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Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 09:16:07


Post by: tneva82


Hope yes but I would be expecting them next year with kill team


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 09:58:10


Post by: Slipspace


Surtr wrote:
Ist there any hope flayed ones will be released before Christmas?


It probably depends how much stuff is releasing with Death Guard and Blood Angels. If there aren't a huge number of models to be released for them there might be a release window for the Flayed Ones and Crypteks to fit into.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 12:13:33


Post by: Moosatronic Warrior


I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.

yukishiro1 wrote:


It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....


I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 13:29:51


Post by: tneva82


Moosatronic Warrior wrote:
I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.

yukishiro1 wrote:


It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....


I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.


Well just looking one of my late games,with sparse terrain, that middle is pretty blocked from monolith. If monolith is on bottom right then there's no real easy pathway anywhere.

And this is pretty damn sparse terrain for 9th...

[Thumb - tmp-cam-6022433797811654553.jpg]


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 13:41:48


Post by: Slipspace


Yeah, it's not so much that a Monolith absolutely will not fit into a certain gap, it's more the combination of areas they can't fit and very tight gaps they could fit into...until you or your opponent puts a single model there.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 15:32:39


Post by: Krull


Can someone help me out with some rules of the silent king?

in close combat, if he wants to attack with all his weapons, how does it work with staff of stars and scythe of dust?

So he has 6 attack at full wounds.
does he has so spend 1 on staff of stars, get 3 add attacks, but loses his 1(just to "activate" the weapon) because it is maxed at 3 attacks ?
same for scythe of dust. so spend 1 gets 4 more is maxed at 4 so loses 1.
then gets his remaining 4 attacks with his sceptre of eternal glory?

or is it just 6 attacks with the sceptre
and the other 3 and 4 attacks are really bonusses?

Why it is unclear to me is because i always thought if you have multiple weapons you have to spend at least 1 attack with it to get any additional bonuses of that weapon. and you have to allocate how many attacks with what weapon before you make the rolls (obviously)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 16:13:36


Post by: Emissary


Krull wrote:
Can someone help me out with some rules of the silent king?

in close combat, if he wants to attack with all his weapons, how does it work with staff of stars and scythe of dust?

So he has 6 attack at full wounds.
does he has so spend 1 on staff of stars, get 3 add attacks, but loses his 1(just to "activate" the weapon) because it is maxed at 3 attacks ?
same for scythe of dust. so spend 1 gets 4 more is maxed at 4 so loses 1.
then gets his remaining 4 attacks with his sceptre of eternal glory?

or is it just 6 attacks with the sceptre
and the other 3 and 4 attacks are really bonusses?

Why it is unclear to me is because i always thought if you have multiple weapons you have to spend at least 1 attack with it to get any additional bonuses of that weapon. and you have to allocate how many attacks with what weapon before you make the rolls (obviously)


At full health, you would attack 6 times with the Sceptre of Eternal Glory, 4 attacks with the Scythe of Dust and 3 attacks with the Staff of Stars. The reason is the scythe and staff say you make additional attacks with them and the additional attacks are conveniently capped at the amount of extra attacks both give. Hence you can't use any of your regular attacks on either of those weapons.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 17:45:54


Post by: Grotrebel


Any word when the Doomstalker and Chronomancer will be (back) in stores?

Can`t wait for the Tripstalker.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 17:52:49


Post by: yukishiro1


Moosatronic Warrior wrote:
I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.

yukishiro1 wrote:


It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....


I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.


No, not really. A friend and I experimented with it when the codex first came out, and it was immediately clear to both of us that anyone who knows how to screen out space and movement block can nullify it except as a shooting platform and then destroy it in a turn of dedicated anti-tank shooting.

Not having <FLY> makes the model junk against a competent screener.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/04 19:21:42


Post by: russellmoo


Players should just convert the monolith so that it sits on the base upside down


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/05 12:23:46


Post by: tneva82


russellmoo wrote:
Players should just convert the monolith so that it sits on the base upside down


Nice way of turning expensive model so that you can't use it


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/05 13:35:33


Post by: BillyN831


I saw a necrons tournament list that had immortals and scarabs that I have but the rest models I never heard of ha.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/05 21:29:23


Post by: v0iddrgn


yukishiro1 wrote:
Moosatronic Warrior wrote:
I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.

yukishiro1 wrote:


It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....


I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.


No, not really. A friend and I experimented with it when the codex first came out, and it was immediately clear to both of us that anyone who knows how to screen out space and movement block can nullify it except as a shooting platform and then destroy it in a turn of dedicated anti-tank shooting.

Not having <FLY> makes the model junk against a competent screener.

Everyone is aware that the Monolith is actually good at combat, right? It can shoot/assault those who wish to stand in it's way. With the upgrade to its flux arcs chaff won't last long.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/05 22:54:23


Post by: yukishiro1


v0iddrgn wrote:
With the upgrade to its flux arcs chaff won't last long.


Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.

The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.

I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 02:06:40


Post by: v0iddrgn


yukishiro1 wrote:
v0iddrgn wrote:
With the upgrade to its flux arcs chaff won't last long.


Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.

The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.

I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.
Nice backdoor you created for yourself there, "... use it against a competent player". Very subjective to opinion. No proving you wrong there, buddy.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 02:43:25


Post by: DogHeadGod


That's not an out, that's simply asking to see competition results from it. You won't, for a simple reason: comp lists measure anti tank in terms of killing 1 knight per turn. If you can drop a knight in a turn reliably, regardless of movement issues one way or another, a monolith is nothing more than a weak fart in a stiff breeze.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 02:55:24


Post by: yukishiro1


v0iddrgn wrote:
yukishiro1 wrote:
v0iddrgn wrote:
With the upgrade to its flux arcs chaff won't last long.


Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.

The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.

I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.
Nice backdoor you created for yourself there, "... use it against a competent player". Very subjective to opinion. No proving you wrong there, buddy.


I literally just wrote that I'd be happy to be proved wrong...in the very sentence you are quoting. Buddy.

If it sees competitive play I'll happily admit I'm wrong. It's a cool, super iconic model. If someone can figure out how to make it work in a way I haven't been able to, I'd salute them. But until I see someone do it, I'm going with my own experiences, which is that a six by six inch brick that can't hide, can't move over terrain, and can't move over models is just going to get ruthlessly screened and moveblocked out of the game before it gets blown up in a turn of anti-tank shooting.




Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 07:26:59


Post by: Pyrothem


Unfortunately I agree. It is a unit that rules wise looks like it was not really beta tested and just printed with the first rules. Maybe next edition. They made Spyders of all things good so anything is possible, all it takes is a bit of ink and a passion behind it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 09:54:05


Post by: savemelmac


Has anyone played with the Plasmancers yet? In my mind I always compare them to Zoanthropes, but they seem to lack the utility of a 2nd spell and the durability. You have to screen them, and to get something out of their aura ability they need to be scary close to combat.
How do you position them, so that they don´t die in turn three?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 16:04:33


Post by: yukishiro1


It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot. If you are going to run it, IMO don't even try to get within 6" unless it happens naturally - that ability is a bit of a trap, it's still only a single MW per unit on a 4+; it's not worth exposing the plasmancer over. If you take it it's for the decent gun + the automatic smite, basically. And I don't think that's worth the points.

It feels like they didn't have enough design space worked out for 4 crypteks, so they ended up kinda diluted. The psychomancer and plasmancer could easily have been combined into one (I mean they kinda are if you take the psychomancer wargear, which gives him a better version of the plasmancer MW ability).


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 17:35:56


Post by: p5freak


yukishiro1 wrote:
It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot.


For every cryptek in your army you can add a second cryptek without needing a HQ slot.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 18:07:23


Post by: Twilight Pathways


 p5freak wrote:
yukishiro1 wrote:
It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot.


For every cryptek in your army you can add a second cryptek without needing a HQ slot.


Only if you also have a Noble


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 19:09:19


Post by: yukishiro1


 p5freak wrote:
yukishiro1 wrote:
It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot.


For every cryptek in your army you can add a second cryptek without needing a HQ slot.


Of course (assuming you have a noble, which most lists will). But that doesn't really change the calculus. It doesn't do enough for its points and half a HQ slot that could go to one of the better crypteks, either.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 20:34:58


Post by: russellmoo


The plasmancer could use a points drop, mine is currently holding the spot reserved for a chronomancer once the model is available.

As it stands the plasmancer is not terrible if you use him as a veil caddy, and drop him with a unit that doesn’t mind being in combat, such as novokh immortals.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:03:31


Post by: Tycho


Keep in mind your chance of running into a space marine army with lots of eradicators is not actually that high. Plus you can always reserve your monoliths too. For free. You are also t8 so...they wound you on 4's and they aren't going to be getting the bonus if you deploy in the table center. I don't think 3 Monolith is a good idea. 1 is workable but you need to ultize it's abilities. You really want to get it into melee - in melee is where it shines.


You will see enough Eradicators to deal with the Monoliths. Even if you don't, Monoliths are pretty easy to deal with using other things in the marine arsenal. They can't hide, they can't fly, and it's a unit that needs to do BOTH in order to get to what it's best at. 1 is a non-starter - 3 is ... 3 is someone who just really LOVES them. In which case ... shine on you crazy diamond (whoever you are out there) lol.

Eradicators aren't the be all an end all. You're opponent isn't likely to have enough of them to deal with three monoliths in one turn, and even if they did, you don't have to present their perfect target with a ribbon on. A single unit of 20 warriors is a real pain for Eradicators - if they shoot at the warriors they won't make their points back, and the warriors with a few buffs will whittle them down much quicker point for point.


I don't see too many people wasting Eradicators on Warriors TBH.

The biggest problem with tank hunters and the monolith is that they could be forcing a deep strike in a less than ideal location which it's size makes it tough do do enough to make its points back.

However, with an obsec dynasty, that could be a lot easier...


I think the real issue is that you can hit the monolith from pretty much anywhere on the table at this point with weapons that will kill it. Especially if you're a marine army. Like others have said - it's titanic now so hiding it isn't likely, and since it lost fly it won't move very well on 9th ed tables. So it just sits there being a giant, relatively easy to kill target.

The plasmancer could use a points drop, mine is currently holding the spot reserved for a chronomancer once the model is available.

As it stands the plasmancer is not terrible if you use him as a veil caddy, and drop him with a unit that doesn’t mind being in combat, such as novokh immortals.


Pretty much this. I'm using my Plasmancer until the Psychomancer becomes available (and also because I really really like the Plasmancer model). Have had super limited success getting an opponent to move from an objective using the thing that gives the Plasmancer what is essentially "orbital bombardment", but even that is too expensive. He'd be great if he was maybe 15 points cheaper I think ...


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:06:08


Post by: Cynista


A lot of things would be totally viable with a moderate points adjustment. Destroyers would be perfectly good at 40ppm, Plasmancer at 55-60 points probably has use, same for the standard Lord

Here's hoping we actually get an adjustment in chapter approved because we may not.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:08:23


Post by: Vineheart01


i like how everyone points out that the monolith being titanic makes it easier to kill.

The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.

Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:14:11


Post by: Tycho


i like how everyone points out that the monolith being titanic makes it easier to kill.

The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.

Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...


Right ... so we all agree then ... it can't hide or move. lol


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:14:24


Post by: Xenomancers


Cynista wrote:
A lot of things would be totally viable with a moderate points adjustment. Destroyers would be perfectly good at 40ppm, Plasmancer at 55-60 points probably has use, same for the standard Lord

Here's hoping we actually get an adjustment in chapter approved because we may not.

I think he does cost a bit much but he still doesn't cost much. Being a character it is pretty easy to keep him alive even if you are using him as a veil caddy. certain sitatuions will be certain death - but others he offers pretty nice shooting and mortal wounds if kept alive. I could see him being 60 points but anything less hell just get spammed. Honestly the chronomancers is the most overcosted. He does have the best ability - but all of their abilites are pretty bad except for the technomancer (and really thats just because he has good upgrades). He has crapy weapons and gives a 5++ save to a single unit but he also cost the most. If you are taking him just for the 5++ just taking more of the unit you want to protect is probably going to work better. I can see him being used because his ability is demand but IMO he is the most overcosted.

Fort me it comes down to plasmancer or hexdestroyer for that roll. Hex destroyer seems better for the cost but in almost every list that +5 points over the plasmancer is a deal breaker.


Automatically Appended Next Post:
 Vineheart01 wrote:
i like how everyone points out that the monolith being titanic makes it easier to kill.

The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.

Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...
It deep strikes. That is a pretty powerful ability for such a big unit. If not for a unit like erradicators which cost so little to do so much damage...monolith would be a lot more attractive.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:17:55


Post by: Tycho


Fort me it comes down to plasmancer or hexdestroyer for that roll. Hex destroyer seems better for the cost but in almost every list that +5 points over the plasmancer is a deal breaker.


That's where I am too. Plasmancer either needs a points drop (I said 15 but that's probably too much honestly), OR he needs to do more damage with his special abilities. If Living Lighting did D3 mortal wounds maybe?



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 21:23:14


Post by: Cynista


Nah no way. Chronomancer is the best Cryptek and is the only one that's definitely worth the points lol. It has 4++ and grants 5++ to anything in your dynasty and they can reroll charges. It has a native 8" move and the Entropic Lance isn't bad. The Technomancer on the other hand just seems like it's undercooked. Great if you're just gonna babysit 3 Doomstalkers, underwhelming otherwise


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/06 22:50:11


Post by: Slipspace


I think Chronomancer/Technomancer is the best combination right now. The 5++ is amazing and the Entropic Lance is actually a dangerous weapon and the Arkana that slows charges can be pretty clutch too.

The Technomancer isn't as good overall but the synergy with the Canoptek units seems pretty good and resurrecting D3 Warriors a turn is not bad either, if you can keep the unit alive.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 03:18:46


Post by: yukishiro1


The big problem with the plasmancer is there's no point to it if it isn't efficient, because it doesn't do anything but damage. The unit has no reason to exist except its mathhammer abilities, and so it's really a big blow against it that it doesn't mathhammer well.

Contrast that with the other crypteks, which all have reasons you might want to take one other than pure math. Something like the psychomancer is the ultimate example of this. It does very little from a mathhammer perspective at all, and on top of that it's difficult to use because of the 12" range and the fact its ability goes off in the morale phase. But it offers four different debuffs, most of which you cannot get anywhere else in the codex. So there is a reason you might take the model, even if you're not convinced it's the most efficient use of points.

The plasmancer is badly designed because it's a mathhammer HQ, and HQ units should not be mathhammer units because then you are left with them either being auto-takes or never-takes.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 03:23:59


Post by: Vineheart01


Yeah if the plasmancer had an offensive ability that benefited other units he would be more plausible.

Such as a +1 to wound modifier on a unit he hits with his mortalwound attack for future units that attack that target. Since its locked to closest unit it would be difficult to have it hit something of high value, but still be pretty potent.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 04:37:45


Post by: Sasori


 Vineheart01 wrote:
Yeah if the plasmancer had an offensive ability that benefited other units he would be more plausible.

Such as a +1 to wound modifier on a unit he hits with his mortalwound attack for future units that attack that target. Since its locked to closest unit it would be difficult to have it hit something of high value, but still be pretty potent.


I would have liked to see his aura energize nearby core units or something, like adding an extra dice when you roll for RP.


On topic, I think I could see plasmancers in a MW heavy list or in smaller point games, other than that, I'm just not a fan. The other Crypteks are just much better overall and I really only like to run about 3 HQs max in my Necron lists.

How is everyone's meta shaping up on Vehicles? I'm really starting to consider just filling my Heavy slot with 3x 1 LHD with the Destructor and calling it a day.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 08:56:13


Post by: v0iddrgn


For me, I'll be taking 2 DDA's and the Void Dragon to shore up my AT.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 13:37:42


Post by: wuestenfux


Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 14:33:38


Post by: Barcha


So, I'm curious to hear what everyone thinks about the classic FW model, the gauss pylon. I think it's probably slightly weaker, having lost macro, but it still does extremely respectable damage at d3+6 damage on its gun. I really want to build a list with one as the centerpiece. Any advice?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/07 18:14:19


Post by: yukishiro1


Unfortunately the Gauss Pylon suffers from all the problems of the monolith, but even worse, since it can't move at all. It's so massive you can't bring it down where you want to because it's so easy to screen out, it can't hide, things can hide from it, etc etc. It does get its own 5++ I guess so that's something, but obscuring is a massive nerf to its ability to contribute to a fight - if the opponent doesn't want to kill it, they can just force it to come down somewhere where it can't draw LOS to what it wants to.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/08 12:21:06


Post by: Denegaar


Hey guys!

As Necrons already have a dex and my other armies are in stand by, I just dusted off my 1000pts of Necrons from 7th edition. Are my units considered good? I wanted to start a Crusade with it.

I have:

Overlord
Cryptek (the old resin one)

10 (12, because of weird box back in the day) Warriors with cool green plastic weapons
5 Gauss Immortals
5 Tesla Immortals

5 Shieldguard
1 Triarch Stalker

3 Scarab Swarms
3 Tomb Blades

If I wanted to expand it to 2000 pts, where should I go?

Thank you!


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/08 13:10:10


Post by: Krull


Thats a nice start.
I would expand your lycheguard to 10
More warriors so you have a unit of 20
Maybe a box of wraits

And then something you just like. You could add a ctan
Maybe some more tomb blades if you like them. Its up to you
Maybe a dda or doomstalker, best 2


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 06:33:52


Post by: Krull


In a few days my first game.
Wanted to try a theme based around warriors and because i have to model, try the reanimator.

Here is the list:
Spoiler:

Necrons silver tide 2k (Warhammer 40,000 9th Edition) [100 PL, 8CP, 1,995pts]Battalion Detachment 0CP (Necrons) [100 PL, 8CP, 1,995pts]Configuration [12CP]Battle Size [12CP]

Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Detachment CPDynasty Choice

Selections: Dynasty: Novokh

HQ [18 PL, -4CP, 375pts]Catacomb Command Barge [9 PL, -2CP, 185pts]
Selections: Gauss Cannon [5pts], Hand of the Phaeron [-2CP], Relic: Orb of Eternity, Resurrection Orb [30pts], Warlord, Warlord Trait (Codex 1): Enduring Will, Warscythe [5pts]

Crypteks [4 PL, -1CP, 90pts]Technomancer [4 PL, -1CP, 90pts]
Selections: Canoptek Control Node [15pts], Rarefied Nobility [-1CP], Staff of Light, Warlord Trait (Codex 4): Thrall of the Silent King

Lord [5 PL, -1CP, 100pts]
Selections: Dynastic Heirlooms [-1CP], Relic: Voltaic Staff, Resurrection Orb [30pts], Staff of Light

Troops [28 PL, 605pts]Immortals [4 PL, 85pts]
Selections: Gauss Blaster, 5x Immortal [85pts]

Necron Warriors [12 PL, 260pts]20x Necron Warrior (Gauss Flayer) [260pts]
Selections: 20x Gauss Flayer

Necron Warriors [12 PL, 260pts]20x Necron Warrior (Gauss Reaper) [260pts]
Selections: 20x Gauss Reaper

Elites [20 PL, 390pts]Canoptek Reanimator [6 PL, 110pts]
Selections: 2x Atomiser Beam, Reanimator's Claws

Lychguard [14 PL, 280pts]
Selections: 10x Lychguard [280pts], Warscythe

Fast Attack [19 PL, 340pts]Canoptek Scarab Swarms [4 PL, 60pts]4x Canoptek Scarab Swarm [60pts]
Selections: 4x Feeder Mandibles

Canoptek Wraiths [10 PL, 175pts]5x Canoptek Wraith (Claws) [175pts]
Selections: 5x Vicious Claws

Canoptek Wraiths [5 PL, 105pts]3x Canoptek Wraith (Claws) [105pts]
Selections: 3x Vicious Claws

Heavy Support [7 PL, 140pts]Canoptek Doomstalker [7 PL, 140pts]
Selections: Doomsday Blaster, Twin Gauss Flayer

Dedicated Transport [8 PL, 145pts]Ghost Ark [8 PL, 145pts]
Selections: 2x Gauss Flayer Array

Doomsday blaster stay on backfield with technomancer and reanimator, screend by a unit of warriors with flayers.

Lord with reaper warriors and ghost ark move up the board.

Ccb with lychguard move up the middle board with the small wrait unit zs bzckup
The other 5 wraits go harras.

Immortals and swarm take any other backfield obj.

Novok because of the many cc units and for warriors who probably get in cc to.

Any smal chances you would advise? Warlord traits or cryptek arcana?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 07:35:16


Post by: tneva82


Barcha wrote:
So, I'm curious to hear what everyone thinks about the classic FW model, the gauss pylon. I think it's probably slightly weaker, having lost macro, but it still does extremely respectable damage at d3+6 damage on its gun. I really want to build a list with one as the centerpiece. Any advice?


It got hurt with missions and obscuring terrain. You couldn\t even count on having anything to shoot in 8e. And now with midfield being the king immobile hurts. You can spend entire game not seeing anything even remotely worth shooting.

Unless you KNOW you face 18+ wound models or flyers it just ain't going to make much of a dent.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 12:47:35


Post by: Draco765


 wuestenfux wrote:
Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).


This weekend I got in a batch of 1k games and was trying out the other Traditions. But kept the 6" early move.

Obsec was good as we already know. But mostly was not needed as much as I wanted it to be.

Rad-wreathed was great in my Canoptek army. Was able to force enough kills with just scarabs and wraiths that the objectives were easily grabbed and protected. Smaller unit of Warriors that I Veild into the opponent's deployment zone were actually killing high toughness units in melee when backed up by a Technomancer that kept bringing back dead warriors.

A similar situation with my detachment that had a mix between scarabs/Warriors/Tomb Blades that took Unyielding. Was forced to shoot off the defenders, then the 6++ saved a lot of scarabs from weapons that would normally auto damage them, and again, was able to survive and push off the enemy from objectives. I did not miss ObSec at all.

None of the others were too impactful in the games they were used in.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 15:04:35


Post by: wuestenfux


 Draco765 wrote:
 wuestenfux wrote:
Well, a basic question about customized dynasties is the choice between ObjSec and Rad-wreathed, besides the use of the 6'' pregame move.
Especially when you run a balanced army (balanced between troops and assault units).


This weekend I got in a batch of 1k games and was trying out the other Traditions. But kept the 6" early move.

Obsec was good as we already know. But mostly was not needed as much as I wanted it to be.

Rad-wreathed was great in my Canoptek army. Was able to force enough kills with just scarabs and wraiths that the objectives were easily grabbed and protected. Smaller unit of Warriors that I Veild into the opponent's deployment zone were actually killing high toughness units in melee when backed up by a Technomancer that kept bringing back dead warriors.

A similar situation with my detachment that had a mix between scarabs/Warriors/Tomb Blades that took Unyielding. Was forced to shoot off the defenders, then the 6++ saved a lot of scarabs from weapons that would normally auto damage them, and again, was able to survive and push off the enemy from objectives. I did not miss ObSec at all.

None of the others were too impactful in the games they were used in.

Good call. Thanks for pointing out.

My tourney army in the 6th and 7th had a core elements 20 Warriors and 20 Immortals backing up 3x5 Wraiths.
My new army will also center around Wraiths and other Canoptek units.
Here both, ObSec and Radwreathed are decent.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 18:25:07


Post by: v0iddrgn


What do you guys think about using the Hexmark Destroyer to drop in to grab objectives or psychological utility?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 18:46:08


Post by: Sasori


v0iddrgn wrote:
What do you guys think about using the Hexmark Destroyer to drop in to grab objectives or psychological utility?


If the Meta wasn't largely based on MEQ and 2W type models, I feel like the Hexmark may have a place. Right now, it just doesn't pull enough weight. No one is scared of a Hexmark deploying to their backlines.

If the Meta shifts, I could maybe see it. It'd have to be a solid shift though


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 19:19:43


Post by: Vineheart01


in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/09 20:52:57


Post by: v0iddrgn


What about giving him the relic pistol? Moreover, I was mainly suggesting sniping objectives not killing stuff so much. Although, i can imagine the hilarity of giving him the Novokh WL trait.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 08:01:04


Post by: tneva82


 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


Then again if he's doing vp generating actions he IS enticing target.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 09:24:18


Post by: Xyxel


Triarch Praetorians in 5 or 10 models unit?
10 feels to big to hide and to squeez in tight combats. 5 feels to easy to delete in shooting.

Rest of army are 2x 20 Warriors blobs, command barge, cryptek, heavy destroyers. It needs some counter mele units and Flayed Ones are not fast enough.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 11:49:13


Post by: Slipspace


 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


My experience so far with 9th says that doesn't really work. Either he's generating VPs and therefore a target or not doing anything and therefore pretty useless. You're unlikely to be able to drop one onto an objective since any competent opponent knows you have one waiting and can easily screen out their own objectives and likely do the same for the central objectives too in most cases, especially those central objectives your army isn't already moving towards.

A Hexmark's defensive profile is fine but not so good that they're difficult to kill with only minor inconvenience. As others have said, against not-SM they're potentially much better but the meta is crawling with T4+ targets with good saves and that's not a scenario that favours the Hexmark.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 13:23:01


Post by: savemelmac


Slipspace wrote:
 Vineheart01 wrote:
in a way, thats an advantage.

Long as he isnt the only target he's probably going to be ignored and he'll keep picking things off, doing the few actions a character can, and snipe objectives from time to time.

He is rather durable for a 75pt model but that only lasts as long as the big guns have more enticing targets.


My experience so far with 9th says that doesn't really work. Either he's generating VPs and therefore a target or not doing anything and therefore pretty useless. You're unlikely to be able to drop one onto an objective since any competent opponent knows you have one waiting and can easily screen out their own objectives and likely do the same for the central objectives too in most cases, especially those central objectives your army isn't already moving towards.

A Hexmark's defensive profile is fine but not so good that they're difficult to kill with only minor inconvenience. As others have said, against not-SM they're potentially much better but the meta is crawling with T4+ targets with good saves and that's not a scenario that favours the Hexmark.


The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 14:46:02


Post by: buddha


With the new FW index, I'm wierdly liking the Tomb Stalker. A mere 90pts get you a fast and fairly deadly monster. Ya it's BS/WS 4 now but the low cost makes up for it. Seems like a cheap distraction carnifex and great in a Novokh list.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 16:30:48


Post by: Henker-Kind


Hey,

with the online release of Legends, I came across a problem with the Tomb Citadel Walls:
https://www.warhammer-community.com/wp-content/uploads/2020/11/ROlabv2jfo8uNWLJ.pdf

1. Is it even possible to set this unit up when the advised terrain density is one terrain piece per 12x12 area? The old rules had some special deployment rules and interconnectivity of multiple citadels wich is both gone. Would be easy to let it be deployed in your deployment zone and removing all preplaced terrain in that area except mission markers.

2. And if it is possible how limited is it's placeability: the rulebook specifies that a unit overstepping it's deployment zone due to it's size cannot attack etc. in it's first round but doesn't specify any terrain related spacial issues.

3. What is it with the point cost of 760 without gun emplacements, while simultaneously reducing it's bonusses - maybe too early to tell.. but that point cost is definitely not acceptable!

4. It seems just so lazy and undercooked for such a cool model that i personally really love and would love to use more but how do you want to compete at that point price?

I already mentioned it on their facebook page and hope it will be adressed as other problems have been adressed such as a missing transport capacity for the gorgon transport. https://www.facebook.com/warhammer40000uk/posts/2804011793252775
Any ideas, do I miss something with placing terrain or setting up big units?
Wish you all well in the pandemic!
-A-


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 17:49:32


Post by: Xenomancers


Cynista wrote:
Nah no way. Chronomancer is the best Cryptek and is the only one that's definitely worth the points lol. It has 4++ and grants 5++ to anything in your dynasty and they can reroll charges. It has a native 8" move and the Entropic Lance isn't bad. The Technomancer on the other hand just seems like it's undercooked. Great if you're just gonna babysit 3 Doomstalkers, underwhelming otherwise

I pretty much ignore the melee weapon on a unit with 1 attack. Because it is pretty much worthless and you should never actually use it. RR charge is not terrible but realistically it is also just a baby sitter unit like the techno.

Put Chrono with 6 skorp destroyers and walk up the field. Pretty pricey for that though - i mean you could just take almost 3 more destroyers for his cost. Techno on the other hands with 3 doom stalkers actually nets you an efficiency bonus and can bring back core units every turn. 5++ is just not that good - a kustom force feild does this in a giant aura on units that have no save at all...it's really not even a fair comparison - the crono is bad compared to a big meck with a KFF.

Don't see the hate on the plasmamancer. "All he does is do damage" Great - just what I want my units to do. Characters with good shooting attacks are always good because they can't be removed except by snipers. Plus a little mortal wound damage is always nice to have in your pocket. Plus veil caddy. Crono can do this job pretty good too. ESP with warrior but I usually try to keep suicidy options cheaper.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 18:39:09


Post by: tneva82


 Henker-Kind wrote:
Hey,

with the online release of Legends, I came across a problem with the Tomb Citadel Walls:
https://www.warhammer-community.com/wp-content/uploads/2020/11/ROlabv2jfo8uNWLJ.pdf

1. Is it even possible to set this unit up when the advised terrain density is one terrain piece per 12x12 area? The old rules had some special deployment rules and interconnectivity of multiple citadels wich is both gone. Would be easy to let it be deployed in your deployment zone and removing all preplaced terrain in that area except mission markers.

2. And if it is possible how limited is it's placeability: the rulebook specifies that a unit overstepping it's deployment zone due to it's size cannot attack etc. in it's first round but doesn't specify any terrain related spacial issues.

3. What is it with the point cost of 760 without gun emplacements, while simultaneously reducing it's bonusses - maybe too early to tell.. but that point cost is definitely not acceptable!

4. It seems just so lazy and undercooked for such a cool model that i personally really love and would love to use more but how do you want to compete at that point price?

I already mentioned it on their facebook page and hope it will be adressed as other problems have been adressed such as a missing transport capacity for the gorgon transport. https://www.facebook.com/warhammer40000uk/posts/2804011793252775
Any ideas, do I miss something with placing terrain or setting up big units?
Wish you all well in the pandemic!
-A-


Wasn't the model like 2'x2' square? So even in 8e hopeless to field in tournament.

Model was made for collectors and not games. Gw doesn't even want gameis to buy resin rather than plastic. This was for those who just buy cool models without spamming something. Resin is optimal for models for that target group


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 18:45:27


Post by: v0iddrgn


savemelmac wrote:

The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.
You can always give the Hexmark Enduring Will for a little more tankiness if you need to weather some incoming firepower. It's actually very enticing to force my opponent to direct resources to remove him. I'm thinking of using him to drop in to score line breaker since screening out your entire deployment zone from a single model seems a bit tougher to do and if you are doing it then you're spending your time in your deployment zone and not anywhere else on the board.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 19:32:48


Post by: Xenomancers


v0iddrgn wrote:
savemelmac wrote:

The possibility to have a character deep strike without taking up a HQ slot is niche but really useful. You can either use it to get reroll to charges where you need it via WL trait, hand out command protocols to other deep striking units (e.g. the Novokh one to Ophydian destroyers, which makes them really good) or have something relatively cheap and easy to hide deepstrike for secondary objectives.

I really like the choice. And the "meta" might be crawling with Marines, but if you are playing within a club or other closed group of players, you will not see Marines with 3x Eradicators every game. My play group has Admech, Sisters, Guard and Tau (and lots of Marines, obviously ). Against all those troop choices, the Hexmark is really valuable as he wounds them on 2s and the armor save is manageable.
You can always give the Hexmark Enduring Will for a little more tankiness if you need to weather some incoming firepower. It's actually very enticing to force my opponent to direct resources to remove him. I'm thinking of using him to drop in to score line breaker since screening out your entire deployment zone from a single model seems a bit tougher to do and if you are doing it then you're spending your time in your deployment zone and not anywhere else on the board.
It is actually a pretty good idea to use him that way I think. For pretty cheap he could really make a mess of cheap back line units trying to score objectives. His melee profile isn't bad vs those unit and he can still shoot at them if hes locked in!.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 20:01:05


Post by: Cynista


 buddha wrote:
With the new FW index, I'm wierdly liking the Tomb Stalker. A mere 90pts get you a fast and fairly deadly monster. Ya it's BS/WS 4 now but the low cost makes up for it. Seems like a cheap distraction carnifex and great in a Novokh list.

Other than being a distraction or objective grabber, I'm not sure what to think of it. Price is nice and all but the WS nerf really hurts the Stalker as it didn't gain any attacks and the +1 STR doesn't really help unless you are specifically going after light vehicles (which in fairness could be a decent use for it?). Big shame the claws are not +2 STR like the Spyder. STR8 attacks would have made it actually good.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/10 21:17:42


Post by: Sasori


 Xyxel wrote:
Triarch Praetorians in 5 or 10 models unit?
10 feels to big to hide and to squeez in tight combats. 5 feels to easy to delete in shooting.

Rest of army are 2x 20 Warriors blobs, command barge, cryptek, heavy destroyers. It needs some counter mele units and Flayed Ones are not fast enough.


If you are bringing Praetorians or Lychguard, you really want them in units of 10. RP really benefits from the larger units, and the TP killing power starts to really suffer once they lose a few models.

I'd consider some Sword and Board Lychguard as well to shore up your frontlines. They can take quite the beating and benefit from all the important buffs since they are CORE.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 00:32:33


Post by: Oberron


so what are people's thoughts on MW spamming?
you got death marks, c'tan (nightbringer melee might as well me MW), and plasmancers and their arkana.

mephrit's stratagem with deathmarks kinda doubles up their MW abily (up to 3).
malevolent arcing can give a small AOE mw to a doom scythe/tesla unit.

self-destruction with some scarab swarms can cause some MWs too.

Not as a super competitive build but does anyone think it is a doable one?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 02:31:23


Post by: Sasori


Oberron wrote:
so what are people's thoughts on MW spamming?
you got death marks, c'tan (nightbringer melee might as well me MW), and plasmancers and their arkana.

mephrit's stratagem with deathmarks kinda doubles up their MW abily (up to 3).
malevolent arcing can give a small AOE mw to a doom scythe/tesla unit.

self-destruction with some scarab swarms can cause some MWs too.

Not as a super competitive build but does anyone think it is a doable one?


Yeah, I've seen some double Patrol MW spam lists that usually have Imotekh in one patrol, then Obsec+expanionist in the other patrol Multiple C'tan, T. Vault, Imotekh and others for MW spam.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 11:03:55


Post by: savemelmac


Oberron wrote:
so what are people's thoughts on MW spamming?
you got death marks, c'tan (nightbringer melee might as well me MW), and plasmancers and their arkana.

mephrit's stratagem with deathmarks kinda doubles up their MW abily (up to 3).
malevolent arcing can give a small AOE mw to a doom scythe/tesla unit.

self-destruction with some scarab swarms can cause some MWs too.

Not as a super competitive build but does anyone think it is a doable one?


I do not think you can enter a competitive event and expect to be placed at the top tables, but after quickly putting something together in BS it looks alright. I even have most of the models

Spoiler:


++ Battalion Detachment 0CP (Necrons) [76 PL, 13CP, 1,500pts] ++
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Dynasty Choice: Dynasty: Sautekh

+ HQ +
Crypteks [10 PL, 180pts]
. Plasmancer: Arkana: Metalodermal Tesla Weave
. Plasmancer: Arkana: Quantum Orb
Crypteks [8 PL, -1CP, 140pts]
. Plasmancer: Relic: Gauntlet of the Conflagrator
. Plasmancer: Dynastic Heirlooms, Relic: Veil of Darkness
Imotekh the Stormlord [8 PL, 2CP, 145pts]: Warlord

+ Troops +
Immortals [4 PL, 95pts]: 5x Immortal, Tesla Carbine
Immortals [4 PL, 95pts]: 5x Immortal, Tesla Carbine
Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal

+ Elites +
Deathmarks [8 PL, 180pts]
. 10x Deathmark: 10x Synaptic Disintegrator
Transcendent C'tan [14 PL, 270pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Time's Arrow

+ Fast Attack +
Canoptek Scarab Swarms [6 PL, 120pts]
. 8x Canoptek Scarab Swarm: 8x Feeder Mandibles

+ Flyer +
Night Shroud [10 PL, 190pts]
++ Super-Heavy Auxiliary Detachment -3CP (Necrons) [25 PL, -3CP, 500pts] ++

Detachment CP [-3CP]
Dynasty Choice: Dynasty: Sautekh

+ Lord of War +
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Seismic Assault, Power of the C'tan: Transdimensional Thunderbolt

++ Total: [101 PL, 10CP, 2,000pts] ++



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 17:49:17


Post by: yukishiro1


Can't take 4 plasmancers, rule of 3 still kicks in even though you can take 2 for only one HQ slot. You could drop a few scarabs and take a psychomancer with the smite arcana if you wanted, I guess.

I think we are presumably all on the same page that this is not actually a competitive concept, though. It will auto-lose against any sort of horde, for example.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 18:25:38


Post by: iGuy91


I'm struggling to make a 2k list that I like with the Nightbringer.

Do you suggest throwing a Skorpek Lord and Skorpek squad to go with? Scarabs?

Artillery Support? Troops?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/11 18:42:05


Post by: Cynista


Definitely run a squad of Scarabs with him to eat the smites that will come his way.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/12 02:12:50


Post by: CKO


Does the monolith get the benefits of the dynasty? If not where can I find that ruling so I can be informed on LOW?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/12 02:37:03


Post by: Sasori


 CKO wrote:
Does the monolith get the benefits of the dynasty? If not where can I find that ruling so I can be informed on LOW?


It doesn't get it if you run it as a super heavy aux, per the detachment rules in the main rule book.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/12 09:38:41


Post by: Blndmage


 Sasori wrote:
 CKO wrote:
Does the monolith get the benefits of the dynasty? If not where can I find that ruling so I can be informed on LOW?


It doesn't get it if you run it as a super heavy aux, per the detachment rules in the main rule book.


Good thing three Monoliths and 60 Warrior, and 2 Crypteks (Plasmancers for me, love the vibe they give off) fits in 2,000pts!
You could even run 5 Monoliths, one Lord/Psychomancer/Plasmancer, and 10 Warriors, take a VoD and teleport them warriors EVERYWHERE!


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/12 23:25:53


Post by: savemelmac


Sadly that won´t work for the same reason my 4 plasmancers doesn´t work....

Has anyone played/considered something of the custom dynasties besides eternal expansionists or rad-wreathed? Going through them I find some of them completely unusable like immovable phalanx (not move for+1 save) or severed (better protocols) and unmerciful horde (morale reroll). The only ones that are not very situational are artisans, martial and butchers, which is kind of boring...


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/13 13:38:18


Post by: Moosatronic Warrior


I had a game using PITILESS HUNTERS and RELENTLESSLY EXPANSIONIST to move a load of Flayer Warriors and Gauss Immortals froward pre-game, then stand still and rapid fire at max range turn 1. I was using the Silent King for his double MWBD and reroll to hit aura. It was a pretty devastating opening salvo that my opponent couldn't recover from.

I don't think it's really a very good combo though, just a bit of fun that happened to work well in that game.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/14 17:00:35


Post by: Oberron


I finally get to play after a long time today. 1k point game Planning on going mephrit and use deathmarks and gauss immortals to make the most out of the traits. Deathmarks with -3 ap at 19.5 inches and immortals with -3 ap at 16.5 rapid fire seems really good for range control

edit:

Okay back from my game and i have to say mephrit immortals and deathmarks are really good. with the much smaller board size getting into rapid fire range is super easy turn two and i had the both benefits from vengeful stars hitting with AP -3 to -4 and ignore cover was destroying prime marines. had a single doomstalker that was less than impressive but it held an objective all came (we had cross fire for map). Talent for annilation on deathmarks nearly 1 shot my opponents warlord bringing him down to 1 wound from 7.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 02:17:55


Post by: punisher357


Is the general opinion still that reaper warriors > flayer warriors?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 05:33:54


Post by: russellmoo


I think there is a case to be made for taking a single unit off flayers as you can have them sit in your deployment and do some damage, but 9th is much more about taking objectives and with a smaller tabletop it is also likely that your opponent is going to be within 12” of your warriors. So, generally speaking you are giving up 1 round of 20 S4 -1 ap shots to gain plus 1 strength and an additional -1 ap for the rest of your shots, and that is only when the enemy sits back or is a shooty army. There are ways to be within 12” on turn one, in which case you are trading in 40 str 4 ap -1 shots for 40 str 5 ap -2 shots.

In short, if you are planning on your warriors camping in the backfield you can take flayers, but most of the time you will want the reapers.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 09:40:26


Post by: wuestenfux


When it comes to anti-tank, Necrons have several good options.
I'm toying with 3 Doomstalkers. They have decent weapons but are rather tall and therefore will hardly find cover. What's nice is their invulnerable save.
Another option would be Heavy Lockhurst Destroyers. They have decent weapons too but are smaller and so can be hidden partly.
What's the overall opinions about anti-tank?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 13:33:03


Post by: Slipspace


 wuestenfux wrote:
When it comes to anti-tank, Necrons have several good options.
I'm toying with 3 Doomstalkers. They have decent weapons but are rather tall and therefore will hardly find cover. What's nice is their invulnerable save.
Another option would be Heavy Lockhurst Destroyers. They have decent weapons too but are smaller and so can be hidden partly.
What's the overall opinions about anti-tank?


I think Doomstalkers are probably better overall than LHDs but I do like the Infantry tag and the better accuracy on the LHDs, as well as potential synergy with a Destroyer Lord (maybe a Skorpekh Lord for the first turn). For the cost of 1 CDS you get 2 LHDs, which hit on 3+ and re-roll 1s and have more reliable damage, alongside higher maximum damage per shot (though not higher overall since the CDS can get up to 6 shots). The CDS has 12 wounds and better defensive stats though, so it probably sticks around longer to use its full firepower.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 13:43:24


Post by: savemelmac


I have not had a chance to test the doomstalkers. But for me, they do not differ too much from doomsday arks, as they share the same problem: Extremely swingy in their shooting and damage. Sets of multiples are really helpful to compensate. Seeing that the weapon profile of stalker and ark is roughly equivalent and you only reach the break even point with 3 stalkers + cryptek I am relatively unbiased going forward. Either one seems fine. I probably like the arks a bit more, as they still have the flayers and do not need to be clustered like the stalkers.

As discussed in another thread, the regular lokhust destroyers unfortunately are a little bit expensive at the moment and their downgrade on the stratagem hurts.

Ill guess we have to see how much tanks there will be anyway. I currently plan with 2 arks and 1 triarch stalker.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 14:05:27


Post by: Moosatronic Warrior


I think all of our ranged anti-tank options have some issues. The swingy-ness of doom arks and stalkers has been mentioned, but I think they also have a big problem from obscuring terrain in 9th. I'm finding long range shooting in general to be less viable this edition, especially if it can't move and shoot effectively.

LHDs don't have either of these problems as the are much less swingy, and can move through terrain and shoot without issue. But they are also a lot less durable.

I'm currently favoring Doom Scythes as they are not swingy and can easily target anything on the table. They are also a little more durable than destroyers, although much harder to hide.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 14:31:57


Post by: wuestenfux


LHDs don't have either of these problems as the are much less swingy, and can move through terrain and shoot without issue. But they are also a lot less durable.

The trick if possible is to position the LHD such that they can only been by their target.
If they destroy their target, the enemy has to move units in position to target the LHD.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 14:46:02


Post by: Xenomancers


punisher357 wrote:
Is the general opinion still that reaper warriors > flayer warriors?

I think it depends on your dynasty. Flayer warriors with sautekh work really good out of ghost arcs. In general though - warriors are a lot better when deployed by a deep strike or outflank - where the 12" range reaper isn't really an issue anymore. It is hands down better if you negate the range disparity. Plus - this gives you the option for 20 man units.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 15:06:23


Post by: unitled


As far as I can tell, the Phyclacternine Hive allows you to pop even a LHD back in with RoR if you've put them in a unit... 20 points to rescue 70 seems pretty decent.

I've managed to grab 2 Doomstalkers and 3 LHD and plan on running them in different games to compare how they do (when we can finally meet up again). Actually considering a 1000 point destroyer army with a Skorpekh Lord with Thrall of the Silent King meaning a have a decent chunk of my army is rerolling 1s to hit and to wound.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/16 21:27:05


Post by: Xenomancers


 unitled wrote:
As far as I can tell, the Phyclacternine Hive allows you to pop even a LHD back in with RoR if you've put them in a unit... 20 points to rescue 70 seems pretty decent.

I've managed to grab 2 Doomstalkers and 3 LHD and plan on running them in different games to compare how they do (when we can finally meet up again). Actually considering a 1000 point destroyer army with a Skorpekh Lord with Thrall of the Silent King meaning a have a decent chunk of my army is rerolling 1s to hit and to wound.

With that set up - I'd probably run doom stakers and LHD.
Take both a techno with control node and a chronomancer. Chrono puts 5++ on the LHD and the techno buffs the doom stalkers and can bring back the first LHD loss. Then again - that is a lot of firepower in one place - pretty easy to hide from it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 04:20:13


Post by: v0iddrgn


 Xenomancers wrote:
 unitled wrote:
As far as I can tell, the Phyclacternine Hive allows you to pop even a LHD back in with RoR if you've put them in a unit... 20 points to rescue 70 seems pretty decent.

I've managed to grab 2 Doomstalkers and 3 LHD and plan on running them in different games to compare how they do (when we can finally meet up again). Actually considering a 1000 point destroyer army with a Skorpekh Lord with Thrall of the Silent King meaning a have a decent chunk of my army is rerolling 1s to hit and to wound.

With that set up - I'd probably run doom stakers and LHD.
Take both a techno with control node and a chronomancer. Chrono puts 5++ on the LHD and the techno buffs the doom stalkers and can bring back the first LHD loss. Then again - that is a lot of firepower in one place - pretty easy to hide from it.
Why not run the Void Dragon for AT? Not really swingy and WAY tougher than LHD's. Outside of VD I'd probably go with the LHD's or Deepstriking Doom Scythes.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 04:27:44


Post by: Vineheart01


Because you might pull a me and fail 4 2+ checks in a row for his power


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 05:33:03


Post by: v0iddrgn


 Vineheart01 wrote:
Because you might pull a me and fail 4 2+ checks in a row for his power
I think I'll take my chances.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 11:41:40


Post by: Moosatronic Warrior


v0iddrgn wrote:
Why not run the Void Dragon for AT? Not really swingy and WAY tougher than LHD's. Outside of VD I'd probably go with the LHD's or Deepstriking Doom Scythes.


I don't think the void Dragon comes into the discussion about ranged anti-tank. He does D6 mortals at 18" and one decent shot at 12". If you want to deal with vehicles in combat rather than at range he might be a contender.

I'm going to give my Tomb Sentinel a try, though I'm not expecting much. In a list that already has an advancing blob of Scarabs and Wraith with a Canoptek Control Node Technomancer, he fits in ok. He can keep up with the blob and hit on 3's with his Exile Cannon, which is a less swingy and more mobile version of the Doomsday Cannons.




Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 13:55:16


Post by: wuestenfux


Well, my vote now goes for 2 Doomscythes and 1x3 LHDs.
They can fit into a Patrol, while 3 flyers cannot.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 14:08:22


Post by: Xyxel


LHDs feels superior to other heavy choices.

Doom Scythes - where are You gona manouver with them on battlefield packed with ruins and units?
Doom Stalker - is is realistic to hide it? It weakens to BS5 and has BS4 and must remain stationary for tougher targets.
Void Dragon - so many points in one unit that can be out of range.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 14:18:59


Post by: p5freak


Doomstalker stays at BS4. Doom Scythes can FLY, they can be placed on top of ruins. Both are inferior to the DDA, its still the best heavy support choice.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 14:44:05


Post by: wuestenfux


 p5freak wrote:
Doomstalker stays at BS4. Doom Scythes can FLY, they can be placed on top of ruins. Both are inferior to the DDA, its still the best heavy support choice.

DDA's are no choice for me - I hate these models.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 16:00:07


Post by: Xenomancers


 wuestenfux wrote:
Well, my vote now goes for 2 Doomscythes and 1x3 LHDs.
They can fit into a Patrol, while 3 flyers cannot.

This sounds pretty good actually - it is a lot of firepower you can't hide from. I'm trying to get my hands on some heavy destroyers but GW really messed up producing enough of these guys.


Automatically Appended Next Post:
 p5freak wrote:
Doomstalker stays at BS4. Doom Scythes can FLY, they can be placed on top of ruins. Both are inferior to the DDA, its still the best heavy support choice.

It is a little big which ends up being a problem in deployment. It is a good choice for sure though.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 16:04:43


Post by: wuestenfux


I'm trying to get my hands on some heavy destroyers but GW really messed up producing enough of these guys.

Frankly, don't like these old-school models.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 16:31:49


Post by: Xenomancers


 wuestenfux wrote:
I'm trying to get my hands on some heavy destroyers but GW really messed up producing enough of these guys.

Frankly, don't like these old-school models.
I like the newschool ones. Just can't get any. I actaully ordered 3 of them and GW refunded me saying they wont be able to fill the order for 30-45 days.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 17:05:11


Post by: russellmoo


That makes sense mine is still on back order and it was ordered about a month ago


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 17:09:04


Post by: Xenomancers


russellmoo wrote:
That makes sense mine is still on back order and it was ordered about a month ago
I dont know why it is an issue with these new LHD but the 2 Warhammer stores in my area received a total of 2 LHD between the two. Plus they can't fill orders. I think it has to be more than just a supply not meeting demand issue. I just don't think there is a supply really.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 17:40:16


Post by: SecondTime


punisher357 wrote:
Is the general opinion still that reaper warriors > flayer warriors?


From batreps I've watched, I think so. Flayers aren't really highly effective until 12" anyway. Also, reaper lets you advance and still shoot, so in a way, it's got a longer effective range than the flayer.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 20:10:31


Post by: Pyrothem


The thing I have seen Doomscythes used to great effect is to run them up and move block with them. The game is won or lost in the mid board and having your opponent not able to move forward for one whole turn is well worth the cost. There are only 4 rounds you can score on Objectives and cutting that to 3 is game winning good.

Their weapon is propa scary now as well so I think they have a place.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 20:31:08


Post by: iGuy91


Pyrothem wrote:
The thing I have seen Doomscythes used to great effect is to run them up and move block with them. The game is won or lost in the mid board and having your opponent not able to move forward for one whole turn is well worth the cost. There are only 4 rounds you can score on Objectives and cutting that to 3 is game winning good.

Their weapon is propa scary now as well so I think they have a place.


<Airbourne> Units and flyers can't move block in 9th any more. But yeah, the gun is still much improved. Just wish the darn flyers were even slightly durable


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 20:54:10


Post by: Vineheart01


it can still impede them as they cant stop on their base or in engagement range.
Base is big enough where unless they were right against it, odds are they cant move through. More than likely it will force an advance to try to get the extra inches needed.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/17 21:06:17


Post by: Xenomancers


 Vineheart01 wrote:
it can still impede them as they cant stop on their base or in engagement range.
Base is big enough where unless they were right against it, odds are they cant move through. More than likely it will force an advance to try to get the extra inches needed.
Yeah you can use to tactically block where they can place their models - they can just move through you.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/18 02:12:41


Post by: Pyrothem


With the large base and needing to be outside of 1" they have a big area to deny movement.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/18 07:40:03


Post by: SecondTime


What do people think about night scythes? Too expensive pts and CP wise? Too fragile? I like the ability to go after back field objectives.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/18 08:21:16


Post by: tneva82


 iGuy91 wrote:
Pyrothem wrote:
The thing I have seen Doomscythes used to great effect is to run them up and move block with them. The game is won or lost in the mid board and having your opponent not able to move forward for one whole turn is well worth the cost. There are only 4 rounds you can score on Objectives and cutting that to 3 is game winning good.

Their weapon is propa scary now as well so I think they have a place.


<Airbourne> Units and flyers can't move block in 9th any more. But yeah, the gun is still much improved. Just wish the darn flyers were even slightly durable


Not many foot unit can clear through base. If it's ork boy etc unit that's impossible. You can even marines limit to couple inch move.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/18 11:18:53


Post by: Moosatronic Warrior


Move blocking with Doom Scythes is definitely still a thing. Combined with their ability to get to things hiding behind terrain, and the fact that they do only slightly less damage per point than Lokhust Heavies, I think it makes them the best choice offensively. They lose out to other choices on durability though, and not being able to hold objectives (I believe they can help score Engage On All Fronts though).

The fact that they take up the flyer slots also makes it easier to fit a 2k list into a patrol.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/20 15:01:34


Post by: Xenomancers


Great news about LHD. They are now available and shipping - got 3 last night. They build quick and look great - like really great. Can't wait to use them.

Think I am gonna use them as single units for my Szarkhan SK list.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/20 15:53:35


Post by: wuestenfux


 Xenomancers wrote:
Great news about LHD. They are now available and shipping - got 3 last night. They build quick and look great - like really great. Can't wait to use them.

Think I am gonna use them as single units for my Szarkhan SK list.

My plan is to use 3 LHDs and 2 Doomscythes although Doomstalkers would also be an option.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/20 22:09:08


Post by: Bosskelot


If CDS and DDA's didn't have the idiotic low power profile for moving they might be open for consideration.

But really with how restrictive a good 9th board is in terms of LOS and how focused on movement the missions are, I'm quite happy to shelve these units and never see them until the next edition. The DDA especially since I'm sick of it after 8th.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/20 22:30:04


Post by: Vineheart01


That alternate profile wouldnt bug me if it was a "different target profile" sort of thing.
Such as it cant focus on the same target long enough to get the high profile, so it spreadshots hitting a large swathe of units.

Nomove = anti tank
Move = anti numbers

But its not. The weaker gun feels like "hurt light vehicles with this" which usually never actually is worth firing at light vehicles.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/21 09:25:55


Post by: ccs


 p5freak wrote:
Doomstalker stays at BS4. Doom Scythes can FLY, they can be placed on top of ruins. Both are inferior to the DDA, its still the best heavy support choice.


Well then, I guess it's a good thing that my Scythes aren't in the Heavy Support slot. I get to have my cake & eat it too - pts permitting
Pts not permitting? I'll take my Scythes. I like the model more than I've ever liked the DDA & they have uses the ark doesn't.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/21 17:48:26


Post by: Tiberius501


At about 1.5k points, what’s a good way to run a Novokh army? I like Lychguard so a block of 10 with swords and shields would be a good unit? They’d be getting 50 attacks with an overlord close by and some spent CP’s, which seems pretty damn killy considering.


Automatically Appended Next Post:
Hmm, what about something along these lines?

HQ
- Command Barge (warlord) w/ Novokh relic, Eternal Madness
- Technomancer
TROOPS
- 20x Warriors
ELITES
- 10x Lychguard w/ Sword&Board
- 3x Spyders
FAST ATTACK
- 6x Wraiths
- 6x Scarabs
HEAVY SUPPORT
- Doomsday Ark


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 04:58:40


Post by: Oberron


 Tiberius501 wrote:
At about 1.5k points, what’s a good way to run a Novokh army? I like Lychguard so a block of 10 with swords and shields would be a good unit? They’d be getting 50 attacks with an overlord close by and some spent CP’s, which seems pretty damn killy considering.


Automatically Appended Next Post:
Hmm, what about something along these lines?

HQ
- Command Barge (warlord) w/ Novokh relic, Eternal Madness
- Technomancer
TROOPS
- 20x Warriors
ELITES
- 10x Lychguard w/ Sword&Board
- 3x Spyders
FAST ATTACK
- 6x Wraiths
- 6x Scarabs
HEAVY SUPPORT
- Doomsday Ark


Gut feeling feels like Novak isn't to useful for scarabs and those 90 points could be put into a unit of cryptothralls, control node for the technomancer and equip all the spyders with twin particle bearers and be better off for it.


Also side note, not sure anyone else has pointed this out but thrall of the silent king warlord trait works with rad-wreathed since it is an aura ability extending it to 4" instead of 1" making it able to give shooting units the bonus. Combo with isolationist and immortals are wounding t4 units on 2+ at <12". Normal warriors with flayers wounding on 3+ on t4 with the rad bonus. Destroyers with gauss cannons wounding on 2+ vs new. Granted its a small bubble but it enables range to shoot with the toughness penalty which is something I guess.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 09:30:05


Post by: TheNEWnew


The rad wreathed aura expansion is interesting for sure.

Slap it on a CCB with thrall of the silent king and during a turn that you're being affected by the protocol of the conquering tyrant you've got quite a large model with a 7" bubble of -1 toughness around it that also works in the shoot phase

If you build the SK himself into the list you could also get that 7" bubble for 2 turns because of his WL trait. Food for thought


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 09:56:10


Post by: Tiberius501


Thanks for the suggestions Oberron, they sound like really good ideas so I’ll switch that up.

Also, I did a game today at 1.5k (different list though due to not having all those models yet), trying out Novokh to see if I enjoyed them. Damn they can be super choppy!
I was not expecting my 20 warrior blob to end up being able to get 2 attacks each (extra attack for Novokh strat) with 2+ to hit (MWBD), S6 (+1 from the Hungry Void protocol and +1 from the strat), having -1AP for getting charged and an extra -1 for 6’s to wound also from Hungry Void. They rip and tear!


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 12:09:48


Post by: p5freak


Warriors can get 3 attacks with anrakyr, in addition to the novokh strat.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 12:19:28


Post by: Tiberius501


Oh yeah, lol. I’m really enjoying Novokh, interested in trying out big units of, like, 6 Skorpekhs, or 15-20 Flayed Ones and stuff, if even just their warriors can be so killy.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 13:26:07


Post by: Vineheart01


 p5freak wrote:
Warriors can get 3 attacks with anrakyr, in addition to the novokh strat.


i actually just did that against a Greyknight player and butchered his 10man squad of .. whatever his troop marines are actually called that put out a lot of low strength/ap dakka and have spears.
Caught him totally off guard. It was glorious and i loved it.

13 warriors when they got their chance, 3A at S4 AP1 hitting on 2s since MYWB does not exclude melee. Man that was awesome.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 14:20:01


Post by: Tiberius501


 Vineheart01 wrote:
 p5freak wrote:
Warriors can get 3 attacks with anrakyr, in addition to the novokh strat.


i actually just did that against a Greyknight player and butchered his 10man squad of .. whatever his troop marines are actually called that put out a lot of low strength/ap dakka and have spears.
Caught him totally off guard. It was glorious and i loved it.

13 warriors when they got their chance, 3A at S4 AP1 hitting on 2s since MYWB does not exclude melee. Man that was awesome.


Yeah, having warriors do well in melee is really fun I must say haha. +1S on them as well for S5 is amazing for even hurting elite units.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/22 16:10:04


Post by: Oberron


TheNEWnew wrote:
The rad wreathed aura expansion is interesting for sure.

Slap it on a CCB with thrall of the silent king and during a turn that you're being affected by the protocol of the conquering tyrant you've got quite a large model with a 7" bubble of -1 toughness around it that also works in the shoot phase

If you build the SK himself into the list you could also get that 7" bubble for 2 turns because of his WL trait. Food for thought


That is pretty huge at that point. Wonder if a list can be built with that in mind. And conquer ing tyrant effects everything right so the whole army will have a 4" bubble while ccb has 7"


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 02:01:06


Post by: drakerocket


So, I think there is actually some answers to the shooting questions in the new forgeworld updates.

I really like the deep striking tomb sentinel as an alternative for anti-tank fire doubling up for anti-gravis fire. 125, native deep strike, Heavy D6 strength 10 AP -4 3 damage. I like that waaay more than the doomsday cannon.

At T7 9W it isn't trivial to kill, though sure it dies hard to anti-tank things lacking an invuln. Still, it is fast, has a free deepstrike and is short so much better at hiding. Also way stronger in melee. No 4++ hurts, and hurts a lot, but it is 15 points cheaper. I just like that gun so much more.

Acanthrites also look interesting at 40 points with their face meltas.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 06:14:35


Post by: p5freak


Oberron wrote:
TheNEWnew wrote:
The rad wreathed aura expansion is interesting for sure.

Slap it on a CCB with thrall of the silent king and during a turn that you're being affected by the protocol of the conquering tyrant you've got quite a large model with a 7" bubble of -1 toughness around it that also works in the shoot phase

If you build the SK himself into the list you could also get that 7" bubble for 2 turns because of his WL trait. Food for thought


That is pretty huge at that point. Wonder if a list can be built with that in mind. And conquer ing tyrant effects everything right so the whole army will have a 4" bubble while ccb has 7"


Except that the SK never gains a dynasty code, because he has the DYNASTIC AGENT keyword.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 07:12:20


Post by: tneva82


 p5freak wrote:
Oberron wrote:
TheNEWnew wrote:
The rad wreathed aura expansion is interesting for sure.

Slap it on a CCB with thrall of the silent king and during a turn that you're being affected by the protocol of the conquering tyrant you've got quite a large model with a 7" bubble of -1 toughness around it that also works in the shoot phase

If you build the SK himself into the list you could also get that 7" bubble for 2 turns because of his WL trait. Food for thought


That is pretty huge at that point. Wonder if a list can be built with that in mind. And conquer ing tyrant effects everything right so the whole army will have a 4" bubble while ccb has 7"


Except that the SK never gains a dynasty code, because he has the DYNASTIC AGENT keyword.


Idea was to expand other units dynasty code bonus with conquering tyrant protocol and use sk's warlord trait to extend conquering tyrant protocol to 2 turns.

Sk's dynasty code never comes to play. He just needs warlord trait he's hardwired and other units to use their dynasty code


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 13:33:49


Post by: TheNEWnew


Yeah thats absolutely right, the SK doesn't get the aura himself but uses his WL trait to extend the duration of the aura for <Dynasty> units for another turn. Even things like scarabs would have a 4" -1 toughness aura on them as long as you can keep them within 6" of a Necrons character.

The way I was thinking of running it was as a death star - have the SK, CCB with a res orb, and some support crypteks alongside 2 big units of buffed up warriors to take the mid board, then use fast moving units that can fly to tag your opponents more prominent threats. Fly is important so you can still fall back from things like fiends once you've got your aura expansion going (scarabs I'm looking at you), so as soon as the warriors get close, you can let them do their thing.

Chucking a few S6 weapons in there to wound anything that was once T4 on 2s could be brutal. The main thing you'd miss out on is dedicated anti-tank, but a deep striking tomb sentinel could be the answer

Here's a sample list:
Spoiler:
++ Patrol Detachment -2CP (Necrons) [31 PL, 9CP, 645pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP [-2CP]

Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Rad-Wreathed, Dynasty: <Custom>

+ HQ +

Catacomb Command Barge [9 PL, -1CP, 185pts]: Gauss Cannon, Rarefied Nobility, Relic: Orb of Eternity, Resurrection Orb, Warlord Trait (Codex 4): Thrall of the Silent King, Warscythe

+ Troops +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Flayer): 20x Gauss Reaper

+ Fast Attack +

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm: 5x Feeder Mandibles

Canoptek Tomb Sentinel [6 PL, 125pts]: Gloom Prism

++ Patrol Detachment -2CP (Necrons) [44 PL, -3CP, 895pts] ++

+ Configuration +

Detachment CP [-2CP]

Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Rad-Wreathed, Dynasty: <Custom>

+ HQ +

Orikan the Diviner [6 PL, 110pts]

Technomancer [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic: Voltaic Staff

+ Troops +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Flayer): 20x Gauss Reaper

+ Fast Attack +

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm: 5x Feeder Mandibles

Triarch Praetorians [12 PL, 250pts]: Rod of Covenant, 10x Triarch Praetorian

+ Heavy Support +

Annihilation Barge [6 PL, 125pts]: Gauss Cannon

++ Supreme Command Detachment +2CP (Necrons) [23 PL, 5CP, 450pts] ++

+ Configuration +

Detachment CP [2CP]

Dynasty Choice: Dynasty: Szarekhan

+ Primarch | Daemon Primarch | Supreme Commander +

The Silent King [23 PL, 3CP, 450pts]
. 2x Triarchal Menhir: 2x Annihilator Beam

++ Total: [98 PL, 11CP, 1,990pts] ++

Created with BattleScribe


Although the praetorians dont get the aura themselves, they'd still benefit from it. I just really like them alongside the SK, you can get them hitting on 2, re-rolling 1s, and wounding gravis on 3s if you tag them with a rad wreathed model.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 16:45:18


Post by: Xenomancers


Is there any advantage to taking Silent king in a Szarekhan list over something else? I can't see one but I might just be missing it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 16:49:05


Post by: Vineheart01


If you have a unit that can repair vehicles they can repair him if theyre Szarekhan since even though he doesnt benefit from the Dynasty he still has the keyword.

Thats...it really. Rest doesnt matter on dynasty.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/23 17:02:57


Post by: TheNEWnew


 Xenomancers wrote:
Is there any advantage to taking Silent king in a Szarekhan list over something else? I can't see one but I might just be missing it.


It depends on how you build him into the list I guess - I mean he's a crazy good beat stick for core and praetorians to say the least; he's certainly a build around character but for 450pts I don't think he's an auto pick.

An extra synergy you get access to for running your detachments as Szarekhan is that you can heal him with canoptek spyders, if one has a fabricator claw array, for D3 lost wounds. Pretty sure a technomancer with the cloak can do the same thing too


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/24 06:51:07


Post by: Krull


Ow so the SK doesnt get the 5++ against MW as szarekan or if hes novok the +1 charge? Why is that?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/24 07:23:27


Post by: v0iddrgn


Because GW wants you to buy him on the merit of the sculpt alone. Honestly, they just didn't bother making him good.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/24 10:12:02


Post by: tneva82


 Xenomancers wrote:
Is there any advantage to taking Silent king in a Szarekhan list over something else? I can't see one but I might just be missing it.


Very, very, VERY few things since his buffs apply for all and he doesn't even benefit from dynasty code. It's basically repair options and that's it.


Automatically Appended Next Post:
Krull wrote:
Ow so the SK doesnt get the 5++ against MW as szarekan or if hes novok the +1 charge? Why is that?


For one he can't be novok as he has szarekan keyword hardwired. And he doesnt' get his own dynasty code bonus because of dynastic agents keyword. MAYBE that's unintended and GW will eventually change it but missed first FAQ chance so dont' count on that.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/24 12:48:38


Post by: IHateNids


drakerocket wrote:
So, I think there is actually some answers to the shooting questions in the new forgeworld updates.

I really like the deep striking tomb sentinel as an alternative for anti-tank fire doubling up for anti-gravis fire. 125, native deep strike, Heavy D6 strength 10 AP -4 3 damage. I like that waaay more than the doomsday cannon.

At T7 9W it isn't trivial to kill, though sure it dies hard to anti-tank things lacking an invuln. Still, it is fast, has a free deepstrike and is short so much better at hiding. Also way stronger in melee. No 4++ hurts, and hurts a lot, but it is 15 points cheaper. I just like that gun so much more.

Acanthrites also look interesting at 40 points with their face meltas.
This

I intend on running the Tomb Sentinel in my new lists for basically this exact reason.

I also did build 3 wraiths upside down in the Scorpion pose to count as some Arcanthrites, but I've yet to run them as such


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/24 18:42:10


Post by: Xenomancers


Interesting combo for a Nobel Szarekhan.
Take the Sovereign coronal Relic and Triarchs will WL trait.

Now you can pick any protocol to be done twice AND all core dynasty within 9" of the bearer gain both effects. Only issue is only core will get full effect but core gets the most out of Command Protocols anyways.

It just seems pretty reliable. Great for tomb blades to get 2 turns of fall back and shoot and or two turns of ignore cover and 6's get additional ap-1. Great for Lych gaurd to get 2 turns of double buffed melee at +1 str and 6's additional ap-1. Plus you still get the very good 5+ FNP to mortals and reroll wound per phase.

Compared to the relic I was running on my CCB before (relic staff) this is certain to produce more positives in game. This build will be infinitely versatile.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 03:08:58


Post by: Pyrothem


Question:
If you have multiple Techs can you out multiple 'Fail Save Overcharger' on the same unit?

Most abilities have wording stopping stacking on the same unit. This does not.

Not really powerful but could find uses.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 04:17:20


Post by: tneva82


Pyrothem wrote:
Question:
If you have multiple Techs can you out multiple 'Fail Save Overcharger' on the same unit?

Most abilities have wording stopping stacking on the same unit. This does not.

Not really powerful but could find uses.


If ability wording doesn"t say otherwise and it's not aura(same named aura's don't stack by default) then yes


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 04:24:25


Post by: Draco765


Pyrothem wrote:
Question:
If you have multiple Techs can you out multiple 'Fail Save Overcharger' on the same unit?

Most abilities have wording stopping stacking on the same unit. This does not.

Not really powerful but could find uses.


The situation won't happen anyway, page 62, "An Army (or a Crusade force) cannot include the same item of Cryptek Arkana more than once"


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 05:32:15


Post by: Pyrothem


Right you are. Thanks.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 08:49:31


Post by: Nostro


Thoughts on Starsteles as backfield DS/Reserve denial?

To me it seems that the teleport shenanigans or shooting are just a bonus, their primary usefulness being area denial as they an be spaced out to cover a significant zone. They just sit there and require non-trivial firepower to remove that your opponent would rather direct at other units.

For the cost, 6 Immortals or 10 Warriors are easier to shoot off to clear the way for deepstrikers, and don't remotely protect the same area. Sure, the Steles are less reactive to threats once they get there (DSing in at the edge of the bubble or fast units that made the trip), but they seem to make a decent job of preventing the usual suspects from landing where and when they want to and mess your backlines.

There's probably some LOS uses as well, obstructing a fire lane for the enemy, or hiding a lone survivor in the later turns.

All the better if their potshots do some damage every now and then, or you have a Cryptek around at an opportune time and it makes sense to zip one of the rocks somewhere, but I feel it's just an extra and not their primary value.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 0202/04/19 09:11:35


Post by: Matt Swain


If you want to do FW necron units, especially the tomb stalker/sentinel, I recommend you pick up a box of wraiths and convert them.

I don't even know if failcast or farceworld has them available, and even if they do you can bet 3 wraiths are cheaper.

Here's a handy video guide you ya!




Also, if you want a tessaract ark (AND YOU SHOULD!) there's a DIY for that too, costs more but still less than a FCFW one.





Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 09:13:39


Post by: tneva82


Nostro wrote:
Thoughts on Starsteles as backfield DS/Reserve denial?

To me it seems that the teleport shenanigans or shooting are just a bonus, their primary usefulness being area denial as they an be spaced out to cover a significant zone. They just sit there and require non-trivial firepower to remove that your opponent would rather direct at other units.

For the cost, 6 Immortals or 10 Warriors are easier to shoot off to clear the way for deepstrikers, and don't remotely protect the same area. Sure, the Steles are less reactive to threats once they get there (DSing in at the edge of the bubble or fast units that made the trip), but they seem to make a decent job of preventing the usual suspects from landing where and when they want to and mess your backlines.

There's probably some LOS uses as well, obstructing a fire lane for the enemy, or hiding a lone survivor in the later turns.

All the better if their potshots do some damage every now and then, or you have a Cryptek around at an opportune time and it makes sense to zip one of the rocks somewhere, but I feel it's just an extra and not their primary value.


For me the big issue is simply terrain density. Odds of having good location where I can put so that each piece is more than 3" from terrain and within 12" of another part is pretty hard in these crowded 9e boards.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 09:46:53


Post by: Matt Swain


Here's what you can make with a box of wraiths, and xacto knife and a lot of krazy glue.

Spoiler:
009 by matt swain, on Flickr


Spoiler:
010 by matt swain, on Flickr


Spoiler:
012 by matt swain, on Flickr


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 09:49:10


Post by: Xyxel


Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.

@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 10:11:22


Post by: Matt Swain


If you should for whatever reason want some necron acanthrites, here:

https://youtu.be/KuhnzFutbvo

Wraiths were used for a lot of conversion even destroyers. It's because GW put them in a lot of boxed discount sets. (But never put destroyers in any.) So they were plentiful and relatively affordable.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 14:20:47


Post by: IHateNids


I have done the Scorpion build to count as Arcanthrites, but I never trusted myself to be able to convert a pack of Wraiths into a Stalker, so I just bought one from FW

Although, at the time, FW prices weren't as scandalously expensive


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 14:25:11


Post by: Vineheart01


i definitely plan to kitbash a couple sentinels but considering the massive backlog of necrons i have to build/paint that wont happen for awhile.
i hate having a grey army.....few models whatever but i dont want the bulk of my army unpainted.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 18:24:45


Post by: TheNEWnew


Nostro wrote:
Thoughts on Starsteles as backfield DS/Reserve denial?

To me it seems that the teleport shenanigans or shooting are just a bonus, their primary usefulness being area denial as they an be spaced out to cover a significant zone. They just sit there and require non-trivial firepower to remove that your opponent would rather direct at other units.

For the cost, 6 Immortals or 10 Warriors are easier to shoot off to clear the way for deepstrikers, and don't remotely protect the same area. Sure, the Steles are less reactive to threats once they get there (DSing in at the edge of the bubble or fast units that made the trip), but they seem to make a decent job of preventing the usual suspects from landing where and when they want to and mess your backlines.

There's probably some LOS uses as well, obstructing a fire lane for the enemy, or hiding a lone survivor in the later turns.

All the better if their potshots do some damage every now and then, or you have a Cryptek around at an opportune time and it makes sense to zip one of the rocks somewhere, but I feel it's just an extra and not their primary value.


Would love to see a list that makes use of them for sure but I think their potential is only ever gonna be situational at best. I just think they'll be too easy to ignore and too difficult to effectively position 80% of the time to be competitive.

Having said that, how jokes would it be to slap them down mid board, use them to block los to a reanimator, then have a big warrior squad res on 4s re rolling 1s. We gotta do all we can to make the reanimator work boys


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/25 21:44:58


Post by: tneva82


 Xyxel wrote:
Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.

@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!


Page 247
Add the following sub-section:
FORTIFICATIONS
Units with the Fortifications Battlefield Role are terrain features
that are part of your army. Unless otherwise stated, when
setting Fortifications up on the battlefield, they cannot be set up
within 3" of any other terrain feature that is not part of its own
datasheet (excluding hills, page 260). If it is not possible to set up
a Fortification as a result, it cannot be deployed and counts as
having been destroyed. Fortifications can never be placed into
Strategic Reserves (pg 256).

Does datasheet say otherwise? If not above applies.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 00:02:17


Post by: iGuy91


So, now that they've been out for a while, and we've had enough time to try them out.

Doomstalkers or Doomsday Arks?

The Locked BS4+ without a babysitting technomancer is a tough sell for me. That, and the doomsday packing 10 gauss flayers, and only being wounded on 4+ with 2 more wounds, makes them comparably durable.

Doomsdays have fly which makes them more maneuverable if need be (yes, not ideal)

Doomstalkers have their overwatch trick.

Technomancer with Canoptek Control Node
x3 Doomstalkers
510 pts

Vs
3 Doomsday Arks at 570

Which do you think is better? For 60 points, you're getting all those extra shots, more wounds (less healing ability though).


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 00:19:04


Post by: Maelstrom808


If you desperately need to save the 60pts or really need to fill an hq tax then sure. Otherwise the flexibility of the DDAs is well worth the extra points as well as the ability to not have to deploy and operate them all in a big ball.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 01:27:32


Post by: IHateNids


I was gonna use my DDAs as backfield long range artillaery, and send the Domstalker forward with the bulk of the army where the shorter range doesnt matter as much.

EDIT: To clarify, 2x DDA 1x Doomwalker is my theory right now.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 03:07:14


Post by: Sasori


Honestly, with the current meta I don't think you need much of either.

That being said, the Doomsday Arks are a bit of a conundrum. If you plan to use the flayer arrays to good effect, you are likely moving so you are not benefiting the big shots as often or as much. During 9th I found I often wanted the Anti-infantry fire over the big cannon in many games anyway, so this wasn't a big deal. That also of course meant that there are much better ways to spend your points.

For the Doomstalkers, I've seen the math run a few times, and 2x Doomstalkers with a Techno tends to be the sweet spot if you are going that way. I've found the Doomstalkers are tall enough that I don't really have as much of an issue seeing a good chunk of the battlefield. Obviously obscuring is a thing, but I've found I don't have to move these as much, but they do still have to be moved at least once a game usually.

Honestly, my current lists just pack a few LHD for dedicated anti-tank, and even those are starting to look less and less needed.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 06:07:40


Post by: v0iddrgn


That's what I like about DDA's in TAC lists they can move 12in to get in range with their Flayers and maybe score or if the Doomsday Cannon is needed at full strength then by all means hold still. Obviously, choice targets can hide from him but with Fly this is less of a problem. As stated before, the meta doesn't really call for the full strength cannon shots so I'm happy to move around. I always take varied AT platforms to compensate for the iniquities each unit has.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 06:38:06


Post by: Matt Swain


 Xyxel wrote:
Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.

@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!


3.

Oh, one way i went against the instructions was hard but worth it. I cur the big wraith armor panels apart to make them fit better, just kept scoring them with an xacto knife along the lines , and carefully poked thru the thin plastic at the rim of the energy node recess.




Automatically Appended Next Post:
You're all arguing about DDA or DS, look at the tesseract ark's big gun.it has 3 modes.


Heavy anti tank mod has a 36" range, s8, ap3, d6 dhots and dam. Somewhat better than a DDA or DW on low power. Not as good as high power. Can move and fire but at -1 to hit. If he already has a-1 to be hit you lose nothing.

It has 2 other modes including a flamer type attack that has a 12" range, assault d6, hits automatically and wounds non vehicles on a 2+, only 1d but has a 3AP

Another mode has flat 3 damage, -3 ap and s5 and 24" range

There's a video above on how to turn 2 barges into one tesserct ark and its a good idea to do it. The ark is also survivable and had QS with a 4++ save.







Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 19:36:12


Post by: Surtr


The T7 from the TA Fells bad since the new QS makes it so ist has only an effect against S6 Weapons


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 21:14:19


Post by: Matt Swain


Surtr wrote:
The T7 from the TA Fells bad since the new QS makes it so ist has only an effect against S6 Weapons


Yes, however I point out that the TA's QS has a 4++ save, apparently to reflect that the TA was one of the few units to have QS and a inv save earlier.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/26 23:44:35


Post by: IHateNids


I am after getting a TA at some point as well, which is why I havent quite comited to picking up the Doomstalker yet.

I think I'm likely to regardless,. just to say I have one, but I am not certain. Courtesy of my country still not having the damn virus under control I dont think I'll be able to get any games in outside of TTS for a few months yet


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 01:07:26


Post by: Matt Swain


Remember you can make a proxy with 2 barges, see the video in this thread.




Automatically Appended Next Post:
 Matt Swain wrote:
If you want to do FW necron units, especially the tomb stalker/sentinel, I recommend you pick up a box of wraiths and convert them.

I don't even know if failcast or farceworld has them available, and even if they do you can bet 3 wraiths are cheaper.

Also, if you want a tessaract ark (AND YOU SHOULD!) there's a DIY for that too, costs more but still less than a FCFW one.





I have not made a Tesseract ark like this guy did with the two barges (I got a budget resin one) but if I did I would make one change i recommend. The bit at the end where he cut the vertical curved piece and covered the end with greenstuff. Instead of green stuff use the necron symbol piece from the command barge's dias to cover that hole at the end.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 08:45:19


Post by: TheNEWnew


 Matt Swain wrote:
 Xyxel wrote:
Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.

@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!


3.

Oh, one way i went against the instructions was hard but worth it. I cur the big wraith armor panels apart to make them fit better, just kept scoring them with an xacto knife along the lines , and carefully poked thru the thin plastic at the rim of the energy node recess.




Automatically Appended Next Post:
You're all arguing about DDA or DS, look at the tesseract ark's big gun.it has 3 modes.


Heavy anti tank mod has a 36" range, s8, ap3, d6 dhots and dam. Somewhat better than a DDA or DW on low power. Not as good as high power. Can move and fire but at -1 to hit. If he already has a-1 to be hit you lose nothing.

It has 2 other modes including a flamer type attack that has a 12" range, assault d6, hits automatically and wounds non vehicles on a 2+, only 1d but has a 3AP

Another mode has flat 3 damage, -3 ap and s5 and 24" range

There's a video above on how to turn 2 barges into one tesserct ark and its a good idea to do it. The ark is also survivable and had QS with a 4++ save.







The DS, the DDA and the TA all suffer from the same issue though; the d6 shots + d6 or d3 damage is, in it's very nature, unreliable. It's always gonna feel good when you roll hot on them but personally I'd pick consistency every time. Knowing how much damage you're gonna do if your enemy fails a save is dead handy for planning out a turn.

On that note I actually think our most reliable codex anti tank is a LHD with the gauss destructor. At -4 ap it basically puts anything that's got one onto its invun and then you're guaranteed at least 3 damage from that 3d3 roll if your opponent fails their save. There was a list recently that ran 6 LDHs to place second in a tournament. I'll see if I cant find it for you guys because it was pretty interesting.

Now if we had a strat to turn d6 shots into flat 4 or something I'd run 3 DS with a technomancer every time.

Heres a link to the goonhammer article where they talk about that list
https://www.goonhammer.com/competitive-innovations-in-9th-four-by-four-pt-1/


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 10:49:25


Post by: Matt Swain


TheNEWnew wrote:
 Matt Swain wrote:
 Xyxel wrote:
Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.

@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!


3.

Oh, one way i went against the instructions was hard but worth it. I cur the big wraith armor panels apart to make them fit better, just kept scoring them with an xacto knife along the lines , and carefully poked thru the thin plastic at the rim of the energy node recess.




Automatically Appended Next Post:
You're all arguing about DDA or DS, look at the tesseract ark's big gun.it has 3 modes.


Heavy anti tank mod has a 36" range, s8, ap3, d6 dhots and dam. Somewhat better than a DDA or DW on low power. Not as good as high power. Can move and fire but at -1 to hit. If he already has a-1 to be hit you lose nothing.

It has 2 other modes including a flamer type attack that has a 12" range, assault d6, hits automatically and wounds non vehicles on a 2+, only 1d but has a 3AP

Another mode has flat 3 damage, -3 ap and s5 and 24" range

There's a video above on how to turn 2 barges into one tesserct ark and its a good idea to do it. The ark is also survivable and had QS with a 4++ save.







The DS, the DDA and the TA all suffer from the same issue though; the d6 shots + d6 or d3 damage is, in it's very nature, unreliable. It's always gonna feel good when you roll hot on them but personally I'd pick consistency every time. Knowing how much damage you're gonna do if your enemy fails a save is dead handy for planning out a turn.

On that note I actually think our most reliable codex anti tank is a LHD with the gauss destructor. At -4 ap it basically puts anything that's got one onto its invun and then you're guaranteed at least 3 damage from that 3d3 roll if your opponent fails their save. There was a list recently that ran 6 LDHs to place second in a tournament. I'll see if I cant find it for you guys because it was pretty interesting.

Now if we had a strat to turn d6 shots into flat 4 or something I'd run 3 DS with a technomancer every time.

Heres a link to the goonhammer article where they talk about that list
https://www.goonhammer.com/competitive-innovations-in-9th-four-by-four-pt-1/


The skorpekh heavy destroyer has a weapon that does 3d3 dam, this nearly guarantees you 4 -5 dam and an average of 6.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 13:03:14


Post by: Khornate25


Hi people ! Necrons are pretty much a shooty army, but now they have some nice CC oriented options.

What do you think is our best CC option that should be included in a list to deal with the CC units of our opponent on the table ?

A lot of people told me that Spyders supported by technomancers with the canoptek control node was our best option.

What is your take on the subject ?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 14:42:43


Post by: p5freak


Wraith are the best CC option. They can operate alone, no need for techno, or chronomancer.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 15:51:35


Post by: TheNEWnew


 p5freak wrote:
Wraith are the best CC option. They can operate alone, no need for techno, or chronomancer.


Yeah I'd probably agree. The 4++ and 12" movement makes them a lot more independent. They can also be buffed by the technomancer too so they hit on 3s, plus wounding MEQ on 3s is never bad either. Sure spyders wound T4 opponents on 2s but a full squad of 3 being buffed by a technomancer with the fail safe overcharger and control node is gonna mince pretty much anything they charge anyway. Personally I think its a toss up between skorpekh destroyers and spyders for second place, if you want to start a cc threat on the board at least. The skorpekh destroyers being slightly faster and more independent, much like the wraiths.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 16:12:26


Post by: wuestenfux


 p5freak wrote:
Wraith are the best CC option. They can operate alone, no need for techno, or chronomancer.

Well, I'd also consider Skorpekh Destroyers.
They are a decent counter strike force which can operate well in a congested board center.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 17:30:36


Post by: Wakshaani


Question:

What do you think about using a single Understrength unit of Warriors (9 models) in a Ghost Ark, with either a Lord (for melee) or Royal Warden (shoot n scoot) for taking midfield, or even backline, objectives?

I know that size + RP is the big protection for warriors, but given Reapers, for the firepower, a character for protection, and the Ghost Ark's healing, it should be able to punch down a flank, as long as you can hide from the enemy's firepower concentration.

Anyone given it a spin?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 20:08:18


Post by: TheArchmagos


Wakshaani wrote:
Question:

What do you think about using a single Understrength unit of Warriors (9 models) in a Ghost Ark, with either a Lord (for melee) or Royal Warden (shoot n scoot) for taking midfield, or even backline, objectives?

I know that size + RP is the big protection for warriors, but given Reapers, for the firepower, a character for protection, and the Ghost Ark's healing, it should be able to punch down a flank, as long as you can hide from the enemy's firepower concentration.

Anyone given it a spin?


Are you still allowed to do this in matched play? I seem to recall something about that only being allowed in 8th if the understrength unit was in an auxiliarry detachment but I might be totally misremembering that. If you are allowed to that would be pretty nice actually, it always irked me there was no way to transport characters and units with the ark.Might be nice with a hand of the phaeron overlord, two ghost arks, and 10x + 9x reaper warriors.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/27 23:57:11


Post by: Bitharne


Wakshaani wrote:
Question:

What do you think about using a single Understrength unit of Warriors (9 models) in a Ghost Ark, with either a Lord (for melee) or Royal Warden (shoot n scoot) for taking midfield, or even backline, objectives?

I know that size + RP is the big protection for warriors, but given Reapers, for the firepower, a character for protection, and the Ghost Ark's healing, it should be able to punch down a flank, as long as you can hide from the enemy's firepower concentration.

Anyone given it a spin?


You can't take 9 Warriors in a Matched Play game (what most people play). I really like Ghost Arks; but they're not really useful as a Transport...which is odd being a DEDICATED transport

However, it has the firepower of a min-squad of necron warriors for only 15 points more. That 15 points nets you: a rather tanky vehicle for your opponent to split fire on; +1d3 warriors per turn (which pays for itself the first time you use it on average); and an extra 3 (2 since you lose the +1 aura from Characters) inches of movement on turn one if you slap a squad of Reaper warriors inside to advance out and up the board turn one (combine with 6" pregame move? haha nice); and sometimes a refuge for later-game hiding of damaged warrior squads to snag last-minute objectives potentially.

It's a great buy....but DO NOT use it as a transport. Basically all non-Open topped transports are largely garbage outside of very specific uses. Which means that it is pretty good that the Ghost Ark is very powerful for its points even if you ignore the fact that it is a transport at all.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/28 00:49:10


Post by: Wakshaani


 TheArchmagos wrote:
Wakshaani wrote:
Question:

What do you think about using a single Understrength unit of Warriors (9 models) in a Ghost Ark, with either a Lord (for melee) or Royal Warden (shoot n scoot) for taking midfield, or even backline, objectives?

I know that size + RP is the big protection for warriors, but given Reapers, for the firepower, a character for protection, and the Ghost Ark's healing, it should be able to punch down a flank, as long as you can hide from the enemy's firepower concentration.

Anyone given it a spin?


Are you still allowed to do this in matched play? I seem to recall something about that only being allowed in 8th if the understrength unit was in an auxiliarry detachment but I might be totally misremembering that. If you are allowed to that would be pretty nice actually, it always irked me there was no way to transport characters and units with the ark.Might be nice with a hand of the phaeron overlord, two ghost arks, and 10x + 9x reaper warriors.


I'm not 100% sure. There's a notation that "If you don't have enough models, you can field what you have: this is called an undersized squad" in the main rules, but there's not another mention of them I don't *think*, so … not sure.

I'd love to know tho.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/28 05:54:48


Post by: p5freak


Pg. 280 muster armies says you cant use understrength units in matched play.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/28 19:08:15


Post by: Oberron


Bitharne wrote:

It's a great buy....but DO NOT use it as a transport. Basically all non-Open topped transports are largely garbage outside of very specific uses. Which means that it is pretty good that the Ghost Ark is very powerful for its points even if you ignore the fact that it is a transport at all.


Nah its a great transport for a destroyer bomb of 3 skorpid lords andttwo lochust lords. /sarcasm.... unless?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/29 05:49:27


Post by: Wakshaani


 p5freak wrote:
Pg. 280 muster armies says you cant use understrength units in matched play.


But it notes that you CAN use them in an Auxillary Detachment.

Which is 2 CPs.

2 CPs to take one less guy? Not really a plan.


DRAT!

Thought I might have been on to something here.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/30 16:21:29


Post by: Xenomancers


Bitharne wrote:
Wakshaani wrote:
Question:

What do you think about using a single Understrength unit of Warriors (9 models) in a Ghost Ark, with either a Lord (for melee) or Royal Warden (shoot n scoot) for taking midfield, or even backline, objectives?

I know that size + RP is the big protection for warriors, but given Reapers, for the firepower, a character for protection, and the Ghost Ark's healing, it should be able to punch down a flank, as long as you can hide from the enemy's firepower concentration.

Anyone given it a spin?


You can't take 9 Warriors in a Matched Play game (what most people play). I really like Ghost Arks; but they're not really useful as a Transport...which is odd being a DEDICATED transport

However, it has the firepower of a min-squad of necron warriors for only 15 points more. That 15 points nets you: a rather tanky vehicle for your opponent to split fire on; +1d3 warriors per turn (which pays for itself the first time you use it on average); and an extra 3 (2 since you lose the +1 aura from Characters) inches of movement on turn one if you slap a squad of Reaper warriors inside to advance out and up the board turn one (combine with 6" pregame move? haha nice); and sometimes a refuge for later-game hiding of damaged warrior squads to snag last-minute objectives potentially.

It's a great buy....but DO NOT use it as a transport. Basically all non-Open topped transports are largely garbage outside of very specific uses. Which means that it is pretty good that the Ghost Ark is very powerful for its points even if you ignore the fact that it is a transport at all.

Transports are extra bad now with the command phase happening before movement - you can't even buff the unit coming out of the transport. I totally suspect this will change in the first chapter approved. I think you are correct that the ghost arch is pretty great on it's own merit. Throw 10 warriors with reapers in there or just leave it empty to reduce the value of shooting it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/30 16:37:41


Post by: Vineheart01


Yeah command phase sounds alright on paper but in reality anything outside scoring-related happening in the command phase really messes with things.

I hate it. Its one of the few things about 9th i really, really hope they just eratta out at some point.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/11/30 16:49:12


Post by: Xenomancers


 Vineheart01 wrote:
Yeah command phase sounds alright on paper but in reality anything outside scoring-related happening in the command phase really messes with things.

I hate it. Its one of the few things about 9th i really, really hope they just eratta out at some point.

Me too. It just needs to happen AFTER the movement phase IMO. They just trying to port over things from sigmar without really thinking it through. Sigmar doesn't really have a ton of units that transport or come in from reserves so that phase happening first in sigmar doesn't have these negative effects like it does in 40k.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 16:28:12


Post by: Vineheart01


Curious if theres something i missed about Tomb Blades.

Theyre warriors on jetbikes but essentially theyre immortals with a jetpack is a better comparison.

2x Immortals w/ Gauss = 34pts
1 Tombblade w/ Ignore Cover and 3+ Sv = 36pts

Same Toughness, overall Wounds, saves, and damage output (2x rapid1 vs 1x rapid2), but the Tombblade also has Fly, 14" movement, -1 to hit protection, ignores cover built in, and access to that Assault stratagem in a pinch.
The only real drawback is Tombblades arent Troops (obviously) and its 3 less attacks than the 2 immortals, so they dont wanna be anywhere near melee. But with that amount of speed and dakka they shouldnt need melee.

i havnt heard anything on tombblades other than a casual mention that they are Core for some reason. The more i look at this things the more i wish i built/painted them first instead of lychguard lol (different role entirely but order of things priority basically is what im getting at)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 16:39:20


Post by: Xenomancers


 Vineheart01 wrote:
Curious if theres something i missed about Tomb Blades.

Theyre warriors on jetbikes but essentially theyre immortals with a jetpack is a better comparison.

2x Immortals w/ Gauss = 34pts
1 Tombblade w/ Ignore Cover and 3+ Sv = 36pts

Same Toughness, overall Wounds, saves, and damage output (2x rapid1 vs 1x rapid2), but the Tombblade also has Fly, 14" movement, -1 to hit protection, ignores cover built in, and access to that Assault stratagem in a pinch.
The only real drawback is Tombblades arent Troops (obviously) and its 3 less attacks than the 2 immortals, so they dont wanna be anywhere near melee. But with that amount of speed and dakka they shouldnt need melee.

i havnt heard anything on tombblades other than a casual mention that they are Core for some reason. The more i look at this things the more i wish i built/painted them first instead of lychguard lol (different role entirely but order of things priority basically is what im getting at)
They are phenomenal. Not much use for the ignore cover though. Solar pulse is on demand when you need it. shadowloom is decent though to put on a few of them for a 5++. For me they have been crucial so far.

Between 20 warriors with veil and 9 tomb blades you can easily bully pretty much anything infantry off the objective of your choice. Between the 2 units that 76 str 5 ap-2...Can easily have them shooting at 2+ to hit reroll 1's. Pretty versatile and awesome in lots of dynasties too for tomb blades.
Sautehk/Mephrite benefit the most.
Honestly their biggest issue is they are a pain in the ass to build and paint. So I'm sure a lot of people just having got around to getting them at full strength just as we haven't. Realistically all of their weapon options are good too. If not for the fact 2+ saves are so prevalent in the game today - I would probably go with particle casters. Youd save 5 points and maximize out on # of shots and effective range.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 16:44:59


Post by: Vineheart01


Yeah i just finished assembling 9 of them i can fully understand the pain of assembly. Mostly in the shieldvanes department (the hell GW there needs to be 2 points of contact on something that "floats" over the model!!)

Magnetized their weapons, except the particle castor for now as i am trying to find a way to do that w/o using 1mm magnets (really dont wanna buy magnets for literally 1 unit, and 1mm magnets seem to be difficult to find in the states).

i'd rather have the ability to ignore cover built in because Solar Pulse costs CP and generally whatever i hit with it dies from Reapers alone anyway. Plus i usually have the points floating around anyway.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 17:47:51


Post by: IHateNids


I swear by Ignores Cover, and I have had a unit of 9 with 6 Blasters 3 Beamers for a while.

I used to get called out for not taking tesla, but look where we are now :p


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 17:56:24


Post by: Vineheart01


In the past, i'd agree not taking tesla would be a mistake.
In the currect codex tesla is just worthless. Way too many multiwound models with a decent save floating around and cant increase the exploding 6's to 5's.

Tesla is pretty bad atm. It needs either a built-in splash effect or an actual AP or be stupid, stupid cheap.

edit: Also whats your guys' opinion on crons vs quins? Personally i think we just dumpster on them.
Only person ive come across was using 15 haywire bikes as an excuse for his warriors disappearing. Im like...thats...thats 825pts worth of bikers that on-average wont fully remove a 20man warrior blob unless the dice luck is horrendous for the necron player... being 3x5 squads so i get RP's between.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/01 18:27:38


Post by: Xenomancers


 Vineheart01 wrote:
In the past, i'd agree not taking tesla would be a mistake.
In the currect codex tesla is just worthless. Way too many multiwound models with a decent save floating around and cant increase the exploding 6's to 5's.

Tesla is pretty bad atm. It needs either a built-in splash effect or an actual AP or be stupid, stupid cheap.

edit: Also whats your guys' opinion on crons vs quins? Personally i think we just dumpster on them.
Only person ive come across was using 15 haywire bikes as an excuse for his warriors disappearing. Im like...thats...thats 825pts worth of bikers that on-average wont fully remove a 20man warrior blob unless the dice luck is horrendous for the necron player... being 3x5 squads so i get RP's between.

If you take the +1 to save archana on a creptek that would really help in that situation too.

I don't think we matchup very well against them actually. If you could talior against them you'd dumpster them for sure with hexmarks and spam tesla but tesla is generally bad and unplayable at this time. Except maybe doom scythes. So you wont have what you need. I would dumpster 15 haywire bikes for sure but if they are spamming troops - they would overrun me I think with my standard build.

key issues. Shadowseer -1w turns our str 5 guns into str 3 weapons.
Crons biggest strength is high AP shooting - completely nullified by every unit in their army.

I don't think I'd have a chance against a competent harlequin player. Unless ofc I was playing full melee crons. Which lots are doing these days. Even then - I'd say they have the edge because quins have better mobility and rerolls.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/02 21:19:22


Post by: tneva82


 Vineheart01 wrote:
Curious if theres something i missed about Tomb Blades.

Theyre warriors on jetbikes but essentially theyre immortals with a jetpack is a better comparison.

2x Immortals w/ Gauss = 34pts
1 Tombblade w/ Ignore Cover and 3+ Sv = 36pts

Same Toughness, overall Wounds, saves, and damage output (2x rapid1 vs 1x rapid2), but the Tombblade also has Fly, 14" movement, -1 to hit protection, ignores cover built in, and access to that Assault stratagem in a pinch.
The only real drawback is Tombblades arent Troops (obviously) and its 3 less attacks than the 2 immortals, so they dont wanna be anywhere near melee. But with that amount of speed and dakka they shouldnt need melee.

i havnt heard anything on tombblades other than a casual mention that they are Core for some reason. The more i look at this things the more i wish i built/painted them first instead of lychguard lol (different role entirely but order of things priority basically is what im getting at)


1 model, 2 wounds is lot worse than 2 models 1 wound each.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/03 00:09:11


Post by: iGuy91


Also, Immortals have the almighty Obsec unless you're running that one DIY Dynasty code that gives it to everything


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/03 02:13:43


Post by: drakerocket


Yeah, tombblades aren't bad but they don't do anything amazing. They have ok firepower and are fast, but aren't particularly tough. 2w is much worse for reanimation and more vulnerable to multidamage weapons.

The speed is nice but you can't really send them anywhere all that useful given how pathetic they are in melee. They are also physically bulky; makes them tough to hide.

Mostly they don't fill a role. Wraiths are almost as mobile and can take a punch while also being able to threaten non-melee things. Scarabs hold ground much better. Warriors shoot 1 damage weapons more efficiently. Highly mobile 1 damage shots are just not all that interesting.

They just need more punch, utility or to be cheaper. They'd be much more interesting at 26-28 points.

Or heck if they'd made the immortal/tombblade gun 2 damage and cost a bit more they'd have a much more interesting role.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/03 07:53:02


Post by: v0iddrgn


drakerocket wrote:
Yeah, tombblades aren't bad but they don't do anything amazing. They have ok firepower and are fast, but aren't particularly tough. 2w is much worse for reanimation and more vulnerable to multidamage weapons.

The speed is nice but you can't really send them anywhere all that useful given how pathetic they are in melee. They are also physically bulky; makes them tough to hide.

Mostly they don't fill a role. Wraiths are almost as mobile and can take a punch while also being able to threaten non-melee things. Scarabs hold ground much better. Warriors shoot 1 damage weapons more efficiently. Highly mobile 1 damage shots are just not all that interesting.

They just need more punch, utility or to be cheaper. They'd be much more interesting at 26-28 points.

Or heck if they'd made the immortal/tombblade gun 2 damage and cost a bit more they'd have a much more interesting role.
I disagree that Scarabs hold ground better. They die to a stiff breeze. TB's are actually much tougher than you let on with their -1 to hit but it is true that once in combat they are laughable. RP is bad on multiwound models but LG seem to be fine with its current iteration and TB are the same so... What made them great in 8th was Fly allowing them to fall back and shoot, we have a Command Protocols that allows this but you'll have to find a way to have a character keep up with them and that's a big problem. Eh, I'll probably use them to score easy Linebreaker points and give my opponent target priority problems.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/03 12:14:07


Post by: TheNEWnew


v0iddrgn wrote:
drakerocket wrote:
Yeah, tombblades aren't bad but they don't do anything amazing. They have ok firepower and are fast, but aren't particularly tough. 2w is much worse for reanimation and more vulnerable to multidamage weapons.

The speed is nice but you can't really send them anywhere all that useful given how pathetic they are in melee. They are also physically bulky; makes them tough to hide.

Mostly they don't fill a role. Wraiths are almost as mobile and can take a punch while also being able to threaten non-melee things. Scarabs hold ground much better. Warriors shoot 1 damage weapons more efficiently. Highly mobile 1 damage shots are just not all that interesting.

They just need more punch, utility or to be cheaper. They'd be much more interesting at 26-28 points.

Or heck if they'd made the immortal/tombblade gun 2 damage and cost a bit more they'd have a much more interesting role.
I disagree that Scarabs hold ground better. They die to a stiff breeze. TB's are actually much tougher than you let on with their -1 to hit but it is true that once in combat they are laughable. RP is bad on multiwound models but LG seem to be fine with its current iteration and TB are the same so... What made them great in 8th was Fly allowing them to fall back and shoot, we have a Command Protocols that allows this but you'll have to find a way to have a character keep up with them and that's a big problem. Eh, I'll probably use them to score easy Linebreaker points and give my opponent target priority problems.


This. A smaller unit coming in from reserves gives a lot of those core builds/warrior spam lists some great agency, especially if you run them as obsec. Tricky if your opponent screens well of course seeing as they're big models, but theyve got the speed to make up for it if you have to bring them in further back.

I also think they could be great in reactive obsec lists that look to pin your opponent in their deployment. Most of our faster threats are melee based so throwing some speedy shooting, with decent range at that, could synergies quite nicely



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/03 12:17:29


Post by: wuestenfux


Well, I've seen in the former ed. a very successful Necron list based on Tomb Blades and Praetorians.
Fast and deadly. If you'd push it to the extreme, it could work.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/04 20:33:10


Post by: talljosh85


I'm going to give Tomb Blades (in a group of 3) a go as fast moving/shooty counter to MSU marines. May or may not work.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/05 03:15:03


Post by: v0iddrgn


Don't use them to kill Marines, use their speed and durability to get VP's.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/05 08:34:52


Post by: drakerocket


So I guess like....if I'm going to use them to outflank or score points or engage....

Why don't I just use wraiths for that? They do all of those things better because they are much tougher.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/05 08:42:54


Post by: wuestenfux


drakerocket wrote:
So I guess like....if I'm going to use them to outflank or score points or engage....

Why don't I just use wraiths for that? They do all of those things better because they are much tougher.

Well, if you use 3x9 Tomb Blades, they can make a difference.
One harassment unit of 6 TB's is fine as long as it operates along a flank.
Otherwise, I wouldn't bother and take Wraiths as said.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/05 18:57:06


Post by: TheNEWnew


drakerocket wrote:
So I guess like....if I'm going to use them to outflank or score points or engage....

Why don't I just use wraiths for that? They do all of those things better because they are much tougher.


Good point to be fair lol. Imo I'd start wraiths on the board precisely because they're tougher. If I was running a couple of units of wraiths though then yeah, they could definitely preform a very similar role


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/05 23:08:58


Post by: v0iddrgn


Wraiths are tougher but aren't Core. They also don't take advantage of RP as well as TB. TB are just shooty versions of Wraiths.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 03:50:12


Post by: Sasori


Honestly, Tomb blades are really good. They serve a similar purpose to wraiths, but not quite the same. If you use the Fractal Targeting Strat with gauss Tomb Blades they can put down a ton of gauss fire from pretty much anywhere on the board.

IMO, the reason you're really seeing them as much, is because they don't add much to a Silver tide list, which is already putting down a ton of a gauss fire on the board, and is pretty much the main method of play most Necron armies are playing.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 05:49:01


Post by: yukishiro1


They also look goofy and are absolutely terrible to assemble.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 07:10:15


Post by: p5freak


v0iddrgn wrote:
Wraiths are tougher but aren't Core. They also don't take advantage of RP as well as TB. TB are just shooty versions of Wraiths.


Wraith are very hard to reanimate, because they have 3 wounds, a smart enemy will only kill 1 or 2. They are overcosted because they pay for RP, but almost never benefit from it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 10:14:32


Post by: bort123


I honestly don't think they are overcosted. 35ppm for 3 wounds 3+ 4++ 12 inch quasi fly advance & charge tarpit NIGHTMARES that can be made obsec and have non-trivial melee...

I only own 6 (so I rum either 1*5 or 2*3). If I had 15, I would probably run 15. But I don't, and I already have too many necrons...

These things are perfect for flipping midfield objectives (with obsec)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 15:03:10


Post by: Twilight Pathways


bort123 wrote:
I honestly don't think they are overcosted. 35ppm for 3 wounds 3+ 4++ 12 inch quasi fly advance & charge tarpit NIGHTMARES that can be made obsec and have non-trivial melee...

I only own 6 (so I rum either 1*5 or 2*3). If I had 15, I would probably run 15. But I don't, and I already have too many necrons...

These things are perfect for flipping midfield objectives (with obsec)


Wraiths can't advance + charge any more


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 16:21:56


Post by: yukishiro1


Yeah, it's kinda odd they completely removed advance and charge from the necron book.

They can still fall back and charge though, which is very good on models with fly. If only they could actually kill stuff, they could be pretty dangerous for going after characters.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 19:46:52


Post by: Irdiumstern


Sure, advance and charge is gone, but for the first turn charge you've still got the 6" pregame move, and once you're in midfield 12" + charge is usually plenty.

I've been running 2x5 wraiths with Eternal Expansionists at 1500 and so far they've been solid. They've mostly been tarpitting objectives. Damage is a little worse than I'd like, but a squad can usually hold an objective against even a dedicated melee unit, or take out anything weaker than that that gets too close. Fallback and charge lets you do some pretty hilarious things if you've got a second wave coming in, like attack objectives further back than the usual midfield brawl.

My core is 2x5 Wraiths, 3 smallish squads of scarabs, a C'tan, and a Chronomancer. I've been testing out different fire support elements (Scythes and Destroyers so far) but I haven't really found anything I'm 100% happy with.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/06 23:37:35


Post by: yukishiro1


Necron ranged anti-tank is unfortunately all bad, just in different ways. It's the main weakness of the book.

Luckily, at least right now, you don't really need it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/08 13:05:37


Post by: wuestenfux


Well, normal Destroyers are actually quite good if the enemy fields mostly infantry.
Gauss cannons are quite potent when it comes to targeting Primaris.
But frankly I don't like the models might take LHDs as proxies.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/09 07:56:18


Post by: TheNEWnew


So what do you guys think about spyders? On paper they look to be a threat in melee, especially when babysat by a technomancer with the +1 to hit and D3 extra attacks arcana.

They've got the potential for great utility too, being able to deny psychic powers, heal scarabs and repair dynasty vehicles, yet I haven't really seen any lists running them?

My theory crafting is that you either take 1 for the utility or go wide on them with a couple squads of 3. One squad of 3 seems like it would suffer from focused fire a lot, especially as the damage potential drop off is quite steep.

I haven't got any of the models so haven't been able to test them out, would be interested to see what you lot think


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/09 09:02:53


Post by: AduroT


With the rules for them we got in the Codex, I’m super disappointed the new Heavy Lohkust Destroyer model didn’t come with a third gun to let you make the non heavy version of it. I don’t know if I’ll make use of my old ones or buy new ones, but if I did new ones I’d love to just use the new heavy model and source extra new style gauss cannons from other model for them.

As for Spyders, yes. They are a heavy in demand unit, with many people converting their Reanimators into them at this point. Would love to run a unit of three of them, backing up a pair of full sized Scarab Swarms, and in turn backed up by a Technomancer. Slap the Arkana on there that let’s you bring back a dead Spyder once per game. Sad you can’t have the repair option plus the +1 hit option on the same Cryptek. Also Gloom Prism, always give the unit one Gloom Prism.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/09 14:42:13


Post by: wuestenfux


 AduroT wrote:
With the rules for them we got in the Codex, I’m super disappointed the new Heavy Lohkust Destroyer model didn’t come with a third gun to let you make the non heavy version of it. I don’t know if I’ll make use of my old ones or buy new ones, but if I did new ones I’d love to just use the new heavy model and source extra new style gauss cannons from other model for them.

As for Spyders, yes. They are a heavy in demand unit, with many people converting their Reanimators into them at this point. Would love to run a unit of three of them, backing up a pair of full sized Scarab Swarms, and in turn backed up by a Technomancer. Slap the Arkana on there that let’s you bring back a dead Spyder once per game. Sad you can’t have the repair option plus the +1 hit option on the same Cryptek. Also Gloom Prism, always give the unit one Gloom Prism.

Yeah, its a pity that HLDs cannot be fielded as normal Destroyers as the Gauss cannon is missing. Nevertheless, I'll proxy them.
Spyders are too slow and die too easily. I'll skip them.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/10 15:06:43


Post by: Vineheart01


For those complaining about RP being worthless, at least for us it DOES do something.

Deathguard's 5+++ got reduced to.... -1 damage to a min of 1.
...
...
wow thats a nerf and a half, even if they got a bunch of extra wounds.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/10 16:04:46


Post by: Cynista


 Vineheart01 wrote:
For those complaining about RP being worthless, at least for us it DOES do something.

Deathguard's 5+++ got reduced to.... -1 damage to a min of 1.
...
...
wow thats a nerf and a half, even if they got a bunch of extra wounds.

Weird take. They are both good in certain situations and both worthless in others. In kind of opposite ways.

DR got nerfed because it needed to be. The new version is fine, not borderline broken which a 2W plague marine with FNP who ignores MW's would be.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/10 16:05:04


Post by: Xenomancers


Lets talk CCB. On paper it looks great. Tough/ shooty/ and has decent melee + good move speed. Used it pretty much every game up to this point and it has not impressed. Voltaic staff has done well as has resurrection orb but both of those items can be used elsewhere.

I think I am just gonna try for A standard overlord over it now. Give it the arrow of infinity (kind of an ace in the hole flat 6 damage shot (if they don't have an invune it is a pretty safe bet at 6 damage) or thrall of the silent king (12" MYBD) and phareon and just play him like a support character.

Also - Immortals though they have a great statline...they just aren't cutting it. They issue is they are to slow to do anything of value. I am thinking. bricks of warriors and warriors in ghost archs is the way to go.





Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/10 17:52:15


Post by: TheNEWnew


 Xenomancers wrote:
Lets talk CCB. On paper it looks great. Tough/ shooty/ and has decent melee + good move speed. Used it pretty much every game up to this point and it has not impressed. Voltaic staff has done well as has resurrection orb but both of those items can be used elsewhere.

I think I am just gonna try for A standard overlord over it now. Give it the arrow of infinity (kind of an ace in the hole flat 6 damage shot (if they don't have an invune it is a pretty safe bet at 6 damage) or thrall of the silent king (12" MYBD) and phareon and just play him like a support character.

Also - Immortals though they have a great statline...they just aren't cutting it. They issue is they are to slow to do anything of value. I am thinking. bricks of warriors and warriors in ghost archs is the way to go.






Warriors are the confirmed superior troop choice at this point no doubt. They're cheaper, have a higher max damage output, are arguably more durable thanks to the re-roll 1s on RP and synergize with the rest of the codex better. Having said that, IMO immortals still have their place, but I would never go wide on them like I would warriors.

As for the CCB, it's literally a more durable overlord with a splash more shooting. I think a very effective way to run them is in support of a big 20 man warrior blob, like you suggest. If you want the extra durability then the CCB is always gonna be better but otherwise I wouldn't be expecting him to do more then a bit of chip damage here and there.

That said, Richard Seigler recently talked about a list running two CCBs next to the SK to really double down on the code of combat secondary, which is an interesting take for sure.





Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/10 18:24:23


Post by: talljosh85


I like running my CCB for a couple reasons:

-more wounds
-higher T
-a wee bit of shooting
-larger footprint for aura/buffs
-way faster

With a resurrection orb, if I need to move him to another unit to help out (for example my ten man warrior squad just got murdered, which happened last game), he flew over to another unit (Lychguard in this case) to boost their RP and help out on that objective. I find his mobility and durability well worth the points delta.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 07:49:41


Post by: wuestenfux


Actually, I don't like lumbering HQ's.
CCB can wreck havoc if the enemy is not careful enough.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/11 21:20:37


Post by: yukishiro1


CCB is probably the best unit in the codex IMO, it's honestly kinda crazy something with T6, 9 wounds, living metal, quantum shielding and access to a -1D trait can get look out sir protection.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/12 15:21:30


Post by: tneva82


 Vineheart01 wrote:
For those complaining about RP being worthless, at least for us it DOES do something.

Deathguard's 5+++ got reduced to.... -1 damage to a min of 1.
...
...
wow thats a nerf and a half, even if they got a bunch of extra wounds.


Nerf for what vs what? New plague marines are 33% tougher than before vs dam1. Even better vs dam2. Only losing slightly(27 dead pm per 27 shots vs 26 dead vs 27 shots) vs dam3 and even smaller loss vs dam4+. Only vehicles have really issue with changes.

Of course without knowing points saying nerf or buff is impossible but were everything else same as before plague marines got big buff. Especially durability.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/13 15:06:14


Post by: necron99


So I know this is not technically the list building part of dakka but I'm very interested in dusting off my necrons (barely saw the table in 8E) but the new dex is ... well complicated. Almost too many potentially good units I think. I picked up 2 of the indomitus box halves and a void dragon and I own every stinking older necron model. What's everyone been playing that they've seen do well? Need to start playing again (had to go on hiatus during the Christmas season which started in October for me). List suggestions would be much appreciated.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/13 15:38:38


Post by: p5freak


Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/13 20:05:45


Post by: TheNEWnew


 necron99 wrote:
So I know this is not technically the list building part of dakka but I'm very interested in dusting off my necrons (barely saw the table in 8E) but the new dex is ... well complicated. Almost too many potentially good units I think. I picked up 2 of the indomitus box halves and a void dragon and I own every stinking older necron model. What's everyone been playing that they've seen do well? Need to start playing again (had to go on hiatus during the Christmas season which started in October for me). List suggestions would be much appreciated.


A lot of lists at the moment are building around the SK and warriors for sure. They're often also mono dynasty (usually novokh) to make use of the flexibility the SK gives to command protocols on top of the buffs he gives to core units.

That's by no means the only competitive build though. There was a list recently that missed out on a top 4 spot by 3VP that was running 2 squads of 6 wraiths, 2 squads of 6 skorphekhs, the nightbringer, void dragon, 2 chronomancers and a squad of spyders with particle beamers.

The codex has got some great flexibility, you can run some off kilter/destruction focused builds thanks to eternal conquerors giving everything obsec.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 00:51:57


Post by: AduroT


The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 10:19:44


Post by: wuestenfux


 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 11:28:12


Post by: TheNEWnew


 AduroT wrote:
The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.


For sure. It's a very powerful combo that gives basically any list fantastic utility. Those warrior spam lists often go novokh though because they already have obsec, plus it makes them a legitimate threat in melee.

If you splash the CP on a unit you can bump them up to 2 attacks (3 if you're running anrakyr), ap -1 and S6, with the chance to go to ap -2 on a 6 to wound when you're being affected by protocol of the hungry void.

Otherwise the warriors have a tendency to get bullied in CC, and we all know how common it is in 9th


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 14:42:46


Post by: Sasori


AduroT wrote:The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.


That was the hype toward the beginning, but now that a lot of people have settled on the large warrior blobs + TSK, that's tended to steer toward Novokh for the CC punch. Turns out you don't really need OBSEC on the whole army when you've got 50 warriors to handle it.

wuestenfux wrote:
 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.


Yeah, but he has been the lynchpin in the top performing tournament lists. He adds a massive amount to the the silver tide playstyle. He's also not that easy to bring down since he can be obscured and his Menhirs have to go down first.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 16:48:53


Post by: TheNEWnew


 Sasori wrote:
AduroT wrote:The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.


That was the hype toward the beginning, but now that a lot of people have settled on the large warrior blobs + TSK, that's tended to steer toward Novokh for the CC punch. Turns out you don't really need OBSEC on the whole army when you've got 50 warriors to handle it.

wuestenfux wrote:
 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.


Yeah, but he has been the lynchpin in the top performing tournament lists. He adds a massive amount to the the silver tide playstyle. He's also not that easy to bring down since he can be obscured and his Menhirs have to go down first.


I agree. I've used the SK a few times myself now and watched him being played fairly often to boot. Yes 450 pts is a hefty investment but he just synergizes too well with core and triarch units.

He works especially well when forcing your opponent to make tricky decisions I.e. presenting multiple threats on the board at once. Not a lot of armies are gonna be able to deal with a buffed up blob of 20+ warriors as well as the SK in a single turn; then if they try to take that swing and miss, you're in a really good position to counter punch. Especially because you can use the stellar alignment strat to boost back up the SKs fighting potential if he does take a big hit


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/14 21:41:48


Post by: Xenomancers


TheNEWnew wrote:
 Sasori wrote:
AduroT wrote:The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.


That was the hype toward the beginning, but now that a lot of people have settled on the large warrior blobs + TSK, that's tended to steer toward Novokh for the CC punch. Turns out you don't really need OBSEC on the whole army when you've got 50 warriors to handle it.

wuestenfux wrote:
 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.


Yeah, but he has been the lynchpin in the top performing tournament lists. He adds a massive amount to the the silver tide playstyle. He's also not that easy to bring down since he can be obscured and his Menhirs have to go down first.


I agree. I've used the SK a few times myself now and watched him being played fairly often to boot. Yes 450 pts is a hefty investment but he just synergizes too well with core and triarch units.

He works especially well when forcing your opponent to make tricky decisions I.e. presenting multiple threats on the board at once. Not a lot of armies are gonna be able to deal with a buffed up blob of 20+ warriors as well as the SK in a single turn; then if they try to take that swing and miss, you're in a really good position to counter punch. Especially because you can use the stellar alignment strat to boost back up the SKs fighting potential if he does take a big hit
To be fair. There aren't a lot of units that don't fit this model. I expect every unit on the field to present a tricky decision. SK is comparable but actually easier to kill in shooting than a standard knight - far from invulnerable. Plus warriors and Knight lvl targets aren't drawing fire from each other. I about to try out a 2x Monolith SK list in my next game. The only problem. SK does nothing to the monoliths thanks to <core> So the the remaining points need to be all core units to get anything out of it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/15 02:08:49


Post by: yukishiro1


There's a reason that the most successful lists run so far mostly have TSK in them, and it's not that the people involved don't know how to play.
He's not mandatory or anything, but he's very good.

And he is much, much harder to kill via shooting than a standard knight (and vastly harder to kill via melee, obviously). Knights can't be obscured. TSK can. It's a game-changing difference that makes the model work.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/15 03:49:40


Post by: Vineheart01


Not to mention hes technically 3 models, which means theres a pretty high chance theres wasted wounds somewhere.
If a Menhir drops to 1hp before the next Lascannon damage goes through and it rolls a 6, guarantee that player is gonna be salty as 5 damage just gotwasted.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/16 15:24:35


Post by: Xenomancers


 Vineheart01 wrote:
Not to mention hes technically 3 models, which means theres a pretty high chance theres wasted wounds somewhere.
If a Menhir drops to 1hp before the next Lascannon damage goes through and it rolls a 6, guarantee that player is gonna be salty as 5 damage just gotwasted.

That will help a little - but this is where the real skill in 40k comes in. Shooting in the right order prevents waste. Example. Lascannon does 3 damage with your first shot. Now and overcharged plasma will ensure a kill on a 5 wound model without waste. It is a hurdle - but a small one at that. Easily overcome with strategy.

I'd really like to see the tables you guys paly on too. Not every piece you use should be 5" tall ruined buildings and walls. If you are doing that you really aren't playing the game right IMO. On the tables we are setting up at my club there are only a few places on the table you could obscure a model as wide as the silent king outside of turn 1 or right in the middle of the table where hed be doing approximately nothing.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/16 15:46:32


Post by: Emissary


There is new cryptek on the 40k App page here: https://app.warhammer40000.com/subscriptions. Looks like a new technomancer, probably one with a control node.


stole the image from reddit btw.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/16 17:01:17


Post by: Sasori


Yeah, there is a discussion in the news and rumors thread, which is a better spot since this is the tactica.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/19 09:46:54


Post by: Cynista


Has anyone tried the T.C'tan yet? If so, how is it? I can't work out if it's any good for the points and no idea when I'll be able to play another game


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/19 14:53:04


Post by: Sasori


Cynista wrote:
Has anyone tried the T.C'tan yet? If so, how is it? I can't work out if it's any good for the points and no idea when I'll be able to play another game


While they are cheaper, T. C'tan are just so much worse than the named shards that you are better off just finding another 75 points to play one of them. The major drawback that that unique powers are good, and you can only cast 1 power by default with the T. C'tan. Couple all the special rules each other shard gets, and it's just so much better.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/20 16:56:43


Post by: Krull


 Sasori wrote:
Yeah, there is a discussion in the news and rumors thread, which is a better spot since this is the tactica.


Can you link it bzcause i can't find the right thread in that big list

Btw is that model on the right side also new?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/20 17:05:59


Post by: Sasori


Krull wrote:
 Sasori wrote:
Yeah, there is a discussion in the news and rumors thread, which is a better spot since this is the tactica.


Can you link it bzcause i can't find the right thread in that big list

Btw is that model on the right side also new?


https://www.dakkadakka.com/dakkaforum/posts/list/3720/790474.page


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 01:40:33


Post by: v0iddrgn


 Sasori wrote:
Cynista wrote:
Has anyone tried the T.C'tan yet? If so, how is it? I can't work out if it's any good for the points and no idea when I'll be able to play another game


While they are cheaper, T. C'tan are just so much worse than the named shards that you are better off just finding another 75 points to play one of them. The major drawback that that unique powers are good, and you can only cast 1 power by default with the T. C'tan. Couple all the special rules each other shard gets, and it's just so much better.
So, the Void Dragon had sold out in all the stores but I haven't seen it in any battle reports, even the fluffy one's only feature the Nightbringer.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 14:01:25


Post by: Xenomancers


 Sasori wrote:
Cynista wrote:
Has anyone tried the T.C'tan yet? If so, how is it? I can't work out if it's any good for the points and no idea when I'll be able to play another game


While they are cheaper, T. C'tan are just so much worse than the named shards that you are better off just finding another 75 points to play one of them. The major drawback that that unique powers are good, and you can only cast 1 power by default with the T. C'tan. Couple all the special rules each other shard gets, and it's just so much better.

So I've heard this and pretty much took it as doctrine until I looked deeper and really starting thinking about it.
You can roll with 2 powers if you want. You can roll 2 random results and really only 1 of the results is not a good option.

In terms of spell power. Antimater meteror, cosmic fire, and sky of falling stars all fall within the same power level as the unique powers. The nightbringers ability while great is only 9 inch range (same as cosmic fire which actually has more upside). In terms of melee power the difference in 1 str is not likely to make much a difference and if it did - I would just pre select the +1 str and attack personality trait. The rest of the time I would just roll random and hope I don't get 1 of the 2 weaker results on the fractured personality.

Obviously the unique ones are better - just 75 points better? I dont think so. It is a pretty major difference. It is the difference of having a second cryptec or a backfield solo heavy destroyer. However I am not really sold on ether one. Fact is they just die to easy. Even with only 3 wounds per phase. Havn't tried it yet but the lower investment and versatility of the Tctan I think might give it the edge overall. At least for me.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 16:20:49


Post by: Sasori


 Xenomancers wrote:
 Sasori wrote:
Cynista wrote:
Has anyone tried the T.C'tan yet? If so, how is it? I can't work out if it's any good for the points and no idea when I'll be able to play another game


While they are cheaper, T. C'tan are just so much worse than the named shards that you are better off just finding another 75 points to play one of them. The major drawback that that unique powers are good, and you can only cast 1 power by default with the T. C'tan. Couple all the special rules each other shard gets, and it's just so much better.

So I've heard this and pretty much took it as doctrine until I looked deeper and really starting thinking about it.
You can roll with 2 powers if you want. You can roll 2 random results and really only 1 of the results is not a good option.

In terms of spell power. Antimater meteror, cosmic fire, and sky of falling stars all fall within the same power level as the unique powers. The nightbringers ability while great is only 9 inch range (same as cosmic fire which actually has more upside). In terms of melee power the difference in 1 str is not likely to make much a difference and if it did - I would just pre select the +1 str and attack personality trait. The rest of the time I would just roll random and hope I don't get 1 of the 2 weaker results on the fractured personality.

Obviously the unique ones are better - just 75 points better? I dont think so. It is a pretty major difference. It is the difference of having a second cryptec or a backfield solo heavy destroyer. However I am not really sold on ether one. Fact is they just die to easy. Even with only 3 wounds per phase. Havn't tried it yet but the lower investment and versatility of the Tctan I think might give it the edge overall. At least for me.


They are absolutely 75 points better than the T.Ctan. The casting two powers is a significant power boost. You are also underselling Gaze. Gaze is powerful because it allows you to snipe characters, it's not comparable to Cosmic fire in that way. and yes, the +1 strength and attack make a large difference because of how the Nightbringers profile works. It means that he's wounding T7 on 2's with the big swing, which is rare and quite relevant.

But let's look at what you get for 75 points for The Void Dragon and Nightbringer.

Nightbringer:
+1 Base Strength +1 Attack
a 12 attack sweep attack or x2 Strength that ignores invulnerable saves
Cast 2 Powers
Ignores FnP and other rules on all melee attacks
Unique Power: Gaze of Death

That's a huge amount of abilities for 75 points, and even if you roll really well and get lucky, the T.Ctan still lags behind significantly.

Now the Void Dragon:
+1 Save
+3 Strength in Melee, with, more reliable damage against Vehicles
Spear Shooting attack which can snipe characters, and does more reliable damage vs Vehicles
2 Powers, including Voltaic Storm
Healing rule from Destroying Vehicles
Bonus Tail Blade attacks.

Again, we are talking some very significant bonus' that you are getting for the 75 points. The Void Dragon has better melee, better shooting and more powers. Even rolling well you are still going to be behind in melee power, and the +1 save is very relevant.

And the fact that we even have to throw in the caveat that they can only even become somewhat comparable is if you roll well, is setting yourself up for a bad time. You could end up with a T'Ctan that just performs poorly just as much as you can get one that performs better, but still not to the level of the Named ones. The only Named C'tan you could make the argument being not worth the 75 points is the Deceiver, and even then he has a very unique ability that you can't get and if you are bringing him, you are playing around that.







Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 17:34:49


Post by: Xenomancers


The deceiver is essentially a t ctan that costs 80 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 80 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +80 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -80 point price tag.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 17:40:03


Post by: Helvost


 wuestenfux wrote:
 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.



This might be good advice for a newer player but the silent king lists have made 2 or 3 first place finishes at tournaments overseas. I wouldn't just tell people to stay away from him just because you have to build around him. It obviously works.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 17:54:47


Post by: Sasori


 Xenomancers wrote:
The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.


You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.

The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 18:47:42


Post by: Xenomancers


 Sasori wrote:
 Xenomancers wrote:
The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.


You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.

The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.
I am not glossing over. Just assuming you are going to spend 2 cp for ignore invune saves if you need it. Can't ignore the FNP like night bringer. however if you are dropping 3ish d6 damage on a unit with ap-4 no saves. You are going to annihilate them regardless more often than not. It can get expensive but You only pay it once you are in there and probably winning. Where as nightbringer prepays in raw points for this ability whether you are blown up or not. I've already conceded the nightbringer has very good abilities. Why even mention +1 to save though? It is irrelevant.

The powers are roughly equal in their damage output. +1 to wound in melee (sometimes) with 3 trash attacks and a 12" lascannon and a situational healing ability isn't worth +75 points. It's worth maybe 30-40.
The night bringer get his worth in value and then some probably for +75. However he is still 9 W with many army capable of killing him in 2 turns before he gets significant damage off.
Deceiver is just bad.

Also IMO - the transcended is also a bit overcosted. Though it is difficult to price the necrodermis value. I've found it pretty easy to play against myself though. You ether have the tools to deal with it and you remove a 350 point model pretty easy and your opponent is really sad. Or you don't and just ignore it until you can't anymore. I find the real issue with the Ctan is their limited movement. They are very easy to avoid and clog up.

Correction - 80 points.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 19:16:05


Post by: Krull


And what are the powers you take with the nightbringer?
I lean towards the thunderbolt


Descent range, pretty reliable and giving an other unit 1 MW is just bonus.
The others seem less to me.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 19:42:53


Post by: Xenomancers


Sky of falling stars or antimatter meteor. Then I'd trade for cosmic fire once you get into optimal range.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/21 22:30:38


Post by: Sasori


 Xenomancers wrote:
 Sasori wrote:
 Xenomancers wrote:
The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.


You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.

The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.
I am not glossing over. Just assuming you are going to spend 2 cp for ignore invune saves if you need it. Can't ignore the FNP like night bringer. however if you are dropping 3ish d6 damage on a unit with ap-4 no saves. You are going to annihilate them regardless more often than not. It can get expensive but You only pay it once you are in there and probably winning. Where as nightbringer prepays in raw points for this ability whether you are blown up or not. I've already conceded the nightbringer has very good abilities. Why even mention +1 to save though? It is irrelevant.

The powers are roughly equal in their damage output. +1 to wound in melee (sometimes) with 3 trash attacks and a 12" lascannon and a situational healing ability isn't worth +75 points. It's worth maybe 30-40.
The night bringer get his worth in value and then some probably for +75. However he is still 9 W with many army capable of killing him in 2 turns before he gets significant damage off.
Deceiver is just bad.

Also IMO - the transcended is also a bit overcosted. Though it is difficult to price the necrodermis value. I've found it pretty easy to play against myself though. You ether have the tools to deal with it and you remove a 350 point model pretty easy and your opponent is really sad. Or you don't and just ignore it until you can't anymore. I find the real issue with the Ctan is their limited movement. They are very easy to avoid and clog up.

Correction - 80 points.


Again, you are underselling the Void Dragon's abilities. Wounding T4 on a 2+ and T6-T8 on a 3+ is a large swing, and these are not "Trash" attacks, They're D6 damage. The Spear shooting attack is not a Lascannon in any form. You can the spear to snipe characters, and hit multiple units. Finally, there is still plenty of AP 0 shooting in the game, the save is still relevant. You get all of this and then the bonus' vs vehicles tacked on, it is well worth the 75 points.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/22 12:27:33


Post by: AduroT


All the hate for The Deceiver’s rules makes me sad because he has been my absolutely favorite character in the Lore for a long time. Also sad that they vastly diminished him in the lore too...


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/22 13:09:28


Post by: TheNEWnew


 Sasori wrote:
 Xenomancers wrote:
 Sasori wrote:
 Xenomancers wrote:
The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.


You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.

The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.
I am not glossing over. Just assuming you are going to spend 2 cp for ignore invune saves if you need it. Can't ignore the FNP like night bringer. however if you are dropping 3ish d6 damage on a unit with ap-4 no saves. You are going to annihilate them regardless more often than not. It can get expensive but You only pay it once you are in there and probably winning. Where as nightbringer prepays in raw points for this ability whether you are blown up or not. I've already conceded the nightbringer has very good abilities. Why even mention +1 to save though? It is irrelevant.

The powers are roughly equal in their damage output. +1 to wound in melee (sometimes) with 3 trash attacks and a 12" lascannon and a situational healing ability isn't worth +75 points. It's worth maybe 30-40.
The night bringer get his worth in value and then some probably for +75. However he is still 9 W with many army capable of killing him in 2 turns before he gets significant damage off.
Deceiver is just bad.

Also IMO - the transcended is also a bit overcosted. Though it is difficult to price the necrodermis value. I've found it pretty easy to play against myself though. You ether have the tools to deal with it and you remove a 350 point model pretty easy and your opponent is really sad. Or you don't and just ignore it until you can't anymore. I find the real issue with the Ctan is their limited movement. They are very easy to avoid and clog up.

Correction - 80 points.


Again, you are underselling the Void Dragon's abilities. Wounding T4 on a 2+ and T6-T8 on a 3+ is a large swing, and these are not "Trash" attacks, They're D6 damage. The Spear shooting attack is not a Lascannon in any form. You can the spear to snipe characters, and hit multiple units. Finally, there is still plenty of AP 0 shooting in the game, the save is still relevant. You get all of this and then the bonus' vs vehicles tacked on, it is well worth the 75 points.


You guys make some interesting and valid points for sure, IMO whether they're worth the points difference or not depends on the role the units have in your army. Really simplified and boiled down to their purest forms, the void dragon is better at killing vehicles, the nightbringer is better at killing characters, while the c'tan fields a more universal role. For the points, I actually think its easier to get value out of the c'tan, you certainly don't have to build around it as much to get maximum value out of it.

For example, I don't really care if the c'tan gets bogged down by a unit of ork boyz, it's gonna do good damage to them, and be a pain to deal with in return; but I'd be more annoyed if the same thing happened to the nightbringer while Ghaz was stood there laughing you know. Don't get me wrong, for 80pts extra I certainly think you get a better profile for the void and nightbringer, I just think its trickier to maximise their efficiency.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/22 16:49:59


Post by: Maelstrom808


If you are running a list that makes heavy use of strategic reserves, the deceiver is clutch as he will save you a ton of CP. In that instance, he is well pointed. Outside of that, he's a waste of points. When there are far better or cheaper options.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/22 19:48:58


Post by: Xenomancers


TheNEWnew wrote:
 Sasori wrote:
 Xenomancers wrote:
 Sasori wrote:
 Xenomancers wrote:
The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).

To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.

You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.

More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.

Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.


You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.

The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.
I am not glossing over. Just assuming you are going to spend 2 cp for ignore invune saves if you need it. Can't ignore the FNP like night bringer. however if you are dropping 3ish d6 damage on a unit with ap-4 no saves. You are going to annihilate them regardless more often than not. It can get expensive but You only pay it once you are in there and probably winning. Where as nightbringer prepays in raw points for this ability whether you are blown up or not. I've already conceded the nightbringer has very good abilities. Why even mention +1 to save though? It is irrelevant.

The powers are roughly equal in their damage output. +1 to wound in melee (sometimes) with 3 trash attacks and a 12" lascannon and a situational healing ability isn't worth +75 points. It's worth maybe 30-40.
The night bringer get his worth in value and then some probably for +75. However he is still 9 W with many army capable of killing him in 2 turns before he gets significant damage off.
Deceiver is just bad.

Also IMO - the transcended is also a bit overcosted. Though it is difficult to price the necrodermis value. I've found it pretty easy to play against myself though. You ether have the tools to deal with it and you remove a 350 point model pretty easy and your opponent is really sad. Or you don't and just ignore it until you can't anymore. I find the real issue with the Ctan is their limited movement. They are very easy to avoid and clog up.

Correction - 80 points.


Again, you are underselling the Void Dragon's abilities. Wounding T4 on a 2+ and T6-T8 on a 3+ is a large swing, and these are not "Trash" attacks, They're D6 damage. The Spear shooting attack is not a Lascannon in any form. You can the spear to snipe characters, and hit multiple units. Finally, there is still plenty of AP 0 shooting in the game, the save is still relevant. You get all of this and then the bonus' vs vehicles tacked on, it is well worth the 75 points.


You guys make some interesting and valid points for sure, IMO whether they're worth the points difference or not depends on the role the units have in your army. Really simplified and boiled down to their purest forms, the void dragon is better at killing vehicles, the nightbringer is better at killing characters, while the c'tan fields a more universal role. For the points, I actually think its easier to get value out of the c'tan, you certainly don't have to build around it as much to get maximum value out of it.

For example, I don't really care if the c'tan gets bogged down by a unit of ork boyz, it's gonna do good damage to them, and be a pain to deal with in return; but I'd be more annoyed if the same thing happened to the nightbringer while Ghaz was stood there laughing you know. Don't get me wrong, for 80pts extra I certainly think you get a better profile for the void and nightbringer, I just think its trickier to maximise their efficiency.


Not to go against what I am saying but Nightbringer can 1 shot ghaz. One of the only units in the game that can do so - because he ignores rules that ignore wounds. That is a near feature but really isn't likely to ever come into play. It would be a serious misplay to put ghaz into nightbringer unless he was down to 3 wounds already. Ignore FNP will come into play and is really what makes him special apart from typically wounding on 2's and at worst 3's. A space marine captain or a solitaire? It makes no difference whether it is a Tctan or a night bringer you are going to 1 shot them without effort on ether one. That is the principle point I am making. That and also the range on the tctans spells can be a big advance as well to go along with an 80 point savings.

The original point was I had heard you should basically never consider the transcended and just bring a named Ctan. I disagree with that. Tctan has a lot going for it between all the Ctan choices. Also coming into it with the mind set that CP is pretty plentyful for the crons.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/27 15:18:08


Post by: bort123


A tctan has pretty decent odds to whiff at killing a 5 wound 4++ model with any sort of additional defense (- to hit, fnp, etc.).
IMO the nightbringer is the only ctan that can reliably delete something in melee


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/27 15:50:25


Post by: Maelstrom808


bort123 wrote:
A tctan has pretty decent odds to whiff at killing a 5 wound 4++ model with any sort of additional defense (- to hit, fnp, etc.).
IMO the nightbringer is the only ctan that can reliably delete something in melee


With the strat to ignore invulnerable saves, any C'tan can punk said model fairly easily if it's t5 or less and doesn't come with additional defense.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/28 02:09:05


Post by: talljosh85


Exactly this, spending the CPs for the strat makes any of them relatively nasty in CC. I'm loving the Void Dragon for both killing vehicles, and with the strat, murdering characters.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/28 12:36:45


Post by: TheNEWnew


The void dragon is such a cool model, I'm glad its getting a proper look in; have seen it cropping up a little more frequently in lists too.

It surprised me at first because vehicles really aren't as popular anymore, outside of dedicated transports and things like dreadnaughts, you just don't see that many. But like you guys say, its actually got decent versatility.

I cant help but wonder though, for the same pts cost you could run 5 lokhust heavy destroyers. On paper you'd lose the mortal wounds and CC efficiency but you'd get substantially more wounds in terms of durability, plus a higher max damage output if you're running gauss destructors.

Obviously CC is big in 9th and LHDs suck in that regard but I'd be interested to see what you guys would consider as the generally more viable option.

Personally I think LHDs are still a little overcosted but are actually pretty underrated, they're damn efficient at killing MEQ



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/30 22:37:23


Post by: Krull


Ok soooo.... the sentinel construct rule of the doomstalker...
Is it free? Do you have to pay a cp for each doomstalker in range?
Can you only do it if the unit that is being charged pays a cp to overwatch?
Why can't they specify this in the rule?

I played it that they can shoot if the unit that is being charged pays a cp to overwatch
Also because you can only use a stratagem once a turn...

Can someone help me how you use it correctly (why is it not faqed?)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/31 06:33:31


Post by: p5freak


Its free to fire overwatch with the doomstalker, overwatch stratagem is not required. Note that you can only fire overwatch when the doomstalker remain stationary in its previous movement phase, because the high power profile is used, and you can only use that when the unit didnt move in its previous movement phase.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/31 13:11:46


Post by: Overread


 p5freak wrote:
Its free to fire overwatch with the doomstalker, overwatch stratagem is not required. Note that you can only fire overwatch when the doomstalker remain stationary in its previous movement phase, because the high power profile is used, and you can only use that when the unit didnt move in its previous movement phase.


The Doomstalker "Sentinel Construct" rule makes no mention of the unit having to remain stationary in order to use this ability. It specifically states " Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile". There is no mention on the ability that it has to remain stationary, the weapon itself has this mention, however this is only when firing it normally. The Sentinel Construct rule overrides it.

Otherwise the Sentinel Construct rule would have provision to fire the low power profile unless the doomstalker had remained stationary and then it could use the highpower; or say something like "it may fire only with its doomsday blaster using its normal profile" etc...





Lore wise the unit clearly reserves a chunk of power specifically to retaliate with. If it wants to then fire high power in an offensive nature it has to reserve extra power ontop of that already reserved for retaliation fire. Hence it has to stop moving to conserve power. It's an interesting take on a unit that in theory is artillery, but has turned it into a retaliation ability not simply a long range offensive shot.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/31 13:29:27


Post by: p5freak


 Overread wrote:


The Doomstalker "Sentinel Construct" rule makes no mention of the unit having to remain stationary in order to use this ability. It specifically states " Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile". There is no mention on the ability that it has to remain stationary, the weapon itself has this mention, however this is only when firing it normally. The Sentinel Construct rule overrides it.


No, the gun rule is not overridden by sentinel construct.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/31 13:48:18


Post by: TangoTwoBravo


 p5freak wrote:
 Overread wrote:


The Doomstalker "Sentinel Construct" rule makes no mention of the unit having to remain stationary in order to use this ability. It specifically states " Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile". There is no mention on the ability that it has to remain stationary, the weapon itself has this mention, however this is only when firing it normally. The Sentinel Construct rule overrides it.


No, the gun rule is not overridden by sentinel construct.


Perhaps this belongs in YMDC, but the Ability stating "Each time this model fires Overwatch it makes attacks with its doomsday blaster using the high power profile" certainly overides the weapon rule. The ability says "each time" - it is being specific. Otherwise why say "each time?"


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/12/31 19:08:40


Post by: punisher357


TangoTwoBravo wrote:
 p5freak wrote:
 Overread wrote:


The Doomstalker "Sentinel Construct" rule makes no mention of the unit having to remain stationary in order to use this ability. It specifically states " Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile". There is no mention on the ability that it has to remain stationary, the weapon itself has this mention, however this is only when firing it normally. The Sentinel Construct rule overrides it.


No, the gun rule is not overridden by sentinel construct.


Perhaps this belongs in YMDC, but the Ability stating "Each time this model fires Overwatch it makes attacks with its doomsday blaster using the high power profile" certainly overides the weapon rule. The ability says "each time" - it is being specific. Otherwise why say "each time?"


Yeah. I agree. If the weapon rule was not overridden I would think it would be worded very differently. The strat wouldn't specify the high power profile. It would say either 1. nothing about the profiles, allowing either to be used, depending upon if the model moved/stayed stationary or 2. The strat would state it could only be used if the model was stationary.
Specifically stating the more powerful profile is used is only necessary/useful if it's overriding the weapon rule.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 0500/01/01 21:19:13


Post by: Sasori


TangoTwoBravo wrote:
 p5freak wrote:
 Overread wrote:


The Doomstalker "Sentinel Construct" rule makes no mention of the unit having to remain stationary in order to use this ability. It specifically states " Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile". There is no mention on the ability that it has to remain stationary, the weapon itself has this mention, however this is only when firing it normally. The Sentinel Construct rule overrides it.


No, the gun rule is not overridden by sentinel construct.


Perhaps this belongs in YMDC, but the Ability stating "Each time this model fires Overwatch it makes attacks with its doomsday blaster using the high power profile" certainly overides the weapon rule. The ability says "each time" - it is being specific. Otherwise why say "each time?"


Yeah, the wording is very specific. It most definitely overrides the gun rule.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/02 07:41:46


Post by: wuestenfux


Well, I guess a Silent King is run with lots of Warriors.
I'd like to field 3x20 Warriors and possibly 2x5 Praetorians which can by buffed by the SK.
This army would need some fire support and some more cc support.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/03 08:36:47


Post by: wuestenfux


 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

How is such an army played?

Say you have 3x20 Warriors.
Then you could organize a phalanx with 2x20 Warriors with the SK in the center buffing them.
The Skropekhs could countercharge any unit threatening your front ranks.
The third block of Warriors could be teleported via VoD to get behind enemy front ranks attacking a weak enemy spot.
Not sure if this will really work. Looks a bit too one-dimensional / predictable.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/03 09:33:04


Post by: TheNEWnew


 wuestenfux wrote:
 p5freak wrote:
Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.

How is such an army played?

Say you have 3x20 Warriors.
Then you could organize a phalanx with 2x20 Warriors with the SK in the center buffing them.
The Skropekhs could countercharge any unit threatening your front ranks.
The third block of Warriors could be teleported via VoD to get behind enemy front ranks attacking a weak enemy spot.
Not sure if this will really work. Looks a bit too one-dimensional / predictable.


I feel like your main concern with this army archetype is that it doesn't kill stuff. Bare in mind that 40k is a points based game and the way these warrior spam lists approach the game makes them fantastic at gumming up objectives.

If you want to see how that style of army is played then check out the Art of War 40k youtube channel. They've got a couple of good battles where the SK is run with a block of 50 warriors. And believe me the list is still pretty killy

It's far from the only necrons play style though. Theres lists out there which have gone in the opposite direction and have still seen success. They run things like 12 skorphekhs, 12 wraiths, the nightbringer and void dragon as their base.

The codex is pretty balanced, so what I'm saying is that theres plenty of scope for you to work out your own play style and probably see some success with it



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/06 15:05:47


Post by: Xenomancers


10 gauss/reaper warriors in a ghost arch is solid - though you can leave out the 10 warriors or even use immortals instead (especially if you are going to veil a 20 man to the front and walk up or outflank another) 5 Immortals probably work better in the ghost arch anyways as they can hold a backfield objective better and are cheaper. Even a 10 man immortal has work well out of a ghost arch for me.

Not sure why youd bring 3 20 man warriors though...That is just too much of your army not dealing damage and 20 man warriors do not do well unless they have chrono buff and some regeneration support - you can really only support 2 max and only 1 really well.

Tomb blades work better than a 3rd brick of warriors as they get themselves into position - have better range and overall better durability too.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/06 17:14:56


Post by: p5freak


 Xenomancers wrote:
10 gauss/reaper warriors in a ghost arch is solid - though you can leave out the 10 warriors or even use immortals instead (especially if you are going to veil a 20 man to the front and walk up or outflank another) 5 Immortals probably work better in the ghost arch anyways as they can hold a backfield objective better and are cheaper. Even a 10 man immortal has work well out of a ghost arch for me.


You cant put immortals in ghost arks.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/06 17:20:29


Post by: Xenomancers


 p5freak wrote:
 Xenomancers wrote:
10 gauss/reaper warriors in a ghost arch is solid - though you can leave out the 10 warriors or even use immortals instead (especially if you are going to veil a 20 man to the front and walk up or outflank another) 5 Immortals probably work better in the ghost arch anyways as they can hold a backfield objective better and are cheaper. Even a 10 man immortal has work well out of a ghost arch for me.


You cant put immortals in ghost arks.

Yeah you right - Thought it said dynasty infantry but it says infantry character. Pretty dumb. Can carry 10 overlords but can't carry 10 immortals? Oh well. I cheated that game by accident.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/06 22:34:14


Post by: p5freak


A ghost ark can carry 10 skorpekh lords, but not 5 immortals, thats GW Logic, makes a lot of sense.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/07 14:15:06


Post by: Gwyn chan 'r Gwyll


Yeah, for every non-Character unit except Warriors, our only transport is the Night Scythe. Not that Reaper Warriors in a Ghost Ark isn't a strong mid-board threat.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/07 16:09:35


Post by: Vineheart01


Yo hol' da phone...

New faq in general rules:
*Page 91 – Rare Rules Repositioned and Replacement Units
Add the following point to this box out:
‘9. If that unit was performing an action, that action
immediately fails.

Does this technically mean if any models RP, that unit fails the action?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/07 16:30:10


Post by: IHateNids


 Vineheart01 wrote:
Yo hol' da phone...

New faq in general rules:
*Page 91 – Rare Rules Repositioned and Replacement Units
Add the following point to this box out:
‘9. If that unit was performing an action, that action
immediately fails.

Does this technically mean if any models RP, that unit fails the action?
Surely that would mean things like VoD, Da Jump, and that Aeldari Skyleap thing, not Reanimation. If it includes reanimation we are legitimately a non-contender effective immediately.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/07 17:18:01


Post by: Sasori


Reanimator got a drop to 80 points, still pretty bad. Needs better stats or to be a character or something honestly.

NB going up 20 points is pretty minor, but a nerf none the less.

I was really hoping to see some points drops across a lot of our non-used units. I hope that will be in the Summer GT pack and Field Manual.


Automatically Appended Next Post:
 IHateNids wrote:
 Vineheart01 wrote:
Yo hol' da phone...

New faq in general rules:
*Page 91 – Rare Rules Repositioned and Replacement Units
Add the following point to this box out:
‘9. If that unit was performing an action, that action
immediately fails.

Does this technically mean if any models RP, that unit fails the action?
Surely that would mean things like VoD, Da Jump, and that Aeldari Skyleap thing, not Reanimation. If it includes reanimation we are legitimately a non-contender effective immediately.


yeah, that's my understanding,


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/09 12:17:50


Post by: TheNEWnew


im gonna take a straight quote from the goonhammer article

"Since many re-deploy effects happen in the Psychic Phase, and many Actions care about where you are when you complete the action, it was technically possible for you to start performing an action (mostly Deploy Scramblers) in a nice safe position then have a psyker yeet you across the board to tick off the completion in a hard to to reach spot like your opponent’s deployment zone. While very funny this didn’t seem likely to be intentional, and indeed it turns out not to be."

It wouldn't really affect VoD in most cases anyway as it happens during movement, whereas most actions occur at the end of the movement phase. So you can still veil then perform an action, you just cant perform an action and then veil.

Personally I'd say we don't have to worry about RP affecting this either. If you're really worried though come to an agreement with your opponent. I'd play something like if one of my units was performing an action, I wouldn't use RP to slingshot said unit across the board until the action was completed (but then its fair game!)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/09 19:31:58


Post by: russellmoo


Now that the reanimator is 80 points I am going to try it out, as it should at least be worth its points. Plus it looks appealing on the table with several doomstalkers.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/10 20:58:01


Post by: TangoTwoBravo


I am new Necron player, having jumped on the Indomitus bandwagon. I took them to a four-round 1000 point tourney a few weeks ago and learned a lot. I have a 2000 point tourney coming up (when the Provincial lockdown lifts). Looking for some advice on HQs and using the Veil of Darkness.

I used an Overlord with Veil of Darkness and a Warrior squad with Reapers to good effect during the tourney. It put several opponents on the backfoot and let me play objectives. It also meant, though, that my Overlord was sometimes out of position for the rest of the game. At 2000 points I have some more units, including a Royal Warden. What are the thoughts of the more seasoned Necron Nobility here about giving the Veil to the Royal Warden? He would go with a fifteen-strong Warrior squad with Reapers. The Royal Warden shoots well enough to benefit as well, and if the Reaper-Warriors get charged he can Adaptive-Strategy them.

Thoughts?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/10 22:07:11


Post by: AduroT


Warden is my go to plan for the Veil as he’s more expendable than the Overlord and as you said can get his escort back out of melee to keep shooting. Haven’t actually played any games yet however...


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/11 03:40:21


Post by: Sasori


TangoTwoBravo wrote:
I am new Necron player, having jumped on the Indomitus bandwagon. I took them to a four-round 1000 point tourney a few weeks ago and learned a lot. I have a 2000 point tourney coming up (when the Provincial lockdown lifts). Looking for some advice on HQs and using the Veil of Darkness.

I used an Overlord with Veil of Darkness and a Warrior squad with Reapers to good effect during the tourney. It put several opponents on the backfoot and let me play objectives. It also meant, though, that my Overlord was sometimes out of position for the rest of the game. At 2000 points I have some more units, including a Royal Warden. What are the thoughts of the more seasoned Necron Nobility here about giving the Veil to the Royal Warden? He would go with a fifteen-strong Warrior squad with Reapers. The Royal Warden shoots well enough to benefit as well, and if the Reaper-Warriors get charged he can Adaptive-Strategy them.

Thoughts?


I usually have my Veil on one of my crypteks. If I don't take a Voltaic staff on a Technomancer, I usually put it on them, otherwise a Chronomancer. I would say though if I was taking a Warden and not playing Mephrit that it would be a better home for the Veil in many cases.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/11 22:40:28


Post by: Gwyn chan 'r Gwyll


The Warden is looking good for the new Veil-carrier. It used to be best on a Cryptek (because cheap), but Crypteks are also super squishy. And as noted before, their Fall-Back-and-Shoot ability works very well with a large block of short-ranged shooting infantry.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 07:53:04


Post by: AduroT


Veil, shoot, charge and hope for that 9, fight, fall back, shoot again.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 13:26:43


Post by: Kcalehc


I'm looking at the Veil of Darkness and I don't see anything that precludes moving (before or) after having used it, is there something in the Core rules that prevents this? I must be missing something I guess.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 13:54:16


Post by: Gwyn chan 'r Gwyll


If it happens "at the end of the Movement Phrase", then no movement can happen after it unless a special rule allows the unit to move out-of-phase.
Units CAN move BEFORE something that happens "at the end of the Movement Phase" though.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 14:12:07


Post by: Vineheart01


actually, Veil happens "during youre movement phase" not at the end of it. I wish it was at the end because then Szeras could buff them before they go on their merry way

I feel like theres a rule though that being redeployed counts as moving.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 15:12:39


Post by: Maelstrom808


Pg 363 of the BRB covers it. Basically if you reposition with the veil, you count as having moved a distance equal to your move characteristic and additionally may not make a Normal Move, Advance, Fall Back, or Remain Stationary.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/12 17:37:48


Post by: Kcalehc


 Maelstrom808 wrote:
Pg 363 of the BRB covers it. Basically if you reposition with the veil, you count as having moved a distance equal to your move characteristic and additionally may not make a Normal Move, Advance, Fall Back, or Remain Stationary.


Ah yes, that's what I was missing, in the Rare Rules section. Thank you!

Seems like they could have just made you use it in the reinforcements section of the movement phase, but ah well.

So I can move them before, just not after.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 06:54:27


Post by: Gesundheit


Hey Guys,

i am going to play a game on thursday evening against some Space Wolves. We play 1500P.
My List will be this:

Spoiler:

Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Dynasty Choice
Selections: Dynasty: Mephrit
HQ
Overlord [6 PL, 130pts, -2CP]
Selections: Hand of the Phaeron, Relic: Sempiternal Weave, Resurrection Orb, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe
Technomancer [5 PL, 110pts]
Selections: Arkana: Prismatic Obfuscatron, Canoptek Control Node
Troops
Necron Warriors [12 PL, 234pts]
18x Necron Warrior (Gauss Flayer)
Selections: 18x Gauss Flayer
Necron Warriors [6 PL, 130pts]
10x Necron Warrior (Gauss Flayer)
Selections: 10x Gauss Flayer
Necron Warriors [6 PL, 130pts]
10x Necron Warrior (Gauss Flayer)
Selections: 10x Gauss Flayer
Elites
C'tan Shard of the Void Dragon [18 PL, 350pts]
Selections: Power of the C'tan: Sky of Falling Stars
Hexmark Destroyer [4 PL, 75pts]
Fast Attack
Canoptek Scarab Swarms [4 PL, 60pts]
4x Canoptek Scarab Swarm
Selections: 4x Feeder Mandibles
Heavy Support
Canoptek Doomstalker [7 PL, 140pts]
Canoptek Doomstalker [7 PL, 140pts]


The Doomstalker (I realy like them!) and the Technomancer stay in backfield with 10 of the Warriors as meetshield.
The VD going one side with the Scarabs against smite.
The overlord the other side with his 28 Warriors.
I play the hexmark just for fun.

I will Write about them Game on friday. The pros and cons and stuff.
Thanks for Reading it anyway.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 10:37:17


Post by: savemelmac


Looks good!
Why did you split the warriors into two 10 man units? Would it not be better to have them in one big unit for reanimation protocols?


Has anyone played with the annihilation barge yet? I feel even with the huge buffs it got it still is completely overshadowed by the other entries in the heavy support slot. And it also fills an anti infantry role (or tries to) that Necrons usually already have covered by troops or attached to their other vehicles.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 10:44:49


Post by: Slipspace


I assume the Warriors got split as you need 3 Troops for a Battalion.

The Annihilation Barge still seems overpriced and therefore overshadowed by other options in the same slot. The bigger Tesla weapons aren't all that great, even with the increase to the number of shots they got in the new Codex and anti-infantry is something the rest of the list usually does pretty well. You're often better off with some Heavy Destroyers, or more Doomstalkers or a DDA. The price difference is almost always worth it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 10:52:59


Post by: p5freak


Slipspace wrote:
I assume the Warriors got split as you need 3 Troops for a Battalion.


There is no need for a battalion. That army can be played as a patrol detachment, and that only requires 2 troop slots. It would be better to play the two 10 warriors units as one 20 model unit.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/13 13:57:25


Post by: TheNEWnew


 p5freak wrote:
Slipspace wrote:
I assume the Warriors got split as you need 3 Troops for a Battalion.


There is no need for a battalion. That army can be played as a patrol detachment, and that only requires 2 troop slots. It would be better to play the two 10 warriors units as one 20 model unit.


Agreed.

I get the need for the backfield screening but you could drop 4 warriors from one of the 10 man squads, merge it into a squad of 16 next to the 18 man squad and have 3 scarab bases perform the same backfield role.

it would be a significantly smaller portion of your army points wise doing the same thing (and you'd actually get a higher wound count in total too!)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 07:19:30


Post by: Gesundheit


Thanks for the Feedback.

Spoiler:

[Necrons 1500 Final (Warhammer 40,000 9th Edition) [75 PL, 10CP, 1,490pts]
Patrol Detachment 0CP (Necrons) [75 PL, 1,490pts, 10CP]
Configuration
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Dynasty Choice
Selections: Dynasty: Mephrit
HQ
Overlord [6 PL, 130pts, -2CP]
Selections: Hand of the Phaeron, Relic: Sempiternal Weave, Resurrection Orb, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe
Technomancer [5 PL, 110pts]
Selections: Arkana: Prismatic Obfuscatron, Canoptek Control Node
Troops
Necron Warriors [12 PL, 260pts]
20x Necron Warrior (Gauss Flayer)
Selections: 20x Gauss Flayer
Necron Warriors [12 PL, 195pts]
15x Necron Warrior (Gauss Flayer)
Selections: 15x Gauss Flayer
Elites
C'tan Shard of the Void Dragon [18 PL, 350pts]
Selections: Power of the C'tan: Sky of Falling Stars
Hexmark Destroyer [4 PL, 75pts]
Fast Attack
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Heavy Support
Canoptek Doomstalker [7 PL, 140pts]
Canoptek Doomstalker [7 PL, 140pts]


I changed the List a little bit. Its a Patrol now and i only got two troups of Warriors.
I only got 6 Scarabs so far, thats why I took 15 Warriors.

Thanks for the answers.:-)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 10:44:41


Post by: wuestenfux


Gesundheit wrote:
Thanks for the Feedback.

Spoiler:

[Necrons 1500 Final (Warhammer 40,000 9th Edition) [75 PL, 10CP, 1,490pts]
Patrol Detachment 0CP (Necrons) [75 PL, 1,490pts, 10CP]
Configuration
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Dynasty Choice
Selections: Dynasty: Mephrit
HQ
Overlord [6 PL, 130pts, -2CP]
Selections: Hand of the Phaeron, Relic: Sempiternal Weave, Resurrection Orb, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe
Technomancer [5 PL, 110pts]
Selections: Arkana: Prismatic Obfuscatron, Canoptek Control Node
Troops
Necron Warriors [12 PL, 260pts]
20x Necron Warrior (Gauss Flayer)
Selections: 20x Gauss Flayer
Necron Warriors [12 PL, 195pts]
15x Necron Warrior (Gauss Flayer)
Selections: 15x Gauss Flayer
Elites
C'tan Shard of the Void Dragon [18 PL, 350pts]
Selections: Power of the C'tan: Sky of Falling Stars
Hexmark Destroyer [4 PL, 75pts]
Fast Attack
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Heavy Support
Canoptek Doomstalker [7 PL, 140pts]
Canoptek Doomstalker [7 PL, 140pts]


I changed the List a little bit. Its a Patrol now and i only got two troups of Warriors.
I only got 6 Scarabs so far, thats why I took 15 Warriors.

Thanks for the answers.:-)

Space Wolves will eventually be eager to charge you asap if there are fast moving cc units; you know what units I mean.
Then you need a resistant force that can deal damage. Your army is not optimized for this.

Space Wolves often field Long Fangs in the backfield which can deal damage.
You need ways to deal with these small heavily specialized units asap.

Not convinced of your army.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 12:26:42


Post by: savemelmac


Well, there is the void dragon and the overlord. At 1500 p you have to choose something, and I would try first if that is not enough before making fundamental changes about the list. Obviously the Hexmark is also not optimized for killing marines, but I feel we are not talking about a top of the crowd tournament setting here

The only thing I would change now before trying it is the cryptec arkana. If you intend to keep the cryptek in the back with the doomstalkers, it should be possible to hide him anyway from being shot at. Maybe the Hypermaterial Ablator (cover for 1 unit) or the Cortical Subjugator Scarabs (heroic intervention in 6") are better as a general purpose arkana? I have not tried the Scarabs though, maybe someone else has more input?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 14:14:03


Post by: wuestenfux


Well, I think about Thunderwolf Cavalry led by a Wolflord or Wulfen that can definitely take down a Voiddragon or an Overloard.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 21:46:30


Post by: savemelmac


Killing the Void Dragon without help from psychic powers or similar takes at least two rounds, if you can avoid being shot at even more.
I see no real margin to cut something in this list. Two troop choices, two reasonable characters, two heavy support, scarabs for screening and backfield objectives. What part of the army would you change?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/14 22:26:37


Post by: p5freak


Cut the void dragon. I dont think its worth 350 pts. What if your opponent has no vehicles ? The VD isnt very fast, some vehicles can outrun him. Ctans are very vulnerable against psychic attacks, because necrons have a hard time denying them. All we have is TSK, a stratagem which requires a specific dynasty, and only works on 4+, and a spyder with gloom prism, which can deny one psychic power.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/15 06:45:03


Post by: Gesundheit


First of all thanks for all the comments.

I lost the Game: 73 / 34

What if your opponent has no vehicles ?


That is exactly what happend.
Hey played
2 x 3 riders
2 x 5 tacticals
Ragnar
6 termis? With 4 lascas
1 droppod with 7? Guys and ragnar inside
1 big blob of the Guys with jumppack
And 2 More characters
(He does Not play Primaris (beside ragnar) cause of fluff reasons, honorable)

But i think the VD performed very well!
I did horrible mistakes wich lost the Game. First of all i placed the VD to far on one side of the table.
My First Turn didnt went well either. I moved my scarabs like 3 inches the screen my Warriors and my doomstalkers. The shooting was realy Good, but his saves where much better. 11 Shots with my doomstalkers into his lasca troup 8 hits 6 saves with a stormshield. I Roll 2 damage. Reroll 1 still 2 damage.....
My Warriors where able to shoot at his tactical squads. Like 10 shots per squad. I did 1 wound.

His Turn. He did no damage with shooting at all.:-) but ran to me as fast as He Could. Droppod came midfield. First riders miss the 10“ charge,
Droppod Guys do the 9“ charge into my doomstalkers screen (i totaly forgot about the droppod, mistake 1) second riders do the 12“ charge into my scarabs (second mistake,should have stayed out of Range or More then 4“ away of my Warriors).
He kills my scarabs and rearange into my 20 Warriors.....(with both troups)

Turn 2
I move the Warriors out of combat, the vd straight to the 7 guys and the riders, my overlord follows him. Deploy my hexmark in the backfield. He kills 3 of 1 tactical squad, my doomstalkers kill the shieldtermi and 2 lascas (I forgot the hole game about the second weapon) my Warriors on the left kill 1 assault marine (with 20 shots....) my lord charges into the 7 man squad my VD into the Rider squad wich missed the charge.
My lord kills 5 of the squad (that went well! :-) ) my VD kill all 3 riders (one where already on 1 wound cause of his powers)

He shots my lord with his lascas cause I didn’t thought about he could just walk out of combat like a filthy dog.... clever boy... dumb me!
He charges the 20 warriors with his riders and ragnar. The 15 warrior get charged by his assault marines and 1 of the characters.
I do overwatch with my doomstalkers and the Warriors. No hits with the warriors, 5 hits with the doomstalker but just 1 ****** wound! This wound did 6 damage.:-)
I lose the hole 15 warriors. On the other side I lose 16 warriors to the riders. 14 stand up again. (Now there is a rule question, where to set the warriors up again after Reanimation? We both thought just in coherency but I don’t know if this is right) so I placed them out of ragnars range.

Turn 3
It seems pretty lost but I try my best!
The VD moves to the riders my warriors move out of combat. My doomstalker kill the troop assaultmarines. Just the character is left alive. My VD kill 2 riders and leave 1 with 1 wound.

His turn. Ragnar ran to my doomstalker. And the character does that too. The rider dies to the VD. Ragnar dies to overwatch of my doomstalker. The character killed my technomacer. And rearrange into both doomstalker (again a mistake....)

Turn 4 my VD kill his character in CC.....
He kills 1 doomstalker with 2 lascas (like realy man.....)


Nothing more to say. I did it horrible....
Pros:
Doomstalker are fun and more consistent then I thought
The VD is Slow but, but damn he is good at killing elite stuff!
My overlord performed well in CC

Contra:
I need something to get out of CC and shoot
My Save roles are like crazy bad
15 warriors are not that taff

I am going to do many things different! First of all my missions, second my positioning, third a few things in the List.
Next time I play against Orcs! I will write another List and will give another feedback!


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/15 10:15:26


Post by: KhazModan


Hi, do we know when GW will be releasing the plastic flayed ones and Chronomancer that we have seen?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/15 10:46:41


Post by: p5freak


Gesundheit wrote:
First of all thanks for all the comments.

I lost the Game: 73 / 34

What if your opponent has no vehicles ?


That is exactly what happend.


Well, the drop pod is a vehicle, but once its deployed its job is done. If you want an elite killer the nightbringer does that even better.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/15 11:53:11


Post by: TheNEWnew


Gesundheit wrote:
First of all thanks for all the comments.

I lost the Game: 73 / 34

What if your opponent has no vehicles ?


That is exactly what happend.
Hey played
2 x 3 riders
2 x 5 tacticals
Ragnar
6 termis? With 4 lascas
1 droppod with 7? Guys and ragnar inside
1 big blob of the Guys with jumppack
And 2 More characters
(He does Not play Primaris (beside ragnar) cause of fluff reasons, honorable)

But i think the VD performed very well!
I did horrible mistakes wich lost the Game. First of all i placed the VD to far on one side of the table.
My First Turn didnt went well either. I moved my scarabs like 3 inches the screen my Warriors and my doomstalkers. The shooting was realy Good, but his saves where much better. 11 Shots with my doomstalkers into his lasca troup 8 hits 6 saves with a stormshield. I Roll 2 damage. Reroll 1 still 2 damage.....
My Warriors where able to shoot at his tactical squads. Like 10 shots per squad. I did 1 wound.

His Turn. He did no damage with shooting at all.:-) but ran to me as fast as He Could. Droppod came midfield. First riders miss the 10“ charge,
Droppod Guys do the 9“ charge into my doomstalkers screen (i totaly forgot about the droppod, mistake 1) second riders do the 12“ charge into my scarabs (second mistake,should have stayed out of Range or More then 4“ away of my Warriors).
He kills my scarabs and rearange into my 20 Warriors.....(with both troups)

Turn 2
I move the Warriors out of combat, the vd straight to the 7 guys and the riders, my overlord follows him. Deploy my hexmark in the backfield. He kills 3 of 1 tactical squad, my doomstalkers kill the shieldtermi and 2 lascas (I forgot the hole game about the second weapon) my Warriors on the left kill 1 assault marine (with 20 shots....) my lord charges into the 7 man squad my VD into the Rider squad wich missed the charge.
My lord kills 5 of the squad (that went well! :-) ) my VD kill all 3 riders (one where already on 1 wound cause of his powers)

He shots my lord with his lascas cause I didn’t thought about he could just walk out of combat like a filthy dog.... clever boy... dumb me!
He charges the 20 warriors with his riders and ragnar. The 15 warrior get charged by his assault marines and 1 of the characters.
I do overwatch with my doomstalkers and the Warriors. No hits with the warriors, 5 hits with the doomstalker but just 1 ****** wound! This wound did 6 damage.:-)
I lose the hole 15 warriors. On the other side I lose 16 warriors to the riders. 14 stand up again. (Now there is a rule question, where to set the warriors up again after Reanimation? We both thought just in coherency but I don’t know if this is right) so I placed them out of ragnars range.

Turn 3
It seems pretty lost but I try my best!
The VD moves to the riders my warriors move out of combat. My doomstalker kill the troop assaultmarines. Just the character is left alive. My VD kill 2 riders and leave 1 with 1 wound.

His turn. Ragnar ran to my doomstalker. And the character does that too. The rider dies to the VD. Ragnar dies to overwatch of my doomstalker. The character killed my technomacer. And rearrange into both doomstalker (again a mistake....)

Turn 4 my VD kill his character in CC.....
He kills 1 doomstalker with 2 lascas (like realy man.....)


Nothing more to say. I did it horrible....
Pros:
Doomstalker are fun and more consistent then I thought
The VD is Slow but, but damn he is good at killing elite stuff!
My overlord performed well in CC

Contra:
I need something to get out of CC and shoot
My Save roles are like crazy bad
15 warriors are not that taff

I am going to do many things different! First of all my missions, second my positioning, third a few things in the List.
Next time I play against Orcs! I will write another List and will give another feedback!




So recently, at 2k points, I've taken to running a royal warden with viel of darkness and the re-roll charge for core units WL trait in place of a second chronomancer. Being able to fall back and shoot with the warriors is really handy I have to say - especially against orks if you bait them into charging outside of their meks invun range

Here's the list if you're interested, I feel something like this could be easily adapted to 1.5k points games

Spoiler:

++ Supreme Command Detachment +2CP (Necrons) [23 PL, 5CP, 450pts] ++

+ Configuration +

Detachment CP [2CP]

Dynasty Choice: Dynasty: Szarekhan

+ Primarch | Daemon Primarch | Supreme Commander +

The Silent King [23 PL, 3CP, 450pts]
. 2x Triarchal Menhir: 2x Annihilator Beam

++ Patrol Detachment -2CP (Necrons) [30 PL, 9CP, 605pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP [-2CP]

Dynasty Choice: Dynasty: Novokh

+ HQ +

Catacomb Command Barge [9 PL, -1CP, 180pts]: Dynastic Heirlooms, Gauss Cannon, Relic: Orb of Eternity, Resurrection Orb, Staff of Light

Chronomancer [5 PL, 105pts]: Arkana: Hypermaterial Ablator, Entropic Lance

+ Troops +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper

+ Fast Attack +

Canoptek Scarab Swarms [4 PL, 60pts]
. 4x Canoptek Scarab Swarm: 4x Feeder Mandibles

++ Patrol Detachment -2CP (Necrons) [46 PL, -3CP, 940pts] ++

+ Configuration +

Detachment CP [-2CP]

Dynasty Choice: Dynasty: Novokh

+ HQ +

Royal Warden [4 PL, -1CP, 75pts]: Rarefied Nobility, Relic: Veil of Darkness, Warlord Trait (Codex 5): Implacable Conqueror (Aura)

+ Troops +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper

+ Elites +

Skorpekh Destroyers [10 PL, 210pts]
. 2x Skorpekh Destroyer (Reap-Blade): 2x Hyperphase Reap-Blade
. 4x Skorpekh Destroyer (Thresher): 4x Hyperphase Threshers

+ Fast Attack +

Triarch Praetorians [6 PL, 125pts]: Rod of Covenant, 5x Triarch Praetorian

Triarch Praetorians [6 PL, 125pts]: Rod of Covenant, 5x Triarch Praetorian

+ Dedicated Transport +

Ghost Ark [8 PL, 145pts]

++ Total: [99 PL, 11CP, 1,995pts] ++

Created with BattleScribe


In terms of secondaries, since the change to While we stand I really like it for big warrior blobs when combined with a bunch of RP shenanigans. Otherwise attrition is often a good pick, as well as purge the vermin (which IMO is an easy 10 vp if you're fielding armies with a large board presence).




Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/15 15:40:32


Post by: savemelmac


Spoiler:

Gesundheit wrote:
First of all thanks for all the comments.

I lost the Game: 73 / 34

What if your opponent has no vehicles ?


That is exactly what happend.
Hey played
2 x 3 riders
2 x 5 tacticals
Ragnar
6 termis? With 4 lascas
1 droppod with 7? Guys and ragnar inside
1 big blob of the Guys with jumppack
And 2 More characters
(He does Not play Primaris (beside ragnar) cause of fluff reasons, honorable)

But i think the VD performed very well!
I did horrible mistakes wich lost the Game. First of all i placed the VD to far on one side of the table.
My First Turn didnt went well either. I moved my scarabs like 3 inches the screen my Warriors and my doomstalkers. The shooting was realy Good, but his saves where much better. 11 Shots with my doomstalkers into his lasca troup 8 hits 6 saves with a stormshield. I Roll 2 damage. Reroll 1 still 2 damage.....
My Warriors where able to shoot at his tactical squads. Like 10 shots per squad. I did 1 wound.

His Turn. He did no damage with shooting at all.:-) but ran to me as fast as He Could. Droppod came midfield. First riders miss the 10“ charge,
Droppod Guys do the 9“ charge into my doomstalkers screen (i totaly forgot about the droppod, mistake 1) second riders do the 12“ charge into my scarabs (second mistake,should have stayed out of Range or More then 4“ away of my Warriors).
He kills my scarabs and rearange into my 20 Warriors.....(with both troups)

Turn 2
I move the Warriors out of combat, the vd straight to the 7 guys and the riders, my overlord follows him. Deploy my hexmark in the backfield. He kills 3 of 1 tactical squad, my doomstalkers kill the shieldtermi and 2 lascas (I forgot the hole game about the second weapon) my Warriors on the left kill 1 assault marine (with 20 shots....) my lord charges into the 7 man squad my VD into the Rider squad wich missed the charge.
My lord kills 5 of the squad (that went well! :-) ) my VD kill all 3 riders (one where already on 1 wound cause of his powers)

He shots my lord with his lascas cause I didn’t thought about he could just walk out of combat like a filthy dog.... clever boy... dumb me!
He charges the 20 warriors with his riders and ragnar. The 15 warrior get charged by his assault marines and 1 of the characters.
I do overwatch with my doomstalkers and the Warriors. No hits with the warriors, 5 hits with the doomstalker but just 1 ****** wound! This wound did 6 damage.:-)
I lose the hole 15 warriors. On the other side I lose 16 warriors to the riders. 14 stand up again. (Now there is a rule question, where to set the warriors up again after Reanimation? We both thought just in coherency but I don’t know if this is right) so I placed them out of ragnars range.

Turn 3
It seems pretty lost but I try my best!
The VD moves to the riders my warriors move out of combat. My doomstalker kill the troop assaultmarines. Just the character is left alive. My VD kill 2 riders and leave 1 with 1 wound.

His turn. Ragnar ran to my doomstalker. And the character does that too. The rider dies to the VD. Ragnar dies to overwatch of my doomstalker. The character killed my technomacer. And rearrange into both doomstalker (again a mistake....)

Turn 4 my VD kill his character in CC.....
He kills 1 doomstalker with 2 lascas (like realy man.....)


Nothing more to say. I did it horrible....
Pros:
Doomstalker are fun and more consistent then I thought
The VD is Slow but, but damn he is good at killing elite stuff!
My overlord performed well in CC

Contra:
I need something to get out of CC and shoot
My Save roles are like crazy bad
15 warriors are not that taff

I am going to do many things different! First of all my missions, second my positioning, third a few things in the List.
Next time I play against Orcs! I will write another List and will give another feedback!



First of all, thank you for the report! It sounds like with a little bit of luck and clever positioning it could have went the other way. Did you play with protocols? This would have allowed you to shoot after falling back. Another alternative would be to use the veil of darkness on one of your characters, to redeploy one of your warrior units. Although that is of limited use sometimes, when she/he boxes you into your deployment zone.
To make the warriors more durable there is only the chronomancer to give them a 5++, but that would mean another character, so you´d have to get rid of the technomancer. Or use a reanimator, but that is very vulnerable to things like lascannons as well.
What would you yourself change about the list?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 05:05:08


Post by: Sasori


So, how are we feeling about Death Guard now that everything is out there?

Besides Morty, who is absolutly busted and I'm not sure what to do, I think we still match up pretty well. Reapers don't care about the new DR, and they have no ObSec manipulation in their army.

That being said, now that Damage spillover is a strat, people need to watch out out for this. A unit of Blightlords or Deathshroud can easily wipe out a 20 man blob with the spillover.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 07:38:49


Post by: Krull


Damage spillover strata?
Like mortal wound going frol one model to an other?
Ow sjiit


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 11:59:44


Post by: AduroT


Damage spillover as in my weapon does 3 Damage, it will kill 3 Warriors with a single blow.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 12:58:52


Post by: TheNEWnew


 AduroT wrote:
Damage spillover as in my weapon does 3 Damage, it will kill 3 Warriors with a single blow.


This is a big factor in why i think DG currently match up pretty well against our warrior spam builds. Couple this with a mortarions anvil plague company to stop our warriors from firing overwatch on top of preventing re-rolls from the SK and I think our best troop choice is very effectively neutered.

I mean its still very early days and time will show us what sort of premier builds come out of their new codex, but at first glance I dont particularly like the matchup.

Where i can see DG struggling is against those fast canoptek obsec armies that spam things like scarabs/wraiths/skorpheks. DG are still a very slow army and therefore liable to getting pinned back. If scarabs with a chrono invun weren't already one of our best friends they certainly are now IMO


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 13:38:03


Post by: savemelmac


The spill over damage is great against everybody, not just Necrons. And I would probably be more concerned for my Immortals, as the have a lot less wounds and therefore a much smaller chance to roll for RP.

I think in general we are not hit as hard as other factions by the new book, because we have very few D2 weapons, and those are the worst against Death Guard. All plasma and master crafted power swords are suddenly "worthless" against anything with DR, whereas all vehicle weapons and troop weapons we have are better than before against them. Granted, Skorphekh and the Canoptek units suffer a lot with their D2 weapons.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 16:51:25


Post by: TheNEWnew


savemelmac wrote:
The spill over damage is great against everybody, not just Necrons. And I would probably be more concerned for my Immortals, as the have a lot less wounds and therefore a much smaller chance to roll for RP.

I think in general we are not hit as hard as other factions by the new book, because we have very few D2 weapons, and those are the worst against Death Guard. All plasma and master crafted power swords are suddenly "worthless" against anything with DR, whereas all vehicle weapons and troop weapons we have are better than before against them. Granted, Skorphekh and the Canoptek units suffer a lot with their D2 weapons.


Yeah i hear you man and agree for the most part - the nightbringer is still real mean against them and i wouldnt be too surprised to see lokhust heavy destroyers cropping up a little more frequently too, especially if they come down in points. Both the exterminator and destructor guns seem decent for dealing with DG units.

I still think their new codex has a lot of potential to put a dampen on some of the competitive warrior builds we're seeing right now. Dont get me wrong, the gauss reaper is a mean weapon to be taking on a standard troop choice but IMO where warriors are best is in how they synergize with the rest of our units. At first glance, DG have quite a few tricks to stop that synergy from occurring properly.

like i said, we'll have to wait and see what sort of builds people come up with, its gonna be exciting to see how this shapes the meta too eh!

I'd be interested to see what you guys think are our best units for dealing with DG too
.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/17 23:11:12


Post by: vict0988


Ragnar is primaris and therefore should not be able to go in a Pod AFAIK unless you house-ruled it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2021/01/18 06:24:43


Post by: Gesundheit


Thanks again for that much feedback.


What would you yourself change about the list?


I think I would play something like this:
Spoiler:

Necrons 1500 Final (Warhammer 40,000 9th Edition) [75 PL, 10CP, 1,490pts]
Patrol Detachment 0CP (Necrons) [75 PL, 1,490pts, 10CP]
Configuration
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Dynasty Choice
Selections: Dynasty: Mephrit
HQ
Overlord [6 PL, 130pts, -2CP]
Selections: Hand of the Phaeron, Relic: Sempiternal Weave, Resurrection Orb, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe
Technomancer [5 PL, 110pts]
Selections: Arkana: Prismatic Obfuscatron, Canoptek Control Node
Troops
Necron Warriors [12 PL, 260pts]
20x Necron Warrior (Gauss Flayer)
Selections: 20x Gauss Flayer
Necron Warriors [6 PL, 130pts]
10x Necron Warrior (Gauss Flayer)
Selections: 10x Gauss Flayer
Elites
C'tan Shard of the Deceiver [18 PL, 350pts]
Skorpekh Destroyers [10 PL, 140pts]
Selections: Skorpekh Destroyer (Reap-Blade)
3x Skorpekh Destroyer (Thresher)
Selections: 3x Hyperphase Threshers
Fast Attack
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Canoptek Scarab Swarms [2 PL, 45pts]
3x Canoptek Scarab Swarm
Selections: 3x Feeder Mandibles
Heavy Support
Canoptek Doomstalker [7 PL, 140pts]
Canoptek Doomstalker [7 PL, 140pts]


Less Warriors more counterpunch with the Skorpekh.
I just ordered 2 boxes of Lychguard. These guys would be a hard to counter unit too.


Ragnar is primaris and therefore should not be able to go in a Pod AFAIK unless you house-ruled it.


He played his SW the first time since the new rules came out. (Because of the thing you don’t speak about....)
So we both did not know. But it would not have change the outcome of the Game. Ragnar was more a minion than a threat.

My opinion to the new DG Codex is that it looks really good. In my opinion the nerfed the resilient rule like the nerfed our reanimation.
Mortarion always was a beast on the field, and you always played him with some support to get him where you wanted him.
And without any points for for example Deathshroud we can’t say anything.