs wrote:
    Turn one deep striking Flayed Ones into cover in your opponent's back field as a distraction.
    (plus setting up for coordinated turn two blitz with Immortals coming out of Night Scythes)
    Viable tactic or not worth it?

    Wouldn't it be better to deep strike them on turn 2? Otherwise, the enemy can focus them down on turn 1 and be ready to deal with the immortals on turn 2.

    They'd have a 9" charge, so those won't be very good odds that they'd be making it into combat turn one.
    At least if you get into a good spot in turn one (eg. sticking them close by but behind LOS blocking terrain) they'd be able to maneuver in for a turn two charge.
    However their main purpose is to divert your opponent's plans and attention. You do not just leave enemy Flayed Ones sitting in your deployment zone. They have to be dealt with or they're going to wreck everything.

    With that in mind, remember that guys getting out of Night Scythes must do so before they move.
    So turn one, your NSs move up and shoot.
    Then your opponent goes.
    ... however, by the time it's your turn two, whatever your guys getting out of the NS were hoping to shoot at would be further away (unless you're playing against an idiot). The FAQ didn't answer whether "disembarking" guys can move the same turn they get out of the NS so they'll possibly out of rapid fire range. Which is when FO can also come in handy, cutting off escape routes and corralling the target to where you need it (in rapid fire range of Gauss Blasters, hopefully).
    Granted, this can also be done with Deathmarks, but nobody thinks twice about getting too close to Deathmarks like they would with FO.


    This will definitely be disruptive! Coordinating multiple units will always be key to maximize their potential. Just need to know where to put them, which will be the real challenge, I suppose


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 22:01:52


    Post by: skoffs


     necr0n wrote:
    Wait for codex to drop. And even if that was the case, do you seriously tell a man who just spent a fortune to buy the models he likes that they are going to be a disappointment?
    Whoa, chill. I said "may be disappointing," as in, an attempt to soften the blow in the realistic case big-shiny syndrome might not live up to expectations.
    Besides, with the total list of ncshooter426's haul, he's gonna have no problems making any kind of build he wants.
    (Also, for anyone's information, the likelihood that we'll see our codex this year is very low, so you may be waiting for quite some time).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 22:52:09


    Post by: ncshooter426


    I got to say, this is a complete 180 from my Drukari force LOL.

    "What?.... I can't move 32" on turn one? How rude..."

    Just skimming over this thread and 1d4chan, that ghostark repair with a blob seems down right evil. I like it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 22:56:12


    Post by: CthuluIsSpy


    Yeah, historically Necrons have never been the most mobile of forces. Well, unless you consider their penchant for teleportation. Which they don't have in the index, because GW doesn't want us to have nice things.

    Have I mentioned that I really don't like the fact that Ghost Arks are transports, because I really don't like that necrons ride around in conventional vehicles like some inferior race of meat bags, instead of teleporting around the battlefield with their majestic galaxy cheat code tech.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/09 23:05:47


    Post by: Slayer-Fan123


     CthuluIsSpy wrote:
    Yeah, historically Necrons have never been the most mobile of forces. Well, unless you consider their penchant for teleportation. Which they don't have in the index, because GW doesn't want us to have nice things.

    Have I mentioned that I really don't like the fact that Ghost Arks are transports, because I really don't like that necrons ride around in conventional vehicles like some inferior race of meat bags, instead of teleporting around the battlefield with their majestic galaxy cheat code tech.

    Honestly, the stereotype is a load of crap, even with the 3rd edition codex. Flayed Ones could get where they needed to be, Destroyers and Scarabs existed (along with Destroyer Lords but nobody ran more than one with Scarabs and Lightning), you still had the Veil Of Darkness, and Monoliths did their thing.

    The army was as slow as you played it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 00:29:07


    Post by: CthuluIsSpy


    Slayer-Fan123 wrote:
     CthuluIsSpy wrote:
    Yeah, historically Necrons have never been the most mobile of forces. Well, unless you consider their penchant for teleportation. Which they don't have in the index, because GW doesn't want us to have nice things.

    Have I mentioned that I really don't like the fact that Ghost Arks are transports, because I really don't like that necrons ride around in conventional vehicles like some inferior race of meat bags, instead of teleporting around the battlefield with their majestic galaxy cheat code tech.

    Honestly, the stereotype is a load of crap, even with the 3rd edition codex. Flayed Ones could get where they needed to be, Destroyers and Scarabs existed (along with Destroyer Lords but nobody ran more than one with Scarabs and Lightning), you still had the Veil Of Darkness, and Monoliths did their thing.

    The army was as slow as you played it.


    Compared to the other factions their infantry was pretty slow due to the lack of transports. That gave the impression of being slow, but really necrons had mobility options, just not the same ones as everyone else.
    And that was awesome. There was even a little rule stating that as they had so many ways to teleport, a squad can only be teleported through one method. That's how it should be really. No dedicated transports, just teleportation.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 00:50:32


    Post by: Commissar Arkham


    I have a question a about necron anti-tank. In battles where the opponent isn't using a LoW, is a gauss pylon still a good option, or would it be better to replace it with more doomsday/tesseract arks? This is assuming both have Stalker support. Also, is Stalker support necessary for a gauss pylon, or should the points be spent elsewhere?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 01:15:40


    Post by: col_impact


     Commissar Arkham wrote:
    I have a question a about necron anti-tank. In battles where the opponent isn't using a LoW, is a gauss pylon still a good option, or would it be better to replace it with more doomsday/tesseract arks? This is assuming both have Stalker support. Also, is Stalker support necessary for a gauss pylon, or should the points be spent elsewhere?


    The Gauss Pylon is going to do well against lists that have high point investments in single models, especially if those models are flyers (e.g. Magnus, Storm Ravens).

    The Gauss Pylon will be the wrong screwdriver for the job against horde spam or IG cheap artillery spam. If you pair the Gauss Pylon with vehicles that are good against hordes (Annihilation Barge or Doomsday Arks) along with anti-horde measures (scarab swarms) then you can make a pretty decent TAC list. Keeping vehicles close to the Gauss Pylon will allow them to benefit from the 5++ invul aura.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 01:58:09


    Post by: buddha


    Question for the other overlords; tomb stalker or tomb sentinel and why?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 02:25:12


    Post by: Slayer-Fan123


    Depends how badly you want a melee unit. If not, go for the Sentinel. Otherwise the Stalker is more necessary with its superior amount of attacks.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 05:14:49


    Post by: skoffs


    Slayer-Fan123 wrote:
    Depends how badly you want a melee unit. If not, go for the Sentinel. Otherwise the Stalker is more necessary with its superior amount of attacks.

    Canoptek Stalker suffers from the same problem as Flayed Ones, though: a 9" charge.
    With no way to move deepstriking melee units up closer before charging, it's just too unreliable to depend on (though at least the C.T.Stalker has a gun he can use so he won't be entirely useless if he misses his charge).


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 07:43:26


    Post by: Odrankt


    Hey guys, I had a game against Tzeentch Flying Circus 2 days ago and I thought I would let ye know how i did and while the game was bloody and vicious I learned quite a lot.

    Spoiler:
    note;
    -Game ended at turn 3 due to the day ending.
    - We play an ITC mission, No Mercy, using the Search and Destroy deployment. I picked the deployment and got the seize so I choose to go 1st.
    - The Deceivers Grand Illusion is amazing. I was able to get him and 3 other unit (I rolled a 5) to deploy somewhere else on my field. So I choose to move Anarykr, the warriors, the Nightbringer and Deceiver.
    I lost both the Nightbringer and Deceiever (I deployed them way to close to my enemy and where able to be targeted right away.) and both exploded which did 5 MW to a Daemon Prince, 4 to another DP, 6 to the Lord of Changed, 3 to a Burning Chariot and 2 to my warriors.
    He lost The Lord of Change, 2 Daemon Princes, a Burning Chariot and a unitof 5 PH and 10 Brimstones, He got 24 PL and I got 57 including first blood.

    Pros;
    - Anarykr with any amount of Warriors is amazing! I was able to kill The Lord of Change, a Daemon prince in CC and a unit of 5 PH and 10 Brimstone before CC. 13 Warriors with 2 attacks each did a lot better then I expected.
    -Antimatter Meteor was very helpful as it did 3 MW on a Burning Chariot and another 2 MW on the Lord of Change.
    - Tesseract Ark is quite a strong unit. The 3 profiles the Singularity Chambers has gives it a lot of diversity.
    - CCB was able to preform a lot better then before thanks to it getting the Character Keyword. Its Command Wave helped my Destroyers make most of their hits.
    -Scarabs are amazing! I ran 5 units of 3 and they did loads of damage. They where able to take-away the rest of the Burning Chariots and 1 Daemon Prince remaining wounds and I was able to get 5 wounds of Magnus (he saved 3 of them). I was really impressed with them. I think I will be bringing more in future.

    Cons;
    - My Grand Illusion deployment was not the best. I had set up everything to act as a flank to his left hand side but majority of his units where deployed up my flank and is where he targeted once he saw my final deployment.
    - Because I did not know how fast everything moved I was really not prepared for all the movement the army was able to do. I set up both C'tan to be within CC range so that I could pop them off at my 2nd turn. But, instead both Daemon Princes, the Lord of Change and A Burning Chariot all surrounded my C'tans, Charged them and destroyed them. I was very unhappy to lose the C'tan so quick but at least they dealt more damage by exploding and helping the rest of my army take down those units in the next turn.
    - Deathmarks did F'all all game. Deployed them behind my enemies lines, targeted the Changling, made all my hits, roll my to-wound and did nothing. Turn 2 did the same thing and they still did nothing. not sure if it was because I only had 5 of them or if my rolls where bad but if I bring them in future I will be bringing them in a unit of 8+
    -Destroyers also did F'all. Even with re-rolling to hit-rolls of 1 and having a BS of 2 (using the CCB Command Wave) they did not preform well at all. I had 5 Destroyers, I made 10 hits with them against Magnus and non of them rolled to damage. It was really disappointing.

    Wrap-up;
    - Anarykr with Warriors is amazing. i will probably always run them together if I use D-bomb tactics to deploy them for CC range turn 2.
    - Scarabs are worth the points. I brought them for an objective scoring game and instead they were used to destroy everything that was down to its last few wounds.
    - Tesseract Ark is amazing, tempted to trade the destroyers for 1 more of them now when I go up against the army again.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 07:59:21


    Post by: torblind


    Great report, thanks!


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 08:46:01


    Post by: skoffs


    Yeah, Deathmarks and Destroyers need numbers to be most effective. Deathmarks because you're fishing for 6s, and Destroyers so you can keep the unit alive longer (plus Destroyer Lords really help with the wounding thing)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 09:57:54


    Post by: Odrankt


     skoffs wrote:
    Yeah, Deathmarks and Destroyers need numbers to be most effective. Deathmarks because you're fishing for 6s, and Destroyers so you can keep the unit alive longer (plus Destroyer Lords really help with the wounding thing)


    The Deathmarks were the most disappointing, in previous games they at least did 3-4 MWs between being deployed and two turns later. They just didn't want to help out.

    Destroyers did kill a unit of 3 screamers and Magnus has a 3+ invul, a T of 7/8 and a lot of wounds. I probably could have targeted something better but he was the most threatening unit their so I wanted him gone. I also thought 5 Destroyers with a CCB would have been effective. In practice it preformed as most re-rolls hit but it didn't help the destroyers wound the model I targeted.

    How do people feel about Destroyers vs Tesseract Arks? My opinion;
    Spoiler:
    4 Destroyers cost 252 pts, move 10", 12 wounds, re-rolls 1, can shoot Heavy if they move, in total has R 24" 8 Heavy S 5 AP -3 D3, Have Reanimation, can be buffed by MWBD, The Lords Will, Command Wave, Destroyer Lord, +1 RP, Infantry keyword etc)

    1 Tesseract Ark w/ Tesla Cannon cost 246pts (260 with 2 Gauss Cannons), Moves 12/8/4, 10 wounds, 5+ invul save, Gravitational Flux (opponent rolls 3 dice for charging and you discard the highest), QS, Singularity Chamber[Profile 1. R 8" D6 Assault S user AP -2 D 1 flamer. Profile 2. R 24" D6 Assault S 5 AP -4 D 3 ( The same, if not better version of Gauss Cannon), Profile 3. R 48" D6 Heavy S 8 AP -3 D D6 ,2 Tesla Cannons, Heals 1 wound per turn, can heal d3 with Toholk, Sypder with Fab claws can heal D3 wounds.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 11:02:43


    Post by: vipoid


    Odrankt wrote:
    Destroyers did kill a unit of 3 screamers and Magnus has a 3+ invul, a T of 7/8 and a lot of wounds. I probably could have targeted something better but he was the most threatening unit their so I wanted him gone. I also thought 5 Destroyers with a CCB would have been effective. In practice it preformed as most re-rolls hit but it didn't help the destroyers wound the model I targeted.


    Maybe try the Destroyer Lord next time for rerolling 1s to wound?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 14:31:31


    Post by: Cmdr_Sune


     ncshooter426 wrote:
     skoffs wrote:
     ncshooter426 wrote:
    Well folks, it's official -- I have joined the Necron legion.

    Like I always say - If you're going to do something, go totally overboard with it.
    Spoiler:
    Now to build a list and try it all out.

    Oh no, I see multiple models in there that may end up being disappointing.
    Luckily I also see Immortals, a Stalker, and potential Doomsday Arks, so hopefully you'll be able to make something usable out of some of that...
    (at least the Obelisk can make a cool terrain piece?)


    Full list
    Spoiler:

    50 necron warriors
    10 lychguard with the hyperphase sword and dispersion shield
    10 immortals with tesla cannons
    10 immortals with gauss cannons
    2 doom scythes 1magnetized to be a night scythe
    1 doom scythe still in box
    3 tomb blades with gauss
    2 boxes of tomb blades nib
    1 Imohtek the stormlord
    2 cryteks
    2 overlords with resurrection orbs
    2 triarch stalkers
    5 triarch praetorians with rod of covenant
    5 triarch praetorians with voidblade and particle caster
    1 ghost ark
    4 ghost ark/doomsday ark 3 new in box, one at the very beginning stages of building
    2 annihilation barges assembled
    2 more new in box
    1 catacombs command barrage
    5 deathmarks assembled
    5 deathmarks/immortals new in box
    1 Ctan deceiver
    1 Ctan night bringer
    1 Obelisk/tesseract vault new in box
    9 destroyers
    1 destroyer lord
    3 heavy destroyers
    1 canoptek spider
    18 canoptek scarabs
    3 canoptek wraiths assembled (plastic models)
    3 canoptek wraiths plastic version nib
    9 wraiths old metal version


    Automatically Appended Next Post:
     necr0n wrote:
    As for the new necron player, damn that's a big investment, hope you enjoy the silver tide and painting a LOT of it! Good luck


    Heh - It was a trade of my 'Nid army. That was a pretty large bunch of bugs, so we're both swimming in models currently. I'll get around to painting everything up eventually, got my Sisters and Drukari almost done and then this will be queued up.


    Great, welcome to the digital unliving side!
    That is quite a list of models to build and paint.
    The good thing with Necrons is that you can have a field ready model by just spraying and washing to begin with.
    Those Doomsday/Ghost Arks (and most other Necron Vehicles) are a pain though.
    Built a couple of Ghost Arks around Christmas (not yet paintet), now converting them to Doomsday Arks. I should have magnetized

    I feel that the Necrons internal balance is pretty decent and you will probably be able to field any of you models and still have an ok army.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 14:57:34


    Post by: Klowny


    Hey so today I went up against da orks! Played a narrative mission with power level. PL is fun, but max power orks are brutal in CC.

    Lists:
    Spoiler:
    1x Anrakyr
    1x D/Lord w/RO, WS
    5x G Immortals
    5x T Immortals
    20x Warriors
    1x Nightbringer
    5x Scytheguard
    5x FO
    5x Praets w/ rods
    5x Praets w/ casters
    1x Stalker
    3x Scarabs
    3x Destroyers w/ 1x HD

    He had 60 boys, flash gitz, lootaz, deft dread, meganobs in power armour, Zzap attack gun, a maxed nob squad all with combi-rokkits and power klaus


    He conceded top of T4, he rolled slightly under average, I hadn't ran any units off the board but he had only 6x lootaz and 16 boyz left on the field.

    NightBringer and both praet squads really underwhelmed me. My C'tan whiffed everything charging into the nob squad, and his screen was blown away by lucky overwatch. I was shown the might of powerklaws and he died quick smart. The Praets just didn't do anything. High rend weapons are good, speed is good but they only do 1 damage. They just felt underwhelming going up against nobs, didn't have the number of attacks necessary to tackle hordes..... they're durable but I'm really dissapointed with their cc and shooting output.

    Anrakyr and scytheguard did heavy lifting, but again 2 damage isn't that great. The extra attack and +1 to hit are a boon to that squad. Mobility wasn't an issue against orks

    Destroyer Lord and Destroyers were really good together actually. They put out a lot of damage between the 5 of them, is solid moving & shooting platform. H.Destroyer and stalker don't synergies well and it is clunky to play them.

    Ran the heat ray on the stalker, REALLY noticed th range difference. Shot the flamer profile once, it's good but not worth the range reduction.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:00:51


    Post by: Cmdr_Sune


    Odrankt wrote:


    How do people feel about Destroyers vs Tesseract Arks? My opinion;
    Spoiler:
    4 Destroyers cost 252 pts, move 10", 12 wounds, re-rolls 1, can shoot Heavy if they move, in total has R 24" 8 Heavy S 5 AP -3 D3, Have Reanimation, can be buffed by MWBD, The Lords Will, Command Wave, Destroyer Lord, +1 RP, Infantry keyword etc)

    1 Tesseract Ark w/ Tesla Cannon cost 246pts (260 with 2 Gauss Cannons), Moves 12/8/4, 10 wounds, 5+ invul save, Gravitational Flux (opponent rolls 3 dice for charging and you discard the highest), QS, Singularity Chamber[Profile 1. R 8" D6 Assault S user AP -2 D 1 flamer. Profile 2. R 24" D6 Assault S 5 AP -4 D 3 ( The same, if not better version of Gauss Cannon), Profile 3. R 48" D6 Heavy S 8 AP -3 D D6 ,2 Tesla Cannons, Heals 1 wound per turn, can heal d3 with Toholk, Sypder with Fab claws can heal D3 wounds.


    Tesseract Ark does more damage to high toughness targets (>T4) without including Tesla Cannons.
    Tesseract Ark is a lot tougher thanks to T7, 10W, QS and 5++.
    Spoiler:
    It takes marines
    15 Assault cannons or
    18 Autocannons or
    68 Rapid fire bolters or
    22 Lascannons or
    22 Meltas to destroy a Tesseract Ark in one turn!

    It takes marines (bit difficult to calculate multiple 3W models)
    9 Assault cannons or
    14 Autocannons (more likely a couple more) or
    81 Rapid fire bolters or
    10 Lascannons (more likely a couple more) or
    6 Meltas (more likely a couple more) to destroy 4 Destroyers in one turn!
    Tesseract Arks main gun has 3 firing modes and at best 48" inch range while the Destroyers have 24".

    Destroyers have the benefit of moving and shooting without penalty.
    Destroyers have RP.

    As for the other abilities it's pretty even.

    In my eyes the Tesseract Ark is definetly better if you shoot at anything better than Terminators.
    Heavy Destroyers on the other hand does more damage than the Tesseract Arc, but are again not as tough as the TArk.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:06:46


    Post by: skoffs


     Klowny wrote:
    H.Destroyer and stalker don't synergies well and it is clunky to play them.

    ... Please tell me you were shooting them at different targets


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:16:14


    Post by: Klowny


     skoffs wrote:
     Klowny wrote:
    H.Destroyer and stalker don't synergies well and it is clunky to play them.

    ... Please tell me you were shooting them at different targets


    I took the stalker to keep the list fluffy, Anrakyr and an unruly destroyer lord had taken the NightBringer shard to go conquering, and the Praets were escorting them back. I normally wouldn't take them both, and I have a preference for our vehicles.

    He only had one vehicle suitable for the big cannons, so the taychon arrow and HGC focused that, and the stalker gave the buff to other units, so I focused the flash gitz and nob squad. But I had to keep remembering not to use the heat ray as the vehicle hunter as the buff would be lost.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:45:18


    Post by: skoffs


    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:57:01


    Post by: Slayer-Fan123


     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I would go with either one. The regular Destroyer is vastly underestimated. An AP of -3 is brutal.

    Second part NEEDS a Destroyer Lord though.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 15:58:48


    Post by: vipoid


    Slayer-Fan123 wrote:
     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I would go with either one. The regular Destroyer is vastly underestimated. An AP of -3 is brutal.

    Second part NEEDS a Destroyer Lord though.


    Yeah, I really wouldn't want to run a Destroyer Cult without a Destroyer Lord. But then, I'm probably biased becuase I just want to use my D. Lord conversion.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 16:08:25


    Post by: skoffs


    Adding a D.Lord w/ Scythe & Orb would bring the second configuration to 962. Only about 30 points more than the other build, so not horrible.
    The thing is, though, I'd only have half as much HD shooting.
    Reckon it's worth the trade off?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 18:17:29


    Post by: Requizen


    I still don't know about Destroyers. I agree they're better than bad - totally buffed from before. But there are so many multi-damage weapons out there, that putting expensive units on the table is always a bit scary. Warrior/Immortal units feel much more reliable to run.

    But the guns are quite good on both types of Destroyers. I've got a GT coming up next month that I'll probably end up running my Destroyers in just because I haven't painted any DDArks since 8th dropped.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 19:17:51


    Post by: Slayer-Fan123


     vipoid wrote:
    Slayer-Fan123 wrote:
     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I would go with either one. The regular Destroyer is vastly underestimated. An AP of -3 is brutal.

    Second part NEEDS a Destroyer Lord though.


    Yeah, I really wouldn't want to run a Destroyer Cult without a Destroyer Lord. But then, I'm probably biased becuase I just want to use my D. Lord conversion.

    And you didn't post a picture? Shame on you!


    Automatically Appended Next Post:
     skoffs wrote:
    Adding a D.Lord w/ Scythe & Orb would bring the second configuration to 962. Only about 30 points more than the other build, so not horrible.
    The thing is, though, I'd only have half as much HD shooting.
    Reckon it's worth the trade off?

    Well what's the rest of the list look like? Heavy destroyer shooting is jawesome, but if you've already got AT elsewhere it's redundant.


    Automatically Appended Next Post:
    Requizen wrote:
    I still don't know about Destroyers. I agree they're better than bad - totally buffed from before. But there are so many multi-damage weapons out there, that putting expensive units on the table is always a bit scary. Warrior/Immortal units feel much more reliable to run.

    But the guns are quite good on both types of Destroyers. I've got a GT coming up next month that I'll probably end up running my Destroyers in just because I haven't painted any DDArks since 8th dropped.

    They're 3 Wounds, so the weapons that ACTUALLY drop them are things like Lascannons and Melta weapons. With RP bringing them back to 3 wounds you should be fine.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 19:43:03


    Post by: vipoid


    Slayer-Fan123 wrote:
    And you didn't post a picture? Shame on you!


    Sorry, here you go:

    Spoiler:








    Nothing special, really. I just like him.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 20:19:22


    Post by: Arachnofiend


    Has anyone tried running an Elite army with the Maynarkh HQ's yet? I played a lychstar in 7th and really enjoyed it, but switched to Thousand Sons because I felt like Necrons were being pushed hard towards horde play that I don't like as much. Still have a place in my heart for the undead robots though so if a Kutlakh-centered strategy is functional I'd like to try it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 20:31:02


    Post by: Requizen


    I think Kutlakh is great. Him + Anrakyr can create some really powerful blobs of dudes.

    The issue is that elite infantry doesn't last long in 8th. They get chewed through quickly, and there's no more attaching 2+/4++/4+++RP characters to them like we had in 7th.

    If you're playing with lots of LoS blocking terrain, they'll stick around pretty well. If you're not... well there's plenty of armies out there that are just packing mass dakka. Guard are extremely good now, as are SM gunlines, Knights, and (despite the whining) Tau. Walking 5" towards that is pretty much a death sentence, though Kutlakh letting you Advance + Charge helps out quite a bit.

    If you want to run that, you can try doubling up on the "deathstar" units. Like, 2 units of 10 Lychguard around the Characters makes them actually quite hard to kill. But 20 Lychguard, Kutlakh, Anrakyr, and a Cryptek (for 5++ and better Reanimate) is 1171 points and can be really slow. I dunno if it's worth it in most situations.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 20:42:21


    Post by: Arachnofiend


    I was thinking of running the Deceiver with some Praetorians to provide something immediately scary to distract from the Lychguard running up. You're right that this is probably too expensive for its effectiveness... I'll have to toy around with building the army and see what I can muster up.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 20:46:50


    Post by: ski107


    I'm running this list this weekend, but I'm not sure if taking both the cryptek and ghost ark is overkill, or if I should drop the ghost ark and a scarab or two to put in a c'tan or something else fun.

    Thoughts?

    Spoiler:


    ++ Battalion Detachment +3CP (Necrons) ++

    + HQ +

    Cryptek: Staff of Light

    Overlord: Warscythe

    + Troops +

    Immortals: 10x Immortal, Tesla Carbine

    Necron Warriors: 20x Necron Warrior

    Necron Warriors: 20x Necron Warrior

    + Elites +

    Deathmarks: 10x Deathmark

    Triarch Stalker: Twin Heavy Gauss Cannon

    + Fast Attack +

    Canoptek Scarabs: 4x Canoptek Scarab Swarm

    Canoptek Scarabs: 4x Canoptek Scarab Swarm

    Canoptek Scarabs: 5x Canoptek Scarab Swarm

    + Heavy Support +

    Doomsday Ark

    Doomsday Ark

    + Dedicated Transport +

    Ghost Ark

    ++ Total: [103 PL, 1992pts] ++

    Created with BattleScribe (https://battlescribe.net)


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 21:14:11


    Post by: Blueguy203


    Arachnofiend wrote:
    Has anyone tried running an Elite army with the Maynarkh HQ's yet? I played a lychstar in 7th and really enjoyed it, but switched to Thousand Sons because I felt like Necrons were being pushed hard towards horde play that I don't like as much. Still have a place in my heart for the undead robots though so if a Kutlakh-centered strategy is functional I'd like to try it.


    I think there is more to the necrons than just the Silver tide or hordes of CC elites. I think many of our vehicles can do great things while taking the minimal troops. Here is my battalion that i am currently building and hoping to start playtesting soon.

    Spoiler:
    Battalion +3 CP
    Immortals (10man) Tesla Carbine (+9ea) =170pts

    Immortals (5man) Gauss Carbine (+9ea) =85pts

    Immortals (5man) Gauss Carbine (+9ea) =85pts

    Tomb Sentinel (gloom prism +5) =185pts

    Tomb Sentinel (gloom prism +5) =185pts

    Doomsday Ark -203pts

    Doomsday Ark -203pts

    Overlord (Hyperphase Sword +3) =104pts

    Overlord (Hyperphase Sword +3) =104pts

    Cryptek Spyder (Fabricator Claw Array +8, Gloom prism +5) =89pts

    Cryptek Spyder (Fabricator Claw Array +8, Gloom prism +5) =89pts

    Tesseract Ark (Tesla Cannon +26pts) =246pts

    Tesseract Ark (Tesla Cannon +26pts) =246pts

    Total points# 1994pts


    I think its really going to come down to what you want to achieve and play with and what you are willing to give up to make it work.



    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 21:19:17


    Post by: Kuguar6


     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
    Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
    I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/10 21:56:19


    Post by: Draco765


    Kuguar6 wrote:
     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
    Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
    I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.


    FYI: Every Model can target a different unit.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 00:31:47


    Post by: Requizen


     Draco765 wrote:
    Kuguar6 wrote:
     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
    Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
    I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.


    FYI: Every Model can target a different unit.


    Yeah but the Heavy Destroyers can sit far back and shoot while regular Destroyers have to go midfield.

    I'm thinking of running a 6 Destroyer unit with a DLord as a hard to shift midfield threat. They're relatively easier to kill now but 18 wounds at T5 is still nothing to laugh at, especially if I can keep a Cryptek around.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 05:10:19


    Post by: Kuguar6


     Draco765 wrote:
    Kuguar6 wrote:
     skoffs wrote:
    Have 12 Destroyer models (magnetized, so can take any loadout).
    Thinking of two configurations.
    Which would be the most effective usage?

    Mini D-Cult
    Spoiler:
    Destroyer Lord (Scythe, Orb)
    5 Destroyers
    3 Heavies
    3 Heavies
    = 935
    Pros: a lot of damage output.
    Cons: Very expensive, HDs easy to wipe.

    D Spam
    Spoiler:
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    3 Destroyers + 1 Heavy
    = 792
    Pros: harder to wipe units, no need to stay clumped together.
    Cons: not as good as laying down reliable damage.

    I prefer split unit because HD have better range. You can use it better if you have unit contains model with the same range. For example you can kill 24" range and >12" move unit with HD without any counter shot. With D you cant.
    Also HD have better ap so can shoot efficiently into different target. Unit with HD and D can be forced to choose only one target.
    I take D with HD unit only for better durability for HD. In unit with more then 3 model you have better RP.


    FYI: Every Model can target a different unit.

    I know but you must keep unit coherency. In same case you havent place to put unit and see two best target.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 06:06:48


    Post by: Rezolut


    My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.


    Spoiler:

    1 Outrider Detachment

    + HQ +

    Orikan the Diviner

    + Elites +

    C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor

    + Fast Attack +

    4 * 6 Canoptek Scarabs

    + Heavy Support +

    2* 3 Heavy Destroyers
    .
    2 Outrider Detachment

    + HQ +

    Destroyer Lord: Warscythe

    + Fast Attack +

    2*6 Canoptek Scarabs

    5* Canoptek Wraiths

    2*3 Destroyers

    Total 1994pts

    This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.

    Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.





    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 06:26:53


    Post by: Grimgold


    Rezolut wrote:
    My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.


    Spoiler:

    1 Outrider Detachment

    + HQ +

    Orikan the Diviner

    + Elites +

    C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor

    + Fast Attack +

    4 * 6 Canoptek Scarabs

    + Heavy Support +

    2* 3 Heavy Destroyers
    .
    2 Outrider Detachment

    + HQ +

    Destroyer Lord: Warscythe

    + Fast Attack +

    2*6 Canoptek Scarabs

    5* Canoptek Wraiths

    2*3 Destroyers

    Total 1994pts

    This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.

    Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.





    The new rule with necrons is if it has RP take it in max unit size, otherwise it's to easy to bypass RP, so lump the two 3 man destroyer squads into a single 6 man squad. Also what is Orikan up to in a list that mobile, he is going to have a rough time keeping up and doesn't have much support. A CCB if you can find one seems like a better choice, or if you don't care and you are just filling an HQ slot, a sword lord is much cheaper. Also for the nightbringer I generally prefer arrow of time, the damage ends up being higher, it bypasses a lot of FnP style rules, and it allows you to snipe low wound characters like ancients and lieutenants. On deceiver I'm all about anti-matter meteor because otherwise he won't have a reliable source of ranged damage, but nightbringer already has an awesome ranged attack so arrow of time adds versatility. With that many scarabs a spyder might be worthwhile since he can reinforce multiple units of scarans at the same time.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 06:42:27


    Post by: Rezolut


     Grimgold wrote:
    Rezolut wrote:
    My thought on fast objective control destroyer army. IMHO silver tide in current meta is too slow. I dont have anough necron vehicles for testing quantum shielding wall so this is my version fast necron army.


    Spoiler:

    1 Outrider Detachment

    + HQ +

    Orikan the Diviner

    + Elites +

    C'tan Shard of the Nightbringer: Power of the C'tan: Antimatter Meteor

    + Fast Attack +

    4 * 6 Canoptek Scarabs

    + Heavy Support +

    2* 3 Heavy Destroyers
    .
    2 Outrider Detachment

    + HQ +

    Destroyer Lord: Warscythe

    + Fast Attack +

    2*6 Canoptek Scarabs

    5* Canoptek Wraiths

    2*3 Destroyers

    Total 1994pts

    This army is all about speed and board control. Nightbringer is counter on big monsters. Scarabs are about objective control, wraiths like anvil a and destroyers kills units on objectives and oponet most dangerous units. After my experiences with scarabs this army can be very anoying. IMHO 2 outriders detachments are best option for necrons. We need speed and our most versatile units are in fast slots. Batalion detachment with 3 slots is not enough. Batalion detachment + outrider detachment is 100 points tax for 3rd character. Its better lost 1 CP than 100 point IMHO.

    Orikan should support destroyers with better RP and invul, plus after boost like counter CC option.





    The new rule with necrons is if it has RP take it in max unit size, otherwise it's to easy to bypass RP, so lump the two 3 man destroyer squads into a single 6 man squad. Also what is Orikan up to in a list that mobile, he is going to have a rough time keeping up and doesn't have much support. A CCB if you can find one seems like a better choice, or if you don't care and you are just filling an HQ slot, a sword lord is much cheaper. Also for the nightbringer I generally prefer arrow of time, the damage ends up being higher, it bypasses a lot of FnP style rules, and it allows you to snipe low wound characters like ancients and lieutenants. On deceiver I'm all about anti-matter meteor because otherwise he won't have a reliable source of ranged damage, but nightbringer already has an awesome ranged attack so arrow of time adds versatility. With that many scarabs a spyder might be worthwhile since he can reinforce multiple units of scarans at the same time.


    I dont have CCB or second D lord:-( With my experience is better to have 2*3 destroyers than 1 big unit. With smaller units is easier to hide them or to have them visible for less units. Destroyers have quite big basses and even with 3 you have often problems to hide them whole. With 6 man squad is also danger than you will need to spread them in too wide formation to be in range with all (and for 63 point per one you want to shoot with all), and you can be easily out of terrain. You allways want +1 to cover for them. If they will have longer range i will play big units. But with range 24" and so big bases are IMHO big units of destroyers inefective and too vulnerable.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 09:45:51


    Post by: Drewtavian


    Said before I really enjoy this edition just wish my club would stop been d**ks. My club covers pretty much every army with numerous overlaps which is cool for choice of opponents but since 8th have been out they now put in place several house rules, which surprise suprise only affect crons. which as only made my job harder Since the new FAQs regarding RP came out.

    They say tesla only procs on 6s regardless of buffs

    Few big games I've had I've been told QS can always fail specially against heavy damage hitters. ( anything over 6 damage I've got to roll a 6 to stop it) ( club as numerous SH from barracuda to war hounds etc). Pointing out that my biggest basic tank the monolith is a titanic vehicle and that all my big vehicles are which means they can all be popped pretty damn Easley then every one of theirs. which should leave their troops to clean up means nowt to them.

    Say I'm using an elite army whilst using immortals, that they are too good to class as standard troops :/

    The most bizarre thing said to me thou is that some of the club guys won't play my crons as I've too many options for them to try to think of ways to beat me. as I can field pretty much any combo I like, whilst they say I can pick the most effective units to tackle their much smaller and usually fielded army. ( a pic of some of my crons can be seen in my gallery pic)

    Will only normally field 1500 points which massively reduces the forces I can field in any decent squad size to try and get any CPs

    They keep spouting that the game is balanced and points costs are fair yet when I point out the hypocrisy of them adding nerfs (which they have done against crons In every edition) they say I'm not playing in the fun/spirit of the game, or other such b**gak.

    So when I lose its because I'm a sh*t tactician not for any of the restrictions they put in place. But when I win its because crons are OP :/

    Any ideas on how I can brake my club of this continual crap?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 10:33:50


    Post by: skoffs


    Sounds like they want you out, actually.
    No other reason to arbitrarily add so many extra nerfing rules against one race in particular.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 10:53:19


    Post by: Drewtavian


     skoffs wrote:
    Sounds like they want you out, actually.
    No other reason to arbitrarily add so many extra nerfing rules against one race in particular.


    Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..

    Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 11:14:58


    Post by: skoffs


    So they're house nerfing several Necron things and buffing other races as well?
    That's just flagrantly insulting.
    Finding other people to play is not an option, right?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 15:00:26


    Post by: DoggieDoo


    Drewtavian wrote:
     skoffs wrote:
    Sounds like they want you out, actually.
    No other reason to arbitrarily add so many extra nerfing rules against one race in particular.


    Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..

    Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/


    Get one of them to play and swap armies for a game. You play their un-nerfed highly synergistic marines, and then every time they tru to do something remind them of the house rule.
    Like let them use MWBD on Tesla immortals, and then roll some 5's, then say nevermind that +1 to hit doesn't work and remove the 5's from their Bonus pool.
    If you can, just play with somebody else. They truly sound like little kids who compensate and scream OP when they can't comprehend basic tactics like wipe out the whole squad so they can't regen.
    Could also write down a list of goofy space marine house rules and say "OK here's the house rules for Space Marines if we're still doing house rules for Necrons...or do you want to get rid of both?"
    -I'm sure that would cause an over reaction though as it's clear that your playerbase is quite voical and whiney.

    EDIT: I've found what helps with bad players like this, is to literally tell them some counters, such as high volume of 1 damage attacks can kill Quantum Shielding vehicles. Their anti-QS house rule makes no sense, Necrons are robots who have figured out how to deflect high powered attacks, but can't concentrate that energy into so many bolter shots. Explain the rule, the literal wording, the fluff behind it, then show them how to counter it.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 15:14:40


    Post by: vipoid


    I don't suppose you happen to own a second army of Imperial Guard with lots of plasmaguns?


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 15:22:48


    Post by: Drewtavian


    DoggieDoo wrote:
    Drewtavian wrote:
     skoffs wrote:
    Sounds like they want you out, actually.
    No other reason to arbitrarily add so many extra nerfing rules against one race in particular.


    Too true on that one. I've had that exact convo with the club members. Lucky it's a large club with a large number of alternate game players so never without opponents..

    Forgot one ruling that affects plasma with the neg modifiers to cause them to explode easier they got rid of that one. :/


    Get one of them to play and swap armies for a game. You play their un-nerfed highly synergistic marines, and then every time they tru to do something remind them of the house rule.
    Like let them use MWBD on Tesla immortals, and then roll some 5's, then say nevermind that +1 to hit doesn't work and remove the 5's from their Bonus pool.
    If you can, just play with somebody else. They truly sound like little kids who compensate and scream OP when they can't comprehend basic tactics like wipe out the whole squad so they can't regen.
    Could also write down a list of goofy space marine house rules and say "OK here's the house rules for Space Marines if we're still doing house rules for Necrons...or do you want to get rid of both?"
    -I'm sure that would cause an over reaction though as it's clear that your playerbase is quite voical and whiney.

    EDIT: I've found what helps with bad players like this, is to literally tell them some counters, such as high volume of 1 damage attacks can kill Quantum Shielding vehicles. Their anti-QS house rule makes no sense, Necrons are robots who have figured out how to deflect high powered attacks, but can't concentrate that energy into so many bolter shots. Explain the rule, the literal wording, the fluff behind it, then show them how to counter it.


    Good points.

    I've asked in past for them to try writing my list or lists. To show them exactly what I'm working with. I explaine exactly how to beat each element of my army pointing out inherent weaknesses such as range, no ap, negs to RP and such. To deliberately playing below points allowance etc.

    I give free range for opponent to bring what they want against me. Be it all SH, flyers, swarms, elites etc as enjoy the chance to fight dif things but when I'm losing points, abilities, synergies, and certain unit selections it stops being fun




    Automatically Appended Next Post:
     vipoid wrote:
    I don't suppose you happen to own a second army of Imperial Guard with lots of plasmaguns?


    My other armies are orks and space marines/ (blood Angels)!but too many others play both so keep wanting them to tackle crons more then owt else.

    I know one of my last games was a random choice from 6 I had wrote up it was an elite CC list all flayed ones and lychguard with war scythes my force ripped through his as he had a more all comes CS marine force. We both learnt alsorts from the encounter so much so that the next game he came with an elite terminator force and I came with a more standard gauss list. At end he won out with fact he just shrugged off most of the damage and marched in.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 16:11:21


    Post by: Grimgold


    Rezolut wrote:


    I dont have CCB or second D lord:-( With my experience is better to have 2*3 destroyers than 1 big unit. With smaller units is easier to hide them or to have them visible for less units. Destroyers have quite big basses and even with 3 you have often problems to hide them whole. With 6 man squad is also danger than you will need to spread them in too wide formation to be in range with all (and for 63 point per one you want to shoot with all), and you can be easily out of terrain. You always want +1 to cover for them. If they will have longer range i will play big units. But with range 24" and so big bases are IMHO big units of destroyers ineffective and too vulnerable.


    The issue is that a unit of 6 can recover from 3 casualties, a unit of 3 can't. As for cover, any unit with a 3+ save really benefits from cover (a 2+ is twice as good as a 3+), and destroyers being infantry helps since they only need to be in area terrain as opposed to having to be 50% obscured, but their short range and high (well for necrons) speed means their best used on the move rather than bunkering down. 18 wounds, toughness 5, and 3+ means they are a pain in the butt to remove quickly, and RP makes them pain to remove over the course of a few rounds. As for cover tactics with destroyers, get as many as you can into cover, and then remove the units not in cover as casualties first, so the remainder can get the benefit of cover. No one is going to get a 6 man squad of destroyers with one volley, so you'll get a chance to remove units outside of cover likely with minimal damage to those in cover.

    The exception being heavy destroyers that should absolutely bunker down, because they are more fragile with RP at smaller unit sizes, and will get focus fired by any opponent with an inkling of how crons work. On the topic of heavy destroyers, I've found they are much better in units of normal destroyers. If you are really into the idea of MSU destroyers, maybe add a single heavy destroyer to each of the 3 man destroyer squads, and then replace the last heavy destroyer with a kitted out spyder. For the loss of one Heavy destroyer, both of your destroyer units get tougher (4 man as opposed to 3 man) and hit harder, and you get someone who can earn their points back by just replacing scarabs or maybe getting a clutch DTW.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 16:34:08


    Post by: skoffs


    4 or 5 models really is the sweet spot for Destroyers.
    Less than that and they're too easy to wipe.
    More than that and it's harder to get them in cover.
    But yeah, two or three 3D+1HD units with a DL is probably your best bet.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 16:48:53


    Post by: Requizen


    Anyone have an actual Gauss Pylon? The LoW one.

    I want to know Height, Base size (approximately, I know it has the feet), and width. Might try to convert it rather than drop the FW cash.


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 17:05:42


    Post by: torblind


    I have one I have now dusted off but won't get to it till after vacation at end of week


    Old INDEX Necron 8th Tactica - link to new codex tactics thread in OP @ 2017/07/11 17:23:27


    Post by: Grimgold


    Requizen wrote:
    Anyone have an actual Gauss Pylon? The LoW one.

    I want to know Height, Base size (approximately, I know it has the feet), and width. Might try to convert it rather than drop the FW cash.


    They are huge, taller than a monolith, but fortunately made out of simple shapes:



    I don't have the exact measurements but here is a thread about people kitbashing/fabricating one:

    http://www.ordofanaticus.com/index.php?/topic/5084-help-making-a-pylon-from-scratch-for-apoc/

    Here is the outrider detachment I'm planning on running:

    Spoiler:
    +++ Necron Outrider (Warhammer 40,000 8th Edition) [97 PL, 1994pts] +++

    ++ Outrider Detachment +1CP (Necrons) [97 PL, 1994pts] ++

    + HQ +

    Destroyer Lord [8 PL, 142pts]: Staff of Light

    + Elites +

    C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Time's Arrow

    Triarch Praetorians [16 PL, 350pts]: Rod of Covenant, 10x Triarch Praetorian

    + Fast Attack +

    (FW) Canoptek Tomb Sentinel [9 PL, 185pts]: Gloom Prism

    Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

    Destroyers [18 PL, 390pts]
    . 5x Destroyer: 5x Gauss Cannon
    . Heavy Destroyer: Heavy Gauss Cannon

    Destroyers [18 PL, 390pts]
    . 5x Destroyer: 5x Gauss Cannon
    . Heavy Destroyer: Heavy Gauss Cannon

    + Heavy Support +

    Doomsday Ark [10 PL, 203pts]

    Created with BattleScribe