ArtyomTrityak wrote: I think Immotekh is good option right now.
2 MWBD, +1 CP and his Storm ability make him good option.
I might try him with immortals or/and warriors.
Now i want to play 1 HQ, he is nice.
I've been using Imotekh almost exclusively in every game I've played with necrons and he's always been a great support character. Surprisingly harder to kill than you opponent will initially assume and as warlord provides the only source of CP regen.
What i do not like about Tesla that -1 to hit just makes it useless. Tesla does not have AP so for example marines in cover will have 2+ save :\
Use a stratagem for 1 CP to remove cover. Use mephrit dynasty to give tesla AP-1 at half range.
Honestly that stratagem is fantastic. I use it often for targets that really need to die, and when I don't want to have to over-allocate resources to do it.
ArtyomTrityak wrote: I think Immotekh is good option right now.
2 MWBD, +1 CP and his Storm ability make him good option.
I might try him with immortals or/and warriors.
Now i want to play 1 HQ, he is nice.
I've been using Imotekh almost exclusively in every game I've played with necrons and he's always been a great support character. Surprisingly harder to kill than you opponent will initially assume and as warlord provides the only source of CP regen.
Also that staff of his is really useful. Easily clears out 3 guardsmen dug in or kills a sentinel in one volley. 18" makes a ton of difference to the regular staff
I find his Storm to be extremely valuable. I run into a lot of eldar that love their Dark Reapers that punch holes in my Necrons from afar and with fire and fade I can never seem to touch them.
His Strom ability does not need line of sight and with a re roll thrown in you are sure to cut a few down dropping their fire power greatly. This also makes it safer to use a Vail becuase that the Forewarned strat is mostly pulled on D Reapers.
Pyrothem wrote: I find his Storm to be extremely valuable. I run into a lot of eldar that love their Dark Reapers that punch holes in my Necrons from afar and with fire and fade I can never seem to touch them.
His Strom ability does not need line of sight and with a re roll thrown in you are sure to cut a few down dropping their fire power greatly. This also makes it safer to use a Vail becuase that the Forewarned strat is mostly pulled on D Reapers.
Yeah, I'm finding room for him in my lists now. Most lists I make will likely have a battalion like:
Spoiler:
HQ:
Imotekh (160)
Lord (68)
Troop:
Tesla Immortals (150)
Tesla Immortals (150)
Tesla Immortals (150)
Total: 678 points
MWBD 2-3 immortals, storm a target, and pop Methodical Destruction is so much firepower from troops.
So is the consensus to keep to just the minimum requirements for troop units (though maxed out to 10 in the unit of Tesla Immortals), or would there be any merit in going crazy and loading up on as many T.ims and Overlords as you can fit in a list?
(Hmm, actually, with the points reductions, I wonder if we can work Brigade lists out for competitive use?)
Also, I'm assuming Tomb Blades are still best run as Gauss while Immortals handle Tesla, right? (because of MWBD interactions)
Or we we going to try seeing how Tes.TBs & Anni.Bs work with Stalker assistance?
A brigade is possible now, but two battalions are more efficient than a brigade. With a brigade you are limited to one dynasty, and you have to take three fast attack, three heavy support, and three elite units.
skoffs wrote: So is the consensus to keep to just the minimum requirements for troop units (though maxed out to 10 in the unit of Tesla Immortals), or would there be any merit in going crazy and loading up on as many T.ims and Overlords as you can fit in a list?
(Hmm, actually, with the points reductions, I wonder if we can work Brigade lists out for competitive use?)
Also, I'm assuming Tomb Blades are still best run as Gauss while Immortals handle Tesla, right? (because of MWBD interactions)
Or we we going to try seeing how Tes.TBs & Anni.Bs work with Stalker assistance?
I think it might actually be possible to make quite a strong Brigade now. 1999 pts on CA2018 release, 2251 currently. The points reductions we got means we're no longer taking trash like single units of 1 Heavy Destroyer to pat out our choices, Deathmarks aren't amazing, but they did get a drop. I think the list I brought with 6x10 Immortals, Imotekh and Zahndrekh was really strong 30-40 MWBD guys puts a hurting on infantry and even Knights, my list did however lack Destroyers so running 30 or 25 is probably the best choice, running 0 or 15 is still valid depending on meta I think. Most importantly we can fit 3 DDAs in a Brigade which is huge. I probably won't be taking 0 Immortals any longer, I think our other units are good enough that I won't take 3 units of Destroyers any longer, just one or two should be enough in most cases.
That's a pretty legit brigade. Shame about the deathmarks
I think Teslamortals are one of the strongest troop choices in the game, now. Because I'm lazy I'm waiting for battlescribe to update, but a double battalion with Imotekh, 6x10 immortals and 3xDDA could definitely be a thing,
p5freak wrote: With a brigade you are limited to one dynasty, and you have to take three fast attack, three heavy support, and three elite units.
Between Destroyers, Wraiths, Tomb Blades and Scarabs, three Fast Attack is going to be an easy fill.
For Heavy most people will probably be sticking with the obligatory DDA³, or maybe a A.Barge if they're a little tight on points.
Elite is going to be the only one that might be considered a tax, but Stalkers would be really helpful for those DDAs and T.ims, and if short on points, MSU Deathmark have their uses AND got a little cheaper.
Once CA drops this might be my priority for testing.
skoffs wrote: So is the consensus to keep to just the minimum requirements for troop units (though maxed out to 10 in the unit of Tesla Immortals), or would there be any merit in going crazy and loading up on as many T.ims and Overlords as you can fit in a list?
(Hmm, actually, with the points reductions, I wonder if we can work Brigade lists out for competitive use?)
Also, I'm assuming Tomb Blades are still best run as Gauss while Immortals handle Tesla, right? (because of MWBD interactions)
Or we we going to try seeing how Tes.TBs & Anni.Bs work with Stalker assistance?
I think it might actually be possible to make quite a strong Brigade now. 1999 pts on CA2018 release, 2251 currently. The points reductions we got means we're no longer taking trash like single units of 1 Heavy Destroyer to pat out our choices, Deathmarks aren't amazing, but they did get a drop. I think the list I brought with 6x10 Immortals, Imotekh and Zahndrekh was really strong 30-40 MWBD guys puts a hurting on infantry and even Knights, my list did however lack Destroyers so running 30 or 25 is probably the best choice, running 0 or 15 is still valid depending on meta I think. Most importantly we can fit 3 DDAs in a Brigade which is huge. I probably won't be taking 0 Immortals any longer, I think our other units are good enough that I won't take 3 units of Destroyers any longer, just one or two should be enough in most cases.
Spoiler:
Models: 69 CP: 8 Pts remaining: 11 Pts: 1999
Sautekh Brigade 5
1 Lord (hyperphase sword) 68
1 Cryptek (staff of light + canoptek cloak) 85
1 Overlord (warscythe) 93
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
10 Immortals (tesla carbines) 150
10 Immortals (tesla carbines) 150
5 Deathmarks 85
5 Deathmarks 85
1 Triarch Stalker (twin heavy gauss cannon) 125
3 Canoptek Scarabs 39
3 Canoptek Scarabs 39
6 Destroyers (gauss cannons) 300
1 Doomsday Ark 160
1 Doomsday Ark 160
1 Doomsday Ark 160
I’m not quite sure if it's worth it to brigade up though. The lists I am building now are 9 CP, and will be 10 if I can find a way to fit in Immotekh, so I don't really know if the extra CP are really worth all the chaff like Deathmarks we have to put in as well as the 5 man immortal squads.
At the very least, one thing is for sure and that is we have relevant options again. I am very curious to see how ITC changes things up with the new missions. If they implement First Strike, the new scoring (Being tabled doesn't mean you auto-win) Things will also get a lot better for us, as it really hurts one of our major "predators" (knights) in the meta.
I think Double Battalion is probably more flexible than a single Brigade. But i think we've come to understand the points drops in CA are going to help us attain more CP for use in battle, which is a nice little perk.
Personally, the reductions to our lackluster HQs are quite nice.
Double battalion is cheaper, yes. Same number of required troops, but with 1 more obligatory HQ and without the elite requirement. If it weren't for the elite requirement the brigade would actually be cheaper to field. The brigade needs to be rebalanced so its more appealing. Probably 2 less troops and more slots or something.
To be devil's advocate for the lack of rules changes...I think GW is testing the waters. They probably want to see how much of the problem with necron is to due to price, to make sure that we aren't just looking for an easy power boost.
It may seem odd, but considering how many bad ideas people have concerning balance, and how GW most likely receives a lot of these bad idea, they probably want to play it safe before doing something drastic and end up reversing said changes. It would have been nice to have some rules changes, but I can see the logic in taking the minimal approach.
CthuluIsSpy wrote: Well, with double battalion you need 4 HQ and 6 troops as opposed to 3 HQ and 4 troops, so you already have to pay more of a "tax".
However, you will get more CP and slots to field non-troops units.
To be devil's advocate for the lack of rules changes...I think GW is testing the waters. They probably want to see how much of the problem with necron is to due to price, to make sure that we aren't just looking for an easy power boost.
It may seem odd, but considering how many bad ideas people have concerning balance, and how GW most likely receives a lot of these bad idea, they probably want to play it safe before doing something drastic and end up reverse said changes. It would have been nice to have some rules changes, but I can see the logic in taking the minimal approach.
I guess we'll see come the Spring FAQ. But from what I've heard, they already felt the army was good enough before Chapter Approved. Getting any change might be an uphill battle.
Whilst double Battalion may be more efficient, note that many UKTOs have been clamping down (read: banning) on both doubles of one detachment type and/or more than two non battalion detachments.
sieGermans wrote: Whilst double Battalion may be more efficient, note that many UKTOs have been clamping down (read: banning) on both doubles of one detachment type and/or more than two non battalion detachments.
Still worth exploring, however.
I'm not surprised. After double checking the requirements for a brigade, its actually cheaper to field double battalions, and you get more CP out of it. Banning double detachments of the same type is a logical move in that respect.
momerathe wrote: re: rules changes - could still come as codex errata. Did GW publish errata this time last year? I can't remember.
They did in September. They gave monoliths and nightscythes transport like capabilities, and stopped wraiths from moving through things in the charge phase, to bring them in line with other units with the fly rule.
momerathe wrote: re: rules changes - could still come as codex errata. Did GW publish errata this time last year? I can't remember.
I don't recall if they updated the codex errata but there is a specific CA 2017 errata on the FAQ page. That would coincide with their points only in CA and rules in codex/errata. A few more days to see!
CthuluIsSpy wrote: Double battalion is cheaper, yes.
Same number of required troops, but with 1 more obligatory HQ and without the elite requirement. If it weren't for the elite requirement the brigade would actually be cheaper to field.
The brigade needs to be rebalanced so its more appealing. Probably 2 less troops and more slots or something.
To be devil's advocate for the lack of rules changes...I think GW is testing the waters. They probably want to see how much of the problem with necron is to due to price, to make sure that we aren't just looking for an easy power boost.
It may seem odd, but considering how many bad ideas people have concerning balance, and how GW most likely receives a lot of these bad idea, they probably want to play it safe before doing something drastic and end up reverse said changes. It would have been nice to have some rules changes, but I can see the logic in taking the minimal approach.
Yeah, our biggest issue (other than just being too pricey) was that our anti-tank options were ludicrously overcosted. Now we can bring more big guns to the field, I think we're in a much better spot.
How about the most important Necron question: What do we think of the Monolith?
Approximately 2 Battle Cannons and 4 Heavy Bolters worth of shooting for 320pts is still not a great deal, but the mobility it provides is hard to put a price on.
Deep striking it means you can't use it's teleporting tricks till turn 3, and you may struggle to find a big enough landing zone, so I would probably never do that.
The Deceiver bomb is still an option with the same pro's and cons. The extra 61pts probably won't change your chances of either winning big or losing big with that kind of list.
I think there is now room to take one, and just deploy it normally, without having some big trick in mind. Let it roll around doing a bit of shooting, and providing some movement options for infantry units.
I've got ten praetorian/lychguard still on sprues - how do the current configurations match up?
I was planning on building rod praets simple because the staff looks better, and having some fast infantry is a nice luxury in a necron force. However I think scytheguard look the coolest, but being so slow I'm not sure it's worth it. Not sure about sword and board or pistol and blade.
Spoiler:
My army currently looks like:
6 overlords (I think I'll convert to 2 Lord's and 2 crypteks, probably with the left overs from the above sprues)
48 warriors
10 Gauss immortals
1 monolith
2 stalkers (magnetised)
2 barges
12 scarabs
2 destroyers
I saw a good conversion of warriors to flayed ones recently - if they weren't so terrible I would get another box of warriors and make 20 FO...
Has anyone tried fixing a stalker heavy Gauss cannon to a destroyer? Heavy destroyers look terrible!
Not planning on getting anything else any time soon... Unless I magically paint lots of plastic....
I'm not convinced by the double battalion/brigade talk. You still end up taking a lot of things that are essentially a tax.
5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits. I still feel like a 3rd troops choice is a tax, but it's not terrible to have some redundancy. An extra 225pts in troops you don't really want? Plus an extra HQ or two, and possibly 3 of our sub par elite choices? If we had a 5CP stratagem that transformed all that crap into equal points of Destroyers I'd play it every game.
moonsmite wrote: Was thinking about this set up, and personally dont see the elites as the tax. just wish had more points for destroyers or wraiths
Spoiler:
Sautekh Brigade
1 Lord (hyperphase sword) 68
1 Cryptek (staff of light + Chromotron) 95
1 Immotek 160
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
5 Immortals (tesla carbines) 75
10 Immortals (tesla carbines) 150
10 Immortals (tesla carbines) 150
1 The deceiver 225
1 Triarch Stalker (twin heavy gauss cannon) 125
1 Triarch Stalker (twin heavy gauss cannon) 125
3 Canoptek Scarabs 39
3 Canoptek Scarabs 39
3 Canoptek Scarabs 39
1 Doomsday Ark 160
1 Doomsday Ark 160
1 Doomsday Ark 160
I know it's just a spit-balling list, but swap the Deceiver for the Nightbringer imo. The list doesn't have much of anything worth Deceiving up the board. At least the Nightbringer is a scary mofo to threaten potentially chargers with.
Moosatronic Warrior wrote: I'm not convinced by the double battalion/brigade talk. You still end up taking a lot of things that are essentially a tax.
5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits. I still feel like a 3rd troops choice is a tax, but it's not terrible to have some redundancy. An extra 225pts in troops you don't really want? Plus an extra HQ or two, and possibly 3 of our sub par elite choices? If we had a 5CP stratagem that transformed all that crap into equal points of Destroyers I'd play it every game.
3x10 plus 3x5 Immortals with an Overlord, a Lord, a Cryptek, and Immotehk is a stupid amount of firepower, considering those 10 man squads will hit on 2s, and reroll 1s to wound. Nasty. Fill out the rest with Destroyers and Doomsdays
Moosatronic Warrior wrote: I'm not convinced by the double battalion/brigade talk. You still end up taking a lot of things that are essentially a tax.
5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits. I still feel like a 3rd troops choice is a tax, but it's not terrible to have some redundancy. An extra 225pts in troops you don't really want? Plus an extra HQ or two, and possibly 3 of our sub par elite choices? If we had a 5CP stratagem that transformed all that crap into equal points of Destroyers I'd play it every game.
You require less for a double battalion than for a single brigade.
2 battalions needs 4 HQ 6 Troops and gives you 10 CP 1 Brigade needs 3 HQ 6 Troops 3 Elites and gives you 12 CP
So you pay more points to get that extra 2 CP.
Its not that cost effective, imo.
3x10 with an Overlord, lord, and Immotehk is a stupid amount of firepower, considering those 10 man squads will hit on 2s, and reroll 1s to wound. Nasty. Fill out the rest with Destroyers and Doomsdays
I edited your post. I don't think much has been lost.
TBH the only semi-reliable elite we have is the Triarch Stalker now that its priced more appropriately, and Ctan shards which are too expensive to spam.
Moosatronic Warrior wrote: 5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits.
This has got me thinking about that conundrum we had ages back:
What's the most efficient use of points?
• Immortals + things to make them better
• Or equal points of just straight up Immortals
Yes, 10 Tesla Immortals with MWBD are pretty good,
but are they better than 16 non MWBD Tesla Immortals?
(and yes, I'm aware the Overlord would probably taken no matter what because of HQ requirements, I'm just wondering what the efficiency difference would be regardless)
I think the 2 compulsory HQs prevent us needing to do the maths. If I'm not taking special characters my preferred HQ + Troop selection will probably be
3x Overlord
3x 10 Immortals
It unlocks a Battalion + another 1 CP detachment, and gives you 3 units of immortals that can always have MWBD and don't need to stick together.
Moosatronic Warrior wrote: I think the 2 compulsory HQs prevent us needing to do the maths. If I'm not taking special characters my preferred HQ + Troop selection will probably be
3x Overlord
3x 10 Immortals
It unlocks a Battalion + another 1 CP detachment, and gives you 3 units of immortals that can always have MWBD and don't need to stick together.
Agreed. I think 2 OL plus 3x10 Immortals is currently our best battalion. 3x5 can work for niche lists dumping points into super heavies or destroyers, but 3x10 feels right.
Automatically Appended Next Post: Though, i'd throw a lord in there as well, rerolling 1s to wound is clutch
This would be my double battalion list. Still old points, its 1991 points after CA is out. Cryptek tries to fix damaged DDAs, stalker provides re-roll 1s to hit, imotekh double buffs immortals, destroyers deepstrike, second cryptek can veil around the battlefield with another immortal unit. Scarabs hold objectives.
With Necrons i often see when opponent tag your foot units with flying transports (eldar) or similar. And they're done (except 1 veil).
The only solution is sitting in cover in position they can not reach you but it's often when you can not reach them too.
About CP. More CP vs better units choice is tough. I think i'll go with spearhead + outrider. It gives me 5CP and i can take 3xDDA, 3xAnni Barge, Destroyers, 2-3x6 Tomb Blades, 2xStalkers so on.
Necron troops are overcosted and i found them not very strong - they can be tagged or out of range.
Of course more CP we have more rerolls we use. But 5CP can be done without troop tax and will be okay for basic needs (destroyers, -1 QS, -cover)
Moosatronic Warrior wrote: I think the 2 compulsory HQs prevent us needing to do the maths. If I'm not taking special characters my preferred HQ + Troop selection will probably be
3x Overlord
3x 10 Immortals
It unlocks a Battalion + another 1 CP detachment, and gives you 3 units of immortals that can always have MWBD and don't need to stick together.
The isolated math is simple, add 50%, so 5 immortals.
Though concentration of power has something going for it and as said, you're bringing the OL anyway
Pyrothem wrote: I find his Storm to be extremely valuable. I run into a lot of eldar that love their Dark Reapers that punch holes in my Necrons from afar and with fire and fade I can never seem to touch them.
His Strom ability does not need line of sight and with a re roll thrown in you are sure to cut a few down dropping their fire power greatly. This also makes it safer to use a Vail becuase that the Forewarned strat is mostly pulled on D Reapers.
Yeah, I'm finding room for him in my lists now. Most lists I make will likely have a battalion like:
Spoiler:
HQ:
Imotekh (160)
Lord (68)
Troop:
Tesla Immortals (150)
Tesla Immortals (150)
Tesla Immortals (150)
Total: 678 points
MWBD 2-3 immortals, storm a target, and pop Methodical Destruction is so much firepower from troops.
With the price cut to Heavy Destroyers, I'm thinking you can fit 3×3 of those while the Immortals advance forward.
Think about how awesome using his two MWBD, and use the Strategem to use it another time, and now you got 3 squads of beefed up Heavy Destroyers. It was merely fun before Chapter Approved, but I'm considering it an actual option now.
Moosatronic Warrior wrote: 5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits.
This has got me thinking about that conundrum we had ages back:
What's the most efficient use of points?
• Immortals + things to make them better
• Or equal points of just straight up Immortals
Yes, 10 Tesla Immortals with MWBD are pretty good,
but are they better than 16 non MWBD Tesla Immortals?
(and yes, I'm aware the Overlord would probably taken no matter what because of HQ requirements, I'm just wondering what the efficiency difference would be regardless)
They're pretty even. MWBD increases base tesla output by 50%. However the real benefit of it is counteracting -1 to hit, which halves tesla damage output.
Moosatronic Warrior wrote: 5 man Immortal squads are ok sure, but you wouldn't even think of taking them for their own sake. 10x Tesla with an Overlord to MWBD is a unit that gets stuff done, and I can see a couple of them earning a place in a list on their own merits.
This has got me thinking about that conundrum we had ages back:
What's the most efficient use of points?
• Immortals + things to make them better
• Or equal points of just straight up Immortals
Yes, 10 Tesla Immortals with MWBD are pretty good,
but are they better than 16 non MWBD Tesla Immortals?
(and yes, I'm aware the Overlord would probably taken no matter what because of HQ requirements, I'm just wondering what the efficiency difference would be regardless)
I view it more of how do I best use the units I'm required to take, which is HQ and Troops. You have to take both, take them in the quantities that make them work best together.
I view it more of how do I best use the units I'm required to take, which is HQ and Troops. You have to take both, take them in the quantities that make them work best together.
This is one reason why Knights mixed with Guard are so frustrating to me. Their "best working quantities" are tiny in comparison to everyone else, so they can stack up CP like crazy. I'm extremely surprised that CP hasn't been changed to only be spendable on the faction keyword that generated it.
It's also something I hate about our HQs. Without psykers, we're kinda boring. We have some ok options, but there's nothing beyond very linear buffs. Imotekh is the closest we have to an interesting HQ option.
Imagine a world where C'Tan had optional but more expensive HQ profiles. Or where an Overlord can carry a fragment of a shard and gain a C'Tan power, with some kind of risk attached. It'd be incredible, but it'll never happen.
So I'm trying to include Zahndrekh/Orikan/Imotekh/Obyron in my lists, but the thing is I'm kind of disappointed with Sautekh dynasty. How do you guys use the dynasty trait?
Which units benefit the most? I can only see Destroyers being decent with Advance + shoot.
Beyond that, which are some spicy combination for Dynasty Traits + units that have been successful for you? I'm trying to figure out how to run my Doomsday Arks, destroyers, wraiths, lychguard, Monolith and even immortals..
MrPieChee wrote: I've got ten praetorian/lychguard still on sprues - how do the current configurations match up?
I was planning on building rod praets simple because the staff looks better, and having some fast infantry is a nice luxury in a necron force. However I think scytheguard look the coolest, but being so slow I'm not sure it's worth it. Not sure about sword and board or pistol and blade.
Spoiler:
My army currently looks like:
6 overlords (I think I'll convert to 2 Lord's and 2 crypteks, probably with the left overs from the above sprues)
48 warriors
10 Gauss immortals
1 monolith
2 stalkers (magnetised)
2 barges
12 scarabs
2 destroyers
I saw a good conversion of warriors to flayed ones recently - if they weren't so terrible I would get another box of warriors and make 20 FO...
Has anyone tried fixing a stalker heavy Gauss cannon to a destroyer? Heavy destroyers look terrible!
Not planning on getting anything else any time soon... Unless I magically paint lots of plastic....
With the huge points drop that Shield Lychguard have received I'm going to try them again. With the emphasise the new missions have placed on objectives I think a few units with some staying power would be quite useful - and in a pinch can pop the shield strat to help and also deal MW back.
Deceiver redeploys Monolith / Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.
I don't know if I wanna destroy the Outrider detachment and just get the Wraiths + Destroyers in the battalion and just get rid of the scarabs, the cloaktek and 1 DDA. Or maybe the Monolith? Or the HQ - Lychguard combo?
Moosatronic Warrior wrote: How about the most important Necron question: What do we think of the Monolith?
Approximately 2 Battle Cannons and 4 Heavy Bolters worth of shooting for 320pts is still not a great deal, but the mobility it provides is hard to put a price on.
Deep striking it means you can't use it's teleporting tricks till turn 3, and you may struggle to find a big enough landing zone, so I would probably never do that.
The Deceiver bomb is still an option with the same pro's and cons. The extra 61pts probably won't change your chances of either winning big or losing big with that kind of list.
I think there is now room to take one, and just deploy it normally, without having some big trick in mind. Let it roll around doing a bit of shooting, and providing some movement options for infantry units.
A Catachan Leman Russ Tank Commander with Battle Cannon and 3x Heavy Bolter is 194 pts. It does an average of 6,61 battle cannon hits at 72" while moving up to 5" or 3,31 battle cannon hits while moving up to 10" and 7 S5 AP-1 hits at 36" while standing still or 5,25 S 5 AP-1 hits at 36" after moving up to 10". A Leman Russ has T8 and a 3+ Sv and 12 wounds and is a Character Vehicle. You're paying 16,17 pts per wound.
A Sautekh Monolith with a Particle Whip and 4 Gauss Flux Arcs is 320 pts. It does an average of 4 battle cannon hits at 24" while moving up to 6" or 3 hits after moving 6+D6" and also does 8 S5 AP-2 hits at range 24" while moving up to 6" or 6 S5 AP-2 hits at range 24" after moving 6+d6". A Monolith has T8 and 3+ Sv and 20 wounds + any wounds it gets back from Living Metal and it is a Titanic Vehicle. You're paying 16 pts per wound, if you're assuming you get 2 wounds back with Living Metal, 14,5 pts per wound.
You're missing a third of your firepower, is it worth it to sacrifice that for the ability to teleport units over? No, cut off another 40 though, then I think we might start talking. The Monolith is still bad, worst unit? Probably not any longer, but that depends on the buffs the other worst units got (if any). The Nid melee KEQ with the flamer is pretty damn terrible AFAIK.
Think about how awesome using his two MWBD, and use the Strategem to use it another time, and now you got 3 squads of beefed up Heavy Destroyers. It was merely fun before Chapter Approved, but I'm considering it an actual option now.
Twice, The Phaeron's Will allows you to use it a second time and Imotekh's ability lets him use it a second time. No third time allowed, but if you have two Overlords and one of them is upgraded you now have 3-4 MWBDs instead of 2-3.
momerathe wrote: They're pretty even. MWBD increases base tesla output by 50%. However the real benefit of it is counteracting -1 to hit, which halves tesla damage output.
Same difference, you're adding an equal number of hits to your attack. So you either destroy 1x pts of Nightlords without MWBD or 1,5x pts with MWBD. Against Alpha Legion you destroy 0,5x pts or 1x pts. The difference is 0,5x either way. Either way -1 is a strong counter to Tesla and the +1 is a huge benefit. I think taking 1 Overlord for every 10 Immortals is a bit silly, he's way too pricy and doesn't do enough on his own to justify using him in such a way. At worst you're facing a -2 and your +1 only adds 33% or 0,17x.
I lost an EW (Kill Point) game against triptide Tau going second with my Supreme Seraptek list, Seraptek lost 26 wounds T1 while I killed 5 Drones. Between falling back and shooting with the triptides and 5+ Overwatch I got annihilated. I sent two DLords after a Coldstar in my back-lines to make sure I killed it, one got the job done, I had CP to fight again if I failed with one, I wasn't greedy enough when I needed everything I could muster at the front.
The sad thing is that the monolith has too many rules to ever be points efficient, maybe if they made deep strike a stratagem for it, they could drop the points more, but at that point it would just be a CP tax because you'll never start with it on the board. The other problem is it's competition for emergency invasion beams, since it can only be used when you lose your last night scythe or monolith. If you are not planning on using night scythe delivered lychguard that might not be a drawback, but if you are running a split CC gunline list, lychguard in CC on turn two against a target of your choice is probably too good to pass up.
As for worst unit, still the obelisk, and that's unlikely to change unless they make tesla orbs/destructors not suck.
I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.
*edit* So here is what I'm thinking about for gunline necrons, nothing to earth shaking, the only real notable divergences from the other list posted in a similar vein is going with Imotekh to support two units of tesla immortals, and including a stalker to support the immortals as the DDAs won't need reroll ones since they'll get it from their dynasty. I do skip wraiths in what might surprise some, but without support (since the focus is on gunline) I just don't think they are worth it. Everything else is pretty garden variety, Standard screen of scarabs, triple DDA nihilak spearhead, tomb blades and destroyers.
necr0n wrote: So I'm trying to include Zahndrekh/Orikan/Imotekh/Obyron in my lists, but the thing is I'm kind of disappointed with Sautekh dynasty. How do you guys use the dynasty trait?
Which units benefit the most? I can only see Destroyers being decent with Advance + shoot.
Any sautekh unit with a heavy weapon that moves, or count as moving after deepstriking. Doom scythes, canoptek tomb sentinel, DDAs..... Sautekh lets you choose imotekh, which is a good HQ choice, and probably the main reason you pick sautekh. The dynasty buff itself is pretty weak, because we dont have many units with heavy weapons.
Beyond that, which are some spicy combination for Dynasty Traits + units that have been successful for you? I'm trying to figure out how to run my Doomsday Arks, destroyers, wraiths, lychguard, Monolith and even immortals..
You dont run a monolith, because its still bad. With the exception of imotekh our named characters are all bad. Still to expensive for what they can do. DDAs benefit from nihilakh re-rolling hit rolls of 1s when not moving. Destroyers as nephrekh for deepstriking. Wraiths either nehprekh for auto advancing 6", or novokh to re-roll failed hit rolls after charging, or nihilakh to give them a 2++ inv with a stratagem. Lychguard as novokh, nephrekh, nihilakh. Immortals dont benefit much from dynasties,
I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.
What makes you think he cant enter buildings ? Are you talking about ruins ? Because buildings dont exist in the rules.
I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
I just had an interesting thought about the points decrease on vehicles - what if its an indirect buff to RP?
Think about it, what is really effective against infantry with RP? High rate of fire weapons that can overwhelm units, which typically deal 1-2 damage. What is effective against vehicles protected by QS? The same sort of weapon.
So if our vehicles are cheaper, we can field more of them as well as more infantry, so our opponents are forced to direct fire against more targets, meaning that more RP eligible models may survive long enough for RP to proc.
Another thing to note is that the units that have the best chance of proccing RP, troops and shieldguard, also received a price reduction. Troops are generally taken in large enough numbers for RP to matter, and shieldguard are actually pretty damned durable. A min squad of 5 has as many wounds as 10 immortals, with a higher toughness stat and an invul to boot.
That only makes sense if you were taking THAT many vehicles in the first place. The new points aren't terrible at least, but our main mechanic is still too easily ignored.
Pyrothem wrote: I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
As always, the bonus to Tesla units diminishes after the first +1.
It's better, for total damage dealing potential, to have two Tesla units at +1, rather than one at +2. So spread the love.
It's also something I hate about our HQs. Without psykers, we're kinda boring. We have some ok options, but there's nothing beyond very linear buffs. Imotekh is the closest we have to an interesting HQ option.
.
Our most interesting HQ's to use have got to be Zhandrekh and Obyron. You get one passive (Obyrons reroll wound aura), and 4 activated abilities (MWBD, Transient Madness, Counter Tactics, Ghostwalk Mantle). Plus the rarely used bonus abilities of Vargards Duty and Cleaving Counter Blow.
Counter Tactics will not come up that often, but the other 3 activated abilities should be used every turn. Ghostwalk Mantle, like all movement affecting abilities, provides huge tactical flexibility:
-You can obviously use the mantle to set up impressive plays where Zhandrek is Veiled/Dimensional Corridor-ed/Grand Illusioned/Tomb World Deployed across the board, and Obyron follows with a big unit of Lychguard, but it also works very well over short distances.
-They will always make one unit move about twice as fast every turn. Even when NZ and VO start a turn right next to each other, a 5" move + advance from NZ + Ghostwalking 6" in front of him, will let a nearby unit "hop" 12-18"- getting them in firing/charge range of a target they might not have reached otherwise.
-If CC occurs the mantle really shines; you can pull a unit out of combat and still shoot and/or charge afterwards -preventing a cheeky Wave Serpent shutting down Immortals, or launching Lychguard into a new fight able to strike first.
-Even when there's no unit you want to teleport the pair can be used to pull off a surprise assassination. Obyron is tied with Anrakyr for our killiest HQ choice (not including Novokh characters having a relic/WL trait wasted on them). NZ's move + advance+ ghostwalk + VOs charge = 17.5" average strike range, with the ability to jump over a screen in the middle. That distance can be increased with MWBD (on either or both), or with Solarmills? Charge!, or a CP reroll. I've bagged Slay The Warlord with this recently.
That ended up loner than intended. TLDR: This dynamic duo are more interesting to use than a pair of psykers form most armies.
The sole issue I have with Oby & Zahn is they come with Sautehk, which doesn't really support my usual playstyle
However, I'm hearing more and more about them so I'm wondering if I should
Battalion lead by a pair of crypteks to serve as shootoing line, Supreme Command of the big 3, Imo buffing the guns, Zahn being Decievered up the table (just the shard and Zahn is all you need for this to work, because suprise C'tan, bring a brick of Warriors if you wanna be a knob and score high), and then Oby coming in with a unit of Lychguard
it's a tactic I need to have a look at. Monolith might actually be a vlid choice to get even more people out up front if you score extremely well
Oby & Zahn are 275 pts. Thats insane for adding some movement to a single unit. Its at least 355 pts. to bring one unit across the map. Then they are stuck there, they would have to walk from there, unless you have a ghost ark which is another 135 pts., or a monolith for 321 pts. Neither of them excel at melee or shooting. They are not worth the points.
Here's a balanced list that fits in all our fun teleporting options whilst still having a solid core of powerful units:
Zhandrek Obyron Overlord + Veil + Voidscythe
10x Tesla Immortals 10x Tesla Immortals 10x Tesla Immortals
10x Lychguard
5x Destroyers
Doomsday Ark Doomsday Ark Monolith
Our teleporting tricks only work on infantry units, so there's 5 of them that can all pack a punch.
There are well over a dozen ways to chain the different teleporting mechanics together to allow you to pretty much put any unit anywhere, but I'm not going to go into them here. Having lots of options is the point of the list, but here are 2 possible opening tricks:
1: The classic: Veil Zhandrek > Ghostwalk Lychguard to Zhandrek > 3" charge for Lychguard.
2: Jump 4 souped up shooting units into the midfield:
-MWBD on all three Tesla squads from the Overlord+ Zhandrek+ Phaerons Will Strat. The Destroyers get their Extermination Protocols strat. -One Tesla unit is Veiled to anywhere. -One Tesla unit is Ghostwalked 15.5" forward from Zhandrek (Zhandreks advance 8.5"+ Ghostwalk range 6"+ 1" base size) -One Tesla unit is Dimensional Corridor-ed 9" forward from the Monolith (3" disembark+ 1" base size+ 5" move) -The Destroyers move forward 10" (plus an advance if necessary thanks to the Sautekh trait)
This negates our 24" range limitation nicely and all that shooting plus the DDAs, and maybe the Monolith, could do some serious damage. Throw in Methodical Destruction somewhere to top it off.
Oby & Zahn are 275 pts. Thats insane for adding some movement to a single unit. Its at least 355 pts. to bring one unit across the map. Then they are stuck there, they would have to walk from there, unless you have a ghost ark which is another 135 pts., or a monolith for 321 pts. Neither of them excel at melee or shooting. They are not worth the points.
I'm not suggesting that these two will be a feature of the most competitive lists, merely that they are very interesting to use. However, I would argue a few of your points:
1- They fill your 2 compulsory HQ slots so it's not an extra 275pts, they cost about 100pts more than 2 basic HQs. And they are adding movement to a unit every turn, as well as the ability to fall back and act normally. Plus they have better stats than the basic HQ versions, and a few extra abilities.
2- If you do use them to, for example, launch 10 Lychguard up the board, they are by no means "stuck there" in any negative sense. Firstly "there" is where the action is. There is a unit of Lychguard for them to support, and they can keep Ghostwalking them, which provides a significant amount of movement even when NZ and VO are right by each other.
3- They don't excel at shooting or melee because, like all Necron HQs, they are support characters. VO is pretty choppy in his own right though.
Pyrothem wrote: I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
If you're going Sautekh, I'd just bring Imotekh to call the storm to easily proc Methodical Destruction.
Pyrothem wrote: I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
If you're going Sautekh, I'd just bring Imotekh to call the storm to easily proc Methodical Destruction.
Bear in mind that this interpretation of “attack” has not been consistently upheld at all events. Many different TOs have ruled on this differently—especially after the FAQ syntactical change.
I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.
What makes you think he cant enter buildings ? Are you talking about ruins ? Because buildings dont exist in the rules.
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.
Pyrothem wrote: I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
If you're going Sautekh, I'd just bring Imotekh to call the storm to easily proc Methodical Destruction.
Bear in mind that this interpretation of “attack” has not been consistently upheld at all events. Many different TOs have ruled on this differently—especially after the FAQ syntactical change.
This is true.
I recall when the codex originally came out, the disagreement on the wording of 'unsaved wound' was that it implied that you were taking a save roll and failing, excluding mortal wounds and therefore Imotekhs ability.
Now with the latest errata, they changed it to be attack that causes you to lose one or more wounds. In this context, mortal wounds can trigger it, but now the confusion is on the word 'attack'.
Hopefully we can get another FAQ response on this issue!
I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.
What makes you think he cant enter buildings ? Are you talking about ruins ? Because buildings dont exist in the rules.
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.
With the fly keyword, walls don't really matter in the movement phase.
Moosatronic Warrior wrote:
1- They fill your 2 compulsory HQ slots so it's not an extra 275pts, they cost about 100pts more than 2 basic HQs. And they are adding movement to a unit every turn, as well as the ability to fall back and act normally. Plus they have better stats than the basic HQ versions, and a few extra abilities.
Good point, i didnt think of that.
Moosatronic Warrior wrote:
2- If you do use them to, for example, launch 10 Lychguard up the board, they are by no means "stuck there" in any negative sense. Firstly "there" is where the action is. There is a unit of Lychguard for them to support, and they can keep Ghostwalking them, which provides a significant amount of movement even when NZ and VO are right by each other.
Depends on who you play against. A fast moving army like (Dark) Eldar can choose to ignore you where you are and move away quickly. Thats what i meant with stuck there.
Moosatronic Warrior wrote:
3- They don't excel at shooting or melee because, like all Necron HQs, they are support characters. VO is pretty choppy in his own right though.
Not really pretty choppy. A SM captain with TH outperforms him, for less points. Im not talking about captain slamguinius here, just a regular captain.
Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.
Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.
Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.
Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.
He doesn't have the fly keyword during the charge phase, and can't move through ceilings or walls even when he is flying.
Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.
Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.
Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.
Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.
He doesn't have the fly keyword during the charge phase, and can't move through ceilings or walls even when he is flying.
He doesn't lose the fly keyword during the movement phase, but he can only ignore terrain and models during the movement phase...and that's exactly why he can move through walls and ceilings during the movement phase. Models with fly completely ignore terrain in the movement phase. The limitations on moving through walls only applies to normal movement.
necr0n wrote: Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.
Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers around and trying to take them away from sticky situations with VoD.
You're paying way too many points for the movement tricks, while having precious little that benefits from them. One of the Arks should go to fill out that Lychguard unit for starters. I think the Cloaktek and Zahndrek/Obyron combo is enough, the Deceiver seems like overkill. I'd use those points to trade the warriors in for more full Immortal Squads.
necr0n wrote: Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.
Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.
You're underpaying for your Lychguard. 5*(19+3+6)=5*28=140=/=125
I'd cut the Nephrekh stuff, there isn't room in your list for that I don't think, you want to get some actual use out of Obyron, however, as is your biggest Obyron target is a 150 pt unit and you only have 350 pts of Sautekh Infantry in addition to that. Get a 2x20 Warriors in there instead of the Wraiths and Scarabs. Cut the DDAs for a Ghost Ark and some more Lychguard or if you want to be more serious, cut the Lychguard entirely.
You can't have your cake and eat it too. The Nephrekh element is strong, but it's taking up so much that you're strangulating any chance of the Zahndrekh element to be worth its asking price, you'll probably find that out after a couple of games and then go back to playing a more cookie-cutter battalion with a Nephrekh outrider, which is probably going to be stronger than any Obyron list, but I think this manages to be weaker than something like that but also weaker than something that takes full advantage of what Obyron brings to the table.
necr0n wrote: Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.
Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.
Like others have already said, I think you're spreading yourself too thin. Your list should commit to a gimmick and invest in it.
If the redeploy strat, I'd suggest changing the troops to MSU immortals and maxing out the lychguard.
Moosatronic Warrior wrote: Here's a balanced list that fits in all our fun teleporting options whilst still having a solid core of powerful units:
Zhandrek
Obyron
Overlord + Veil + Voidscythe
10x Tesla Immortals
10x Tesla Immortals
10x Tesla Immortals
10x Lychguard
5x Destroyers
Doomsday Ark
Doomsday Ark
Monolith
Our teleporting tricks only work on infantry units, so there's 5 of them that can all pack a punch.
There are well over a dozen ways to chain the different teleporting mechanics together to allow you to pretty much put any unit anywhere, but I'm not going to go into them here. Having lots of options is the point of the list, but here are 2 possible opening tricks:
1: The classic: Veil Zhandrek > Ghostwalk Lychguard to Zhandrek > 3" charge for Lychguard.
2: Jump 4 souped up shooting units into the midfield:
-MWBD on all three Tesla squads from the Overlord+ Zhandrek+ Phaerons Will Strat. The Destroyers get their Extermination Protocols strat.
-One Tesla unit is Veiled to anywhere.
-One Tesla unit is Ghostwalked 15.5" forward from Zhandrek (Zhandreks advance 8.5"+ Ghostwalk range 6"+ 1" base size)
-One Tesla unit is Dimensional Corridor-ed 9" forward from the Monolith (3" disembark+ 1" base size+ 5" move)
-The Destroyers move forward 10" (plus an advance if necessary thanks to the Sautekh trait)
This negates our 24" range limitation nicely and all that shooting plus the DDAs, and maybe the Monolith, could do some serious damage. Throw in Methodical Destruction somewhere to top it off.
Oby & Zahn are 275 pts. Thats insane for adding some movement to a single unit. Its at least 355 pts. to bring one unit across the map. Then they are stuck there, they would have to walk from there, unless you have a ghost ark which is another 135 pts., or a monolith for 321 pts. Neither of them excel at melee or shooting. They are not worth the points.
I'm not suggesting that these two will be a feature of the most competitive lists, merely that they are very interesting to use. However, I would argue a few of your points:
1- They fill your 2 compulsory HQ slots so it's not an extra 275pts, they cost about 100pts more than 2 basic HQs. And they are adding movement to a unit every turn, as well as the ability to fall back and act normally. Plus they have better stats than the basic HQ versions, and a few extra abilities.
2- If you do use them to, for example, launch 10 Lychguard up the board, they are by no means "stuck there" in any negative sense. Firstly "there" is where the action is. There is a unit of Lychguard for them to support, and they can keep Ghostwalking them, which provides a significant amount of movement even when NZ and VO are right by each other.
3- They don't excel at shooting or melee because, like all Necron HQs, they are support characters. VO is pretty choppy in his own right though.
This I want to try out. There is definitely potential in chaining end-of-movement teleporting shenanigans. It's hard to keep your head above water and do it right but it'll leave your enemy bedafled
Think I said this last time you posted 7 or so neat teleporting comboes but it still applies, I think it's awesome.
If any of you can spare the time, I've got a couple of questions that don't really relate to CA:
1) Why are Tesla Immortals so much more popular than Gauss ones?
I get that Tesla Immortals have synergy with MWBD, so I can understand including a unit of them per Overlord. However, it seems that Tesla is basically always taken even when someone is using far more Immortal units than Overlords. Is the AP-2 really not worth it? It seems like it gives the unit a lot more versatility.
2) What are your thoughts on the different Dynasty Codes?
My lists generally use:
- Destroyer Lord
- Overlord
- Immortals
- Wraiths
- Destroyers
- 1 Triarch Stalker
(I also have a CCB/Annihilation Barge, a few scarabs and 10 Deathmarks, some or all of which might actually see use now.)
Anyway, it just seems like there isn't any obvious option. Sautekh is useful for the Stalker but not much else, Novokh is okay for the Wraiths and D. Lord but not much else, Mephrit is okay for the Destroyers and poor or useless for everything else, Nephrekh is good for the Wraiths (and maybe the D. Lord) but mediocre or poor for everything else, and Nihilakh just seems crap on everything. Maybe they're just well-balanced, but that doesn't help me when it comes to choosing one.
vipoid wrote: 1) Why are Tesla Immortals so much more popular than Gauss ones?
MWBD synergy like you said, Assault 2 instead of Rapid Fire 1 both so you can keep up full weight of fire and so you don't have to get dangerously close to achieve the weapon's full potential, and anti-horde utility without sacrificing too much general power--20 Tesla shots that generate another quarter or so again extra hits is nothing to sniff at against even 3+ saves. The only unit I'd be tempted to run Blasters on would be Tomb Blades, because they're far more able to utilise the Rapid Fire aspect, or Immortals you're planning to teleport or Veil into a backline somewhere you'll probably be in RF range as soon as you pop in.
Blasters just don't quite have the extra edge in anything like Tesla has against hordes, and unless you can guarantee they can both realibly get into and stay in RF range, they're not pulling nearly as much weight. That said, if you can, a Mephrit detatchment of them is hitting with AP-3. It's mainly getting them into that position that's tricky. Maybe if the Monolith did its job as a siege transport they'd be more viable.
Well at least at minimum Gauss Immortals have two niche roles for them:
1. Sautekh ones can advance and shoot. How much a utility that is? Meh.
2. Dropped out of a Flying Croissant.
That's maybe about it for now. They're not bad at all, but Tesla fulfills a need.
vict0988 wrote: Cut the DDAs for a Ghost Ark and some more Lychguard
... well that's the first time that's ever been suggested.
For me there's one simple thing that would make me want to take Lychguard that GW has refused to do after so many chances to fix it:
Mixed Wargear.
Allow Lychguard units to be able to take Warscythes AND Swords+Shields in the same unit and you'd fix one of their biggest issues. (all other armies are able to do so, hell even in our own codex are we allowed to do so (TBs), why are LG handicapped like this?)
Pyrothem wrote: I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!
As always, the bonus to Tesla units diminishes after the first +1.
It's better, for total damage dealing potential, to have two Tesla units at +1, rather than one at +2. So spread the love.
Agree - Imotekh and two Tesla Immortal units are the first thing added to every list I do.
So tried out my mixed list (below in spoilers) against a fairly nasty death guard list (3 plague burst crawlers, 3 blight drones, demon prince, a cultist blob, plague marines in rhinos, a couple of lords and a few support characters), and won 27 to 13 using ITC missions. Without getting into all of the gory details, the wraiths did their job and kept two plaugeburst crawlers tied up, killed a lord, reduced the cultist blob to three dudes, but we all know how good wraiths are. The double deploy lychstar functioned as well as I had hoped, dropping a plague burst crawler, two rhinos, three(?) characters, a squad of plague marines, and all of that just from getting shot out of the night scythe on turn 1, I never even needed to use the veil. The overlord with them died to an unfortunate set of botched rolls, but hey that's 40k for ya. Tomb blades more or less just kept the demon prince busy the whole game, he was never quite able to finish them off, and just enough would get up with reanimation protocols to keep him from wiping the squad the next round. Destroyers were ok, they dealt with the plague drones, cleaned up a squad of plague marines going for an objective, I wanted them to dunk the demon prince, but he was saved by the character rule. I'd say tying up the plaugebusrt crawlers is what won me the game, he had very few units with fly, so the lychstar and wraiths being in his gunline from turn 1 just shut down his offense.
Because I kept his heavy guns tied up, reanimation protocols really saved my bacon, I got back around back 8 lychguard (224 points), 3 destroyers (150 points), and 11 tomb blades (252 points) over six turns, it was an unassailable amount of snowball. My big problem is I burned through all of my CP by the end of the second round, which is why my overlord died on turn 3, with no chance to come back. Anyway Just thought I'd let you guys know how my crazy new idea worked out.
Spoiler:
-->Nephrek battalion<--
-=HQ=-
Lord - 65 (74)
+Voidblade - 6
1) Why are Tesla Immortals so much more popular than Gauss ones?
I get that Tesla Immortals have synergy with MWBD, so I can understand including a unit of them per Overlord. However, it seems that Tesla is basically always taken even when someone is using far more Immortal units than Overlords. Is the AP-2 really not worth it? It seems like it gives the unit a lot more versatility.
There is a stratagem that lets you do MWBD twice, so only one overlord needed to buff two units. There is another stratagem that removes cover. Tesla is always two shots. Tesla can still shoot after advancing. Tesla always scores three hits when overwatching on a natural 6.
2) What are your thoughts on the different Dynasty Codes?
My lists generally use:
- Destroyer Lord
- Overlord
- Immortals
- Wraiths
- Destroyers
- 1 Triarch Stalker
(I also have a CCB/Annihilation Barge, a few scarabs and 10 Deathmarks, some or all of which might actually see use now.)
Anyway, it just seems like there isn't any obvious option. Sautekh is useful for the Stalker but not much else, Novokh is okay for the Wraiths and D. Lord but not much else, Mephrit is okay for the Destroyers and poor or useless for everything else, Nephrekh is good for the Wraiths (and maybe the D. Lord) but mediocre or poor for everything else, and Nihilakh just seems crap on everything. Maybe they're just well-balanced, but that doesn't help me when it comes to choosing one.
Could someone give me some advice?
Sautekh is useful for taking imotekh, and for any unit with heavy weapon that moves, it also gives you access to a stratagem which gives +1 to hit, which means tesla explodes on 4+. Imagine MWBD twice on two units of 10 tesla immortals. Targeting, and wounding, an enemy unit with the stalker, then using that stratagem on that enemy unit. 40 tesla shots hitting on 2+, re-rolling 1s. You can score 80 hits with this. Dont underestimate a 9 model unit of novokh scarabs. 36 attacks, re-rolling all failed hits. Mephrit is meh on footslogging infantry (although charging mephrit tesla immortals can be quite dangerous), but ok on flying units, its easier to get within half range, and they can still fallback and shoot in case they get attacked in melee. Nephrekh is good for deepstriking infantry (which includes (heavy) destroyers) and scarabs. Auto advancing 6", which benefits CC units like scarabs and wraith, who can still charge with a stratagem. Nihilakh is good for units that dont move, like the DDA. There is a nasty nihilakh stratagem which gives +1 to saves, if you didnt move, or are within 3" of an objective marker. If wraith manage to tie up a knight in CC they become pretty much indestructible with that stratagem, its a 2+ inv. The knight cant fallback because wraith arent infantry nor swarm. A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice. If you have two tvaults, both can get a 3+ inv.
Dont just look at the code only, there are stratagems involved as well, some are quite strong.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
daismith906 wrote: Luckily ive been given a part built triach stalker by a friend whats the best loadout for it?
Gauss if you want it to support DDAs or if you're planning on being agressive, Particle if your want it to support Warriors. Heat if you're expecting your opponent to be agressive. Gauss is the most versatile because of range and is what I'd recommend if you're building your first one, it's not like the 4 extra shots with Particle is going to make a huge difference against Orks anyway if that is what you're shooting at.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
Very overrated. It won't protect the rest of your army, paying 4 CP is a total waste in most circumstances. The Sautekh Strat increases your firepower by 50% if you're just gunning down a huge blob of whatever, while less meaningful your opponent can't play around it in the same way you can with the Nihilakh Strat.
-The maths shows that it's better against more targets, especially at 24" which is where you want to be.
-In practice I've found that Tesla scares people, while Gauss feels like nothing until you get in 12".
-Tesla benefits much more from MWBD, and you will always have 2-3 uses of MWBD in a list.
-Tesla Immortals are our best unit at what they do: anti horde
-Gauss Immortals provide AP, everything has AP in our army (if it isn't Tesla)- Both Destroyers, Wraith, Lychguard, DDAs, Pretorians, Warriors, Monolith, HQ weapons, C'tan... We have so much AP that invul saves are one of our biggest problems to deal with.
So, Tesla is far better at doing it's job than Gauss is, and Teslas job is one that actually needs doing.
Dynasty Traits
The problem with our Dynasties is that none of them are very good in general- they only really help specific units.
Mephrit: This is a really good boost for rapid fire weapons.
Novokh: Obviously for CC units, but not Pretorians, or C'tan, and won't do a lot for Lychguard (or Flayed ones lol) if you're using MWBD. So Wraith and Scarabs.
Nephrek: Also Nice for Wraith and Scarabs due to the advance and charge strat.
Nihilak: DDAs.
Sautekh: Mandatory for Doom Scythes and Tomb Sentinels. Handy on DDAs and Gauss Cannon Anni Barges.
All of these can help other units, a little bit, sometimes.
If you're spamming a particular type of unit from the above there may be an obvious Dynasty, but most lists don't seem to be. So it comes down to the stratagems, Warlord Traits, and special characters (The Veil is the only relic). Since the FAQ to first turn reserves nerfed Nephrek, there is one clear winner in all three of these options: Sautekh.
Sautekh is the default Dynasty. Only when your list skews heavily in a specific direction should you consider anything else.
More on Zhandrek and Obyron (because I can't help ranting about them)
If we assume that both characters move and advance an average of 8.5" before using the Ghostwalk Mantle, and that the target unit also moves 5", then the ability effectively means:
-Draw a 39" diameter circle centered on Obyron.
-Draw a 31" diameter circle centered on Zhandrek.
-Any infantry unit in Obyrons circle can be moved to anywhere in Zhandreks circle.
That's a massive amount of board. If NZ and VO start the turn holding hands in the middle of the board, you can teleport a unit from your deployment zone into your opponents deployment zone.
If you take a Monolith (maybe you shouldn't lol), and use Dimensional Corridor(DC) on either NZ, VO, or the target unit prior to Ghostwalking, then additionally:
-Any unit in Obyrons circle can be moved to anywhere in Zhandreks circle, or anywhere in a 45" diameter circle centered on the Monolith -(DC NZ)
-Any unit in Obyrons circle, or within a 53" diameter circle centered on the Monolith, can be moved to anywhere in Zhandrekhs circle -(DC VO)
-If the Monolith is within 4" of Obyrons circle, any infantry unit on the board can be moved to anywhere in Zandrekhs circle -(DC the unit)
That's an awesome set of mechanics to have access to in a strategy game, and adds some real depth to the army. Competative? Probably not, but many opponents are not going to be able to keep track of all the things that could happen.
Love these rants, problem of course is that you yourself likely end up as confused as the opponent.
But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.
Automatically Appended Next Post: How do you draw a. 31" circle around NZ?
He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle
Agreed about the dynasty traits. They are really limited and don't do anything to benefit the army as a whole. I don't know if its a difference in design policy, incompetence or malice, but compared to what other factions get, they are more or less useless unless you have a really specific build in mind.
If the necron codex is to be redone, the dynasty traits should be the first on the block.
torblind wrote: Love these rants, problem of course is that you yourself likely end up as confused as the opponent.
But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.
Automatically Appended Next Post: How do you draw a. 31" circle around NZ?
He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle
Right, with advance, he'll move 8.5". If he gives himself MWBD, it will be 9.5" from his initial spot. VO picks them up and adds a another 6" so 15.5" total from his initial spot.
If you chose to move NZ in the opposite direction instead, then you double that value.
torblind wrote: Love these rants, problem of course is that you yourself likely end up as confused as the opponent.
But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.
Automatically Appended Next Post: How do you draw a. 31" circle around NZ?
He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle
Right, with advance, he'll move 8.5". If he gives himself MWBD, it will be 9.5" from his initial spot. VO picks them up and adds a another 6" so 15.5" total from his initial spot.
If you chose to move NZ in the opposite direction instead, then you double that value.
<-----15.5"-----> NZ <------15.5"------->
Oh I was thinking radius but I rereading I see that he says diameter of course. I guess it make senses since its the total distance traveled by target unit.
Yeah, diameter. Also the extra inch is the teleported units base size, only the edge of the base needs to be within 6" of Zhan. I suppose you can also add an inch to the diameters for Zhan and Obys base sizes.
problem of course is that you yourself likely end up as confused as the opponent.
Too right. I spent a silly amount of time figuring out how to write the options in a succinct manner in that post above.
Had my first game since CA on Wednesday. It was 1250 points vs Gaurd and I tabled him on on turn 6. 14 Victory points to 4. This had more to do with him not playing very well than anything else though
2 veteran squads
4 infantry squads - all with heavy weapons
2 chimeras
Vindicare Assassin
Leman Russ
Basilisk
2 scout sentinels
1 heavy weapons squad of lascannons
Let's just say I wasn't very confident going into the game, given the amount of forces he was able to take. But I was very aggressive and luckily I got first turn.
-My DDA just about had line of sight on his LRBT and popped it first turn.
-The Wraiths sprinted up my right flank and used the strat to make an 8 inch charge into a very poorly placed infantry squad.
-Veiled the Lord and one squad of Immortals behind his flamer squad on his right flank and killed them all.
-NB was a big disappointment all game. Powers were underwhelming and when he got into combat on turn 4, destroyed a chimera but then spent the next 5 combat phases failing to kill anything at all.
-Scarabs killed a sentinel and the DDA killed the other one
-His Basilisk and heavy weapons killed 4 Destroyers who were rubbish in the first 2 turns, doing almost nothing.
-Vindicare sniped my Cryptek dead by the end of turn 2. That thing is a steal for 80 points.
-Wraiths daisy chained onto the Basilisk on turn 2, rolling 10 inches for the charge and surrounding it. Killed it on turn 3
-Lord and Immortals charged his vets, spent the rest of the game in combat, the only significant damage to either particiant coming from exploding chimera
-3 Destroyers got back up and then they went to work, slaughtering everything for the remainder of the game.
-He shot a lot into my Wraiths and used smite and the Assasin to finish them all off on turn 4
-Other 2 squads of Immortals mopped up the rest of his infantry
-Game ended with heroic last stand of his HQ's in combat against my Scarabs, Nightbringer and Destroyers
In my next game against the same guy which will be 1500p, I will drop the NB because I feel he's not suited to this matchup and take a Triarch Stalker instead
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
TLR of one post in that thread, but there is no definitive ruling on this. AFAIK tournaments have been ruling that end of turn does not count as in a phase so it can be used multiple times. I wouldn't advise in though, it's a pretty gross use of CP for a unit that can just be ignored that turn.
Cynista wrote: Had my first game since CA on Wednesday. It was 1250 points vs Gaurd and I tabled him on on turn 6. 14 Victory points to 4. This had more to do with him not playing very well than anything else though
2 veteran squads
4 infantry squads - all with heavy weapons
2 chimeras
Vindicare Assassin
Leman Russ
Basilisk
2 scout sentinels
1 heavy weapons squad of lascannons
Let's just say I wasn't very confident going into the game, given the amount of forces he was able to take. But I was very aggressive and luckily I got first turn.
-My DDA just about had line of sight on his LRBT and popped it first turn.
-The Wraiths sprinted up my right flank and used the strat to make an 8 inch charge into a very poorly placed infantry squad.
-Veiled the Lord and one squad of Immortals behind his flamer squad on his right flank and killed them all.
-NB was a big disappointment all game. Powers were underwhelming and when he got into combat on turn 4, destroyed a chimera but then spent the next 5 combat phases failing to kill anything at all.
-Scarabs killed a sentinel and the DDA killed the other one
-His Basilisk and heavy weapons killed 4 Destroyers who were rubbish in the first 2 turns, doing almost nothing.
-Vindicare sniped my Cryptek dead by the end of turn 2. That thing is a steal for 80 points.
-Wraiths daisy chained onto the Basilisk on turn 2, rolling 10 inches for the charge and surrounding it. Killed it on turn 3
-Lord and Immortals charged his vets, spent the rest of the game in combat, the only significant damage to either particiant coming from exploding chimera
-3 Destroyers got back up and then they went to work, slaughtering everything for the remainder of the game.
-He shot a lot into my Wraiths and used smite and the Assasin to finish them all off on turn 4
-Other 2 squads of Immortals mopped up the rest of his infantry
-Game ended with heroic last stand of his HQ's in combat against my Scarabs, Nightbringer and Destroyers
In my next game against the same guy which will be 1500p, I will drop the NB because I feel he's not suited to this matchup and take a Triarch Stalker instead
There isn't too much for the NB to swing at in an AM army. Not many high toughness non-vehicles there. Nice with the heroic finale!
Prior to CA leaks I was bored with my tournament list so I was running a Novokh Deciever/Monolith bomb with Anrakyr+S&B Lychguard & warrior blobs for a few games and won 3 out of 3. Not once did I go first and never got over a two for grand illusion so I didn't get the fun "my entire army is 3-13 inches off your front line on turn one" jank, but it made for some fun, micromanage style games.
Now that's not saying it's a good list as I was not playing against top tier tournament lists, but it can work and be fun in a casual environment. Even more so with points drops.
I have a 6000 point APOC game coming up. I could use some advice, never fielded this much of my collection before at a time. Enemies are going to be mixed imperials (3 players vs 1), to compensate, since they each get 3 battleforged points a pop, I will be getting 9 for myself for battleforged (bringing me up to 33 cp)
Spoiler:
Nephrekh Batallion +5 CP (Intent is total (fearless, invuln'd) board control and ranged firepower)
Cryptek with Chrono
Cryptek with Chrono
Overlord w/ SoL, Immortal Pride
x20 Warriors
x20 Warriors
x20 Warriors
x3 DDAs
Nephrehk Batalion +5 CP (All Infantry in this detatchment will deploy from deep strike)
Anrakyr
Lord (WS, RO)
Overlord (WS, VR)
Nihilakh Supreme Command Detatchment +3 CP (Its a pylon with reroll 1s to hit to counter other titanic units, sucks the HQs are wasted)
Cryptek with Cloak
Cryptek with Cloak
Cryptek with Cloak
Triarch Stalker with HGC
Gauss Pylon
With my deployment strategy, I'll be spending 7 command points before the game. But i think that will be worth it. 30 Gauss Immortals Dropping in your face is a lot to deal with.
Your supreme command could take a Lord, overlord and cryptek for maximum sentry buffs. MWBD does everything nihilak does, so you could swap the dynasty to allow the characters to buff other units, or leave it for maximum buffs
DV8 wrote:TL;DR, End of Morale phase = End of Turn.
So....wut?
The end of your morale phase is not the end of your turn, otherwise reclaim a lost empire would say that you play it at the end of your morale phase. But thats not what the stratagem says. Likewise, the start of your turn isnt the movement phase either. You start your turn with MWBD, roll for RP, and regain lost wounds with living metal. All of this happens before your movement phase. Your movement phase starts when you pick one of your units and move the models. From the core rules, movement phase :
Start your Movement phase by picking
one of your units and moving each model
in that unit until you’ve moved all the
models you want to.
Automatically Appended Next Post:
iGuy91 wrote: I have a 6000 point APOC game coming up. I could use some advice, never fielded this much of my collection before at a time. Enemies are going to be mixed imperials (3 players vs 1), to compensate, since they each get 3 battleforged points a pop, I will be getting 9 for myself for battleforged (bringing me up to 33 cp)
I would run 6 seraptek heavy constructs in two super heavy detachments
PSA: I've seen several posts mentioning the triarch stalker benefiting from dynasty codes and using it to trigger the sautekh +1 to hit strategem. The triarch stalker does not gain dynastic codes ir the dynasty keywords, so it cannot do either of these things.
IanVanCheese wrote: It's a hell of a distraction and with three full units of Immortals, you should be able to grab objectives and provide supporting fire.
I genuinely think this is a decent list idea. If the monolith was good, it'd be even better.
The immortals could be dropped down to 3 units of 5, as they won't be getting much MWBD love. Then get 3 min size units of Tesla Tomb blades to go with them. That would be better for grabbing objectives while the stream of Lychguard provide a distraction. 6 MSU with Tesla can make pretty nice use of Methodical Destruction too.
Spoiler:
Zhandrekh
Obyron
Cryptek + veil
5x Tesla Imms
5x Tesla Imms
5x Tesla Imms
10x Shieldguard
10x Scytheguard
10x Scytheguard
3x Tesla Tomb Blades
3x Tesla Tomb Blades
3x Tesla Tomb Blades
IanVanCheese wrote: It's a hell of a distraction and with three full units of Immortals, you should be able to grab objectives and provide supporting fire.
I genuinely think this is a decent list idea. If the monolith was good, it'd be even better.
The immortals could be dropped down to 3 units of 5, as they won't be getting much MWBD love. Then get 3 min size units of Tesla Tomb blades to go with them. That would be better for grabbing objectives while the stream of Lychguard provide a distraction. 6 MSU with Tesla can make pretty nice use of Methodical Destruction too.
Spoiler:
Zhandrekh
Obyron
Cryptek + veil
5x Tesla Imms
5x Tesla Imms
5x Tesla Imms
10x Shieldguard
10x Scytheguard
10x Scytheguard
3x Tesla Tomb Blades
3x Tesla Tomb Blades
3x Tesla Tomb Blades
Monolith
Another overlord standing next the monolith could buff the lychguard standing next to the monolith with MWBD, they would retain the buff when they are ghostwalked. This could be a fun list if the monolith is another 50 points cheaper, and the lychguard lose 5 more points per model. They are still overpriced. Zahn would need some protection from not getting shot where he stands.
They're still overcosted and outgunned, but not to a crippling degree.
you can still take 2 DDAs to one Mono, so most people will go DDAs, but thanis to the new affordability of teleportation abominations, they may be coming off shelves
dont know if that helps or if I just confused you more....
If you're wondering, I made the Destroyer Lord my Warlord so that I could try out Crimson Haze - which is about as close as he can come to actually buffing Wraiths and Scarabs. I wasn't sure whether to upgrade his weapon (to make the most of the Novohk ability and Crimson Haze) or his defence (to mitigate the risk of making him my warlord in the first place). I went with the casket, but I'm open to taking one of the Relic Warscythes instead if you think they'd be better.
The rest is mostly shooting stuff. I thought I'd give Imotekh a go at his new price (and since I have the model). Same for the Annihilation Barge. I was torn between taking a Chronometron Cryptek or the Necron Lord. In the end, I went with the Lord because it let me add 2 extra Scarabs and brought the list to a nice, round 2000pts.
Anyway, any advice or suggestions you can give would be most welcome.
I would drop the sautekh spearhead and use the points for two more stalkers and more wraith/scarabs. A buffing unit (like the dlord) needs lots of models to buff, otherwise he is not used efficiently. Like this :
If you're wondering, I made the Destroyer Lord my Warlord so that I could try out Crimson Haze - which is about as close as he can come to actually buffing Wraiths and Scarabs. I wasn't sure whether to upgrade his weapon (to make the most of the Novohk ability and Crimson Haze) or his defence (to mitigate the risk of making him my warlord in the first place). I went with the casket, but I'm open to taking one of the Relic Warscythes instead if you think they'd be better.
The rest is mostly shooting stuff. I thought I'd give Imotekh a go at his new price (and since I have the model). Same for the Annihilation Barge. I was torn between taking a Chronometron Cryptek or the Necron Lord. In the end, I went with the Lord because it let me add 2 extra Scarabs and brought the list to a nice, round 2000pts.
Anyway, any advice or suggestions you can give would be most welcome.
I wouldn't take Imotekh if I wasn't going to make him my WL. Downgrading him to an Overlord with a Voidblade and cutting two Scarabs should let you bump one of the Wraith units to 6 to make the most of Stratagems. I wouldn't take Heavy Destroyers when I'm bringing a Triarch Stalker, but I did once run a Triarch Stalker in a Nihilakh list, so do what you want I suppose.
I would drop the sautekh spearhead and use the points for two more stalkers and more wraith/scarabs. A buffing unit (like the dlord) needs lots of models to buff, otherwise he is not used efficiently. Like this :
I wouldn't take Imotekh if I wasn't going to make him my WL. Downgrading him to an Overlord with a Voidblade and cutting two Scarabs should let you bump one of the Wraith units to 6 to make the most of Stratagems. I wouldn't take Heavy Destroyers when I'm bringing a Triarch Stalker, but I did once run a Triarch Stalker in a Nihilakh list, so do what you want I suppose.
So Imotekh isn't worth it for his gun and extra use of MWBD?
Either way, looks like I need more Wraiths. Guess I'd better get converting.
I'm just gonna say I like how full my lists feel after the points cut for CA. It means 5 man immortal squads go to 10, more support elements, more big guns.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
TLR of one post in that thread, but there is no definitive ruling on this. AFAIK tournaments have been ruling that end of turn does not count as in a phase so it can be used multiple times. I wouldn't advise in though, it's a pretty gross use of CP for a unit that can just be ignored that turn.
I don't know if there has been a ruling elsewhere, but directly from CA 2018:
"The same Stratagem cannot be used by the same player
more than once during any single phase. This does not
affect Stratagems that are not used during a phase, such
as those used ‘before the battle begins’ or ‘at the end of a
battle round’."
I've used the DLord warlord Novokh with phlactry and the void reaper, hes a murderer, outrider with 18 scarabs and 6 wraiths. That relic weapon is just amazing with awakened by murder and haze. You could make the case for the blood scythe for more attacks but I find the 3D and basically autohitting/wounding is awesome.
I used that detachment to support a mephrit battalion but found the Novokh dudes doing most of the work. I would consider even using minimum strength Immortals being dropped off by Night Scythes to score objectives while the novokhs tie up the center of the board.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
TLR of one post in that thread, but there is no definitive ruling on this. AFAIK tournaments have been ruling that end of turn does not count as in a phase so it can be used multiple times. I wouldn't advise in though, it's a pretty gross use of CP for a unit that can just be ignored that turn.
I don't know if there has been a ruling elsewhere, but directly from CA 2018:
"The same Stratagem cannot be used by the same player
more than once during any single phase. This does not
affect Stratagems that are not used during a phase, such
as those used ‘before the battle begins’ or ‘at the end of a
battle round’."
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
TLR of one post in that thread, but there is no definitive ruling on this. AFAIK tournaments have been ruling that end of turn does not count as in a phase so it can be used multiple times. I wouldn't advise in though, it's a pretty gross use of CP for a unit that can just be ignored that turn.
I don't know if there has been a ruling elsewhere, but directly from CA 2018:
"The same Stratagem cannot be used by the same player
more than once during any single phase. This does not
affect Stratagems that are not used during a phase, such
as those used ‘before the battle begins’ or ‘at the end of a
battle round’."
“‘at end of a battle round’” =/= “at end of turn”
I never said it did...
GW has been pretty good on specifying when to use an ability or stratagem. I imagine if they meant end of Morale phase, they would have specified it just like they have for many others,
Gravitic Singularity - Start of shooting phase
Cosmic power - Start of movement
Blood Rites - End of fight phase
Etc.
p5freak wrote: A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.
Wut.
Because the stratagem doesn't happen in a phase, it can be used multiple times in.
TLR of one post in that thread, but there is no definitive ruling on this. AFAIK tournaments have been ruling that end of turn does not count as in a phase so it can be used multiple times. I wouldn't advise in though, it's a pretty gross use of CP for a unit that can just be ignored that turn.
I don't know if there has been a ruling elsewhere, but directly from CA 2018:
"The same Stratagem cannot be used by the same player
more than once during any single phase. This does not
affect Stratagems that are not used during a phase, such
as those used ‘before the battle begins’ or ‘at the end of a
battle round’."
“‘at end of a battle round’” =/= “at end of turn”
'Such as' being the key phrase there then. Stratagems that happen at the end of the turn do not happen in any specific phase and are therefore not limited to once per phase limitations.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
I think he is, but not for his Warlord trait. The storm ability is nothing to be sniffed at, he's giving you an extra CP and saving you CP that you'd spend on Phaeron's Will. I'd say that justifies the cost. His Beefier staff is icing on the cake. Honestly, I think we tend to burn through CP too quickly to really benefit from his Warlord trait now there is a cap on regen. But I can't really think of anything better.
The real question you have is, is he worth not being able to fit that 6th destroyer in? Personally, I'd drop a Stalker, add the last destroyer and then fill out the final Immortal unit.
Alright folks, listen up. I've got a weird tourney coming up and I need your help making a list:
It's a 4v4. every player bringing 500 points for a total of 2000 points. So me and my buddies will be playing SM, Orks, Tau and Necrons
So... what the hell do I bring as Necrons? A warrior-heavy list will get shot down in one turn (as there technically is 2000p worth of firepower on the opposite side)
And if I take vehicles, my enemies will just turn their anti-tank to my allies' vehicles instead of my QS.
I'm thinking of either of the following two/ lists:
Cloaktek
9x Immortals
9x Tomb Blades, tesla, shield vanes
This list is simple: it focuses on anti-infantry. While I'm sure the enemy can take down 9 Tomb Blades, it will take them quite a while.
2nd list:
Overlord
6x Immortals
2x DDA
This list cán work, because of the following reason: If my Tau ally takes a decent amount of shield drones next to his riptide and the SM/ork doesn't take any vehicles, the enemy can only shoot their anti-tank at big targets with either QS or covered by drones.
Doctoralex wrote: Alright folks, listen up. I've got a weird tourney coming up and I need your help making a list:
It's a 4v4. every player bringing 500 points for a total of 2000 points. So me and my buddies will be playing SM, Orks, Tau and Necrons
So... what the hell do I bring as Necrons? A warrior-heavy list will get shot down in one turn (as there technically is 2000p worth of firepower on the opposite side)
And if I take vehicles, my enemies will just turn their anti-tank to my allies' vehicles instead of my QS.
I'm thinking of either of the following two/ lists:
Cloaktek
9x Immortals
9x Tomb Blades, tesla, shield vanes
This list is simple: it focuses on anti-infantry. While I'm sure the enemy can take down 9 Tomb Blades, it will take them quite a while.
2nd list:
Overlord
6x Immortals
2x DDA
This list cán work, because of the following reason: If my Tau ally takes a decent amount of shield drones next to his riptide and the SM/ork doesn't take any vehicles, the enemy can only shoot their anti-tank at big targets with either QS or covered by drones.
What do you guys think?
Depends what your teammates are bringing. Why would your warriors get smashed if your teammates all brought much scarier stuff? Anyway, neither list does it for me. I think DDAs are the most generically useful thing you can bring, but the Overlord is just a paperweight in that list. Just bring three Heavy hitting units IMO. 3 DDAs and some scarabs.
Doctoralex wrote: Alright folks, listen up. I've got a weird tourney coming up and I need your help making a list:
It's a 4v4. every player bringing 500 points for a total of 2000 points. So me and my buddies will be playing SM, Orks, Tau and Necrons
So... what the hell do I bring as Necrons? A warrior-heavy list will get shot down in one turn (as there technically is 2000p worth of firepower on the opposite side)
And if I take vehicles, my enemies will just turn their anti-tank to my allies' vehicles instead of my QS.
I'm thinking of either of the following two/ lists:
Cloaktek
9x Immortals
9x Tomb Blades, tesla, shield vanes
This list is simple: it focuses on anti-infantry. While I'm sure the enemy can take down 9 Tomb Blades, it will take them quite a while.
2nd list:
Overlord
6x Immortals
2x DDA
This list cán work, because of the following reason: If my Tau ally takes a decent amount of shield drones next to his riptide and the SM/ork doesn't take any vehicles, the enemy can only shoot their anti-tank at big targets with either QS or covered by drones.
What do you guys think?
3rd list:
Necron Superheavy Auxiliary
Nihilakh Gauss Pylon (no re-roll 1s)
4th list:
Novokh Outrider
DLord -1 D WL trait and Nanoscarab Casket
Nightbringer
3 Scarabs
3 Scarabs
7 Scarabs
Last list is my favourite. Cosmic Fire and Transdimensional Thunderbolt on the Nightbringer. Losing the Scarabs isn't the end of the world, you can hide behind Orks. I'm concerned whether your lists need to be battleforged, because your second list is 3-1=2 CP.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
You only get 9CP, 3 from battleforged, 5 from battalion, 1 from outrider.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
I think he is, but not for his Warlord trait. The storm ability is nothing to be sniffed at, he's giving you an extra CP and saving you CP that you'd spend on Phaeron's Will. I'd say that justifies the cost. His Beefier staff is icing on the cake. Honestly, I think we tend to burn through CP too quickly to really benefit from his Warlord trait now there is a cap on regen. But I can't really think of anything better.
The real question you have is, is he worth not being able to fit that 6th destroyer in? Personally, I'd drop a Stalker, add the last destroyer and then fill out the final Immortal unit.
Yeah, I've thought about it. I really wanted to try out 5 QS vehicles on the table first, to see how hard it is for my meta to handle. I would like the 6th destroyer, but I'd likely trade a single wraith for it before swapping out the stalker. Still, if they don't work out that well it's an easy switch up.
Blndmage wrote:
Sasori wrote: So here is my current list. It's by no means perfect, but I think it's pretty beefy.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
You only get 9CP, 3 from battleforged, 5 from battalion, 1 from outrider.
As Blaxican pointed out, you get +1 CP if Immotekh is your warlord.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
I think he is, but not for his Warlord trait. The storm ability is nothing to be sniffed at, he's giving you an extra CP and saving you CP that you'd spend on Phaeron's Will. I'd say that justifies the cost. His Beefier staff is icing on the cake. Honestly, I think we tend to burn through CP too quickly to really benefit from his Warlord trait now there is a cap on regen. But I can't really think of anything better.
The real question you have is, is he worth not being able to fit that 6th destroyer in? Personally, I'd drop a Stalker, add the last destroyer and then fill out the final Immortal unit.
Yeah, I've thought about it. I really wanted to try out 5 QS vehicles on the table first, to see how hard it is for my meta to handle. I would like the 6th destroyer, but I'd likely trade a single wraith for it before swapping out the stalker. Still, if they don't work out that well it's an easy switch up.
Blndmage wrote:
Sasori wrote: So here is my current list. It's by no means perfect, but I think it's pretty beefy.
Gves me 10 command points, and I'll likely make Immotekh my warlord. His ability is not as good as before, but still pretty decent. Being able to MWBD two different immortal squads is also very powerful. If I need to move the DD arks I can still fire the low-power version without too much trouble. I think this list gives us a little bit of everything. The question is, is Immotekh worth 4 Immortals over a regular Overlord?
You only get 9CP, 3 from battleforged, 5 from battalion, 1 from outrider.
As Blaxican pointed out, you get +1 CP if Immotekh is your warlord.
Spamming QS is a super viable strat, especially with our points costs. Obvious advice, but hammer the D2/D3 threats with your big guns first, don't be tempted to smash their big guns. Once you deal with them, all the lascannons in the world won't be able to stop you. God, I love QS.
IHateNids wrote: They're still overcosted and outgunned, but not to a crippling degree.
you can still take 2 DDAs to one Mono, so most people will go DDAs, but thanis to the new affordability of teleportation abominations, they may be coming off shelves
dont know if that helps or if I just confused you more....
I’ll take that as a, “don’t take it in tournaments but it’s not a waste of points in normal game.”
What about Doom Scythes? They worth it now?
Depends on what you're up against, but generally, no. Taking one isn't going to make your list instantly terrible, it might be a legit choice if you are playing against Autocannons/Battle Cannons and if you are playing against people where the Amalgamated Targeting Data Stratagem might be useful 3 might also not be terrible, but against Dark Reapers, Lootas, Lascannon-equivalents and a bunch of other things it's still weak, albeit not aggressively so. Problem is Dark Reapers and Cat Lady not being nerfed means 1-3 dead Flyers a turn, same for 25 Lootas. So we've got some of the strongest list that counter Flyers and you're competing with other Flyer armies that are stronger than ours which people are coming prepared for.
Being unable to be charged is relatively useless in competitive settings, there are very few viable melee units that don't have Fly and they usually rely on teleporting so body-blocking isn't viable against anything except maybe Khorne Berzerkers, but that's probably just the best choice among a long list of not entirely viable melee units. The Genestealer slingshot might become popular with the price decrease on the Swarmlord, Flyers may be a pretty good way to deal with that, dakka Flyrants are relatively harmless against our Flyers so if that's a tactic that worries you Flyers might be a good counter.
It's very hard to talk about how it'll turn out if you use it in your local meta, it's a difficult unit to use which just invites you to mismanage it and waste its firepower and possibly even get it killed by not having anywhere to go, it could also be awesome if you manage to snipe a character with it turn 1 or if you manage to stop 2 melee units from moving T1. It also depends on your Dynasties, Sautekh is much better than Mephrit, which in turn is much better than the rest of the dynasties, so if you're not playing Sautekh I'd stay away.
I’ll take that as a, “don’t take it in tournaments but it’s not a waste of points in normal game.”
What about Doom Scythes? They worth it now?
One is ok, but i wouldnt use more. Remember to use sautekh for them, otherwise its -1 to hit for moving and firing a heavy weapon. They cant hover, and have a minimum move. An experienced opponent can kill a flyer without firing a single shot, simply by placing his models in the flyers path. If the flyer cant move, because there are enemy models where it wants to fly, or is forced to move off the board, its slain.
IHateNids wrote: They're still overcosted and outgunned, but not to a crippling degree.
you can still take 2 DDAs to one Mono, so most people will go DDAs, but thanis to the new affordability of teleportation abominations, they may be coming off shelves
dont know if that helps or if I just confused you more....
I’ll take that as a, “don’t take it in tournaments but it’s not a waste of points in normal game.”
What about Doom Scythes? They worth it now?
Thats pretty much the vibe I was going for, yeah.
They aren’t gak in tournaments, they just won’t last long.
But, Doom Scythes are about as limited as people have already said. They’re in a bad place because of the Meta at the moment, although not terrible by wrote now they’re cheaper
That wasn’t his/her question. If we persist in this toxic negativity, then no one is going to come here for serious tactical discussions.
I think the Strength 8 profile is probably better. The strength 16 profile is for anti-knights / vehicles, and is less of a “take all comers” approach which I think it needs to satisfy.
Red Corsair wrote: So any thoughts on the Seraptek heavy construct? Which weapon loadout do you guys prefer?
Right now, the general opinion is that it costs a bit too much. The main comparison is made to a Castellian, which for it's points is better. A lot of people earlier in the thread figured that if Knights went up in points, then the Seraptek would be have gotten better, since they didn't it stayed the same. There is also the fact that the Pylon is much cheaper now, which has also drawn a lot of people.
That being said, It is still a beast, but it's fragile. It is also incredibly brutal in close combat, which is something that is easy to be overlooked. The most popular loadout (As evidenced by it being sold out on forgeworld right now) is the Synaptic Obliterators and projectors.
I actually like singularity generator, which I think is pretty much better against everything that's not a knight. Still the trick is to use it's ranged weapon and close combat ability to it's fullest.
Couple key differences though between it and a knight.
1. It cannot be movement blocked and goes 16" this is major, normal knights can get movement blocked very easily.
2. It has the profile of a Dominus but it also fights as well as a gallant.
3. You can cloaktek and spyder repair this thing which is actually stronger then you might think.
I don't think these should be disregarded at all. Also not that if taken as a supreme command you can make it Nohvok and the thing is a monster in assault (well more so).
Also if you take it in a auxillery slot make it nihilak and place it on an objective, you not have a far superior version of rotate ion shields. Only downside is first turn.
I think I would rather run it with the synaptic obliterator, at least my gut tells me that. Reason being both weapon loadouts average the same number of shots, but one has 4 weapons and half are specialized. I fell like the Transbeamer will fail against hight value targets.
I get that folks think it is overpriced compared to knights, but when the overall consensus is that knights are underspriced I actually think it's priced correctly. Regular armies will have a struggle against it. We can put it on full profile for 1cp remember.
I just think with all the pojnt reductions it is worth a second look. This thing can tank alot of heat for the army. It also is nasty in assault and is crazy fast. With the override strat it's getting there turn 1 even damaged and it's literally a bomb. This thing detonating in your enemies zone could literally win the game outright by crippling them.
Automatically Appended Next Post: Heck I totally spaced on blood rites, That makes the novok seraptek pretty much guaranteed to kill whatever it wants including hordes.
p5freak wrote: Compare the seraptek thing to an imperial knight, then think again if its worth 625 pts.
If it gets the jump on the Imperial Knight it's good, but a strategy relying on you going first is always a bad idea.
If we cut it to 450-500 I would certainly take a look at it.
2 landraiders?
1.5 riptides?
I think that would make it criminally inexpensive. I like to play my games, not run on auto pilot. That would allow for people to field 2-3 comfortably. I don't want knights 2.0 in the meta.
I think you need to look at what you can do with it that you cannot with most titans. You can deceiver him 12" away lol. For 1CP he functions on top tier until death, when he dies he guts their army.
It isn't like this thing is that delicate.
CA made him MORE appealing, not less. You can toss him in instead of wraiths ans scarabs.
All I am saying is I think it's worth collectively brainstorming way to use it rather then disregarding it.
sieGermans wrote:That wasn’t his/her question. If we persist in this toxic negativity, then no one is going to come here for serious tactical discussions.
Discussing which units are worth their points, and which are not, is part of serious tactical discussions.
Red Corsair wrote:
1. It cannot be movement blocked and goes 16" this is major, normal knights can get movement blocked very easily.
It can be movement blocked by terrain because its huge and has a huge virtual base. You cant put it where is doesnt fit. Even if it would physically fit, the virtual base would not allow it. Its large movement value would be reduced to almost nothing by terrain. A simple munitorum armored container in its path would be an obstacle it cant move over. The rules say your model has to move up the piece of terrain, across it, and down again. If the container is 3" high and 3" wide it would have to spend 9" to move over it, 3 up, 3 across it, and 3 down. If the virtual base is 10" long it wouldnt be able to move over that container, because 19" move is needed for that.
Red Corsair wrote:
3. You can cloaktek and spyder repair this thing which is actually stronger then you might think.
If we cut it to 450-500 I would certainly take a look at it.
I would consider it at 525 pts. Or with better defense, like a 2+ sv or 4+ inv. Even D3 from living metal would satisfy me.
Red Corsair wrote:I think you need to look at what you can do with it that you cannot with most titans. You can deceiver him 12" away lol.
Thats another 225 points. Knights can deepstrike with a stratagem. Orks need a stratagem to deepstrike whatever they want, for 0 points. AM can deepstrike a baneblade, or any variant. Even multiple leman russes. With a stratagem, for 0 points.
sieGermans wrote:That wasn’t his/her question. If we persist in this toxic negativity, then no one is going to come here for serious tactical discussions.
Discussing which units are worth their points, and which are not, is part of serious tactical discussions.
Red Corsair wrote:
1. It cannot be movement blocked and goes 16" this is major, normal knights can get movement blocked very easily.
It can be movement blocked by terrain because its huge and has a huge virtual base. You cant put it where is doesnt fit. Even if it would physically fit, the virtual base would not allow it. Its large movement value would be reduced to almost nothing by terrain. A simple munitorum armored container in its path would be an obstacle it cant move over. The rules say your model has to move up the piece of terrain, across it, and down again. If the container is 3" high and 3" wide it would have to spend 9" to move over it, 3 up, 3 across it, and 3 down. If the virtual base is 10" long it wouldnt be able to move over that container, because 19" move is needed for that.
Red Corsair wrote:
3. You can cloaktek and spyder repair this thing which is actually stronger then you might think.
If we cut it to 450-500 I would certainly take a look at it.
I would consider it at 525 pts. Or with better defense, like a 2+ sv or 4+ inv. Even D3 from living metal would satisfy me.
Red Corsair wrote:I think you need to look at what you can do with it that you cannot with most titans. You can deceiver him 12" away lol.
Thats another 225 points. Knights can deepstrike with a stratagem. Orks need a stratagem to deepstrike whatever they want, for 0 points. AM can deepstrike a baneblade, or any variant. Even multiple leman russes. With a stratagem, for 0 points.
Using the abilities of other models to benefit the Seraptek does not equate to slapping their points onto the Seraptek to give it the benefit the one ability. This is a dumbass fallacy that people keep using on here, stop it.
Thats another 225 points. Knights can deepstrike with a stratagem. Orks need a stratagem to deepstrike whatever they want, for 0 points. AM can deepstrike a baneblade, or any variant. Even multiple leman russes. With a stratagem, for 0 points.
Knights have better use to deep strike(to board edges btw) questor knights(not even castellan to save from alpha strike) that come on turn 1. Can deceiver do this on T1? That's more valuable than the knight deep strike strategem.
Orks btw could not deep strike this model even if this was ork model.
And btw points, CP. Both are limited resources. Just because you deep strike something for 0 pts does NOT make it free.
sieGermans wrote:That wasn’t his/her question. If we persist in this toxic negativity, then no one is going to come here for serious tactical discussions.
Discussing which units are worth their points, and which are not, is part of serious tactical discussions.
Red Corsair wrote:
1. It cannot be movement blocked and goes 16" this is major, normal knights can get movement blocked very easily.
It can be movement blocked by terrain because its huge and has a huge virtual base. You cant put it where is doesnt fit. Even if it would physically fit, the virtual base would not allow it. Its large movement value would be reduced to almost nothing by terrain. A simple munitorum armored container in its path would be an obstacle it cant move over. The rules say your model has to move up the piece of terrain, across it, and down again. If the container is 3" high and 3" wide it would have to spend 9" to move over it, 3 up, 3 across it, and 3 down. If the virtual base is 10" long it wouldnt be able to move over that container, because 19" move is needed for that.
Red Corsair wrote:
3. You can cloaktek and spyder repair this thing which is actually stronger then you might think.
If we cut it to 450-500 I would certainly take a look at it.
I would consider it at 525 pts. Or with better defense, like a 2+ sv or 4+ inv. Even D3 from living metal would satisfy me.
Red Corsair wrote:I think you need to look at what you can do with it that you cannot with most titans. You can deceiver him 12" away lol.
Thats another 225 points. Knights can deepstrike with a stratagem. Orks need a stratagem to deepstrike whatever they want, for 0 points. AM can deepstrike a baneblade, or any variant. Even multiple leman russes. With a stratagem, for 0 points.
Using the abilities of other models to benefit the Seraptek does not equate to slapping their points onto the Seraptek to give it the benefit the one ability. This is a dumbass fallacy that people keep using on here, stop it.
Yea it's a rather tired debate tactic used on theses forums. A unit like deceiver is great for some ideas when folks want something to work, but then on other things he is suddenly a burdensome tax unit. It's total hogwash to claim they ONLY inflate the serapteks cost. Your taking HQ anyway and a cloak tek is not bad, the deceiver is not bad either, expensive on his own but thats ability of his is very strong, exponentially so when you use it on a titan. I'd argue your best value on the deceiver is using his power on the most expensive choice.
As for terrain, sure it will be a factor, but that hasn't stopped gallants from being taken in dozens of builds. It's a valid counterpoint, however again I'd counter with deceiver redeploy 12" from the enemy on a model that cannot be screened and has a base 16" move your grossly exaggerating the impact. Hide all you like, if I am back lining them into cramped spaces in their deployment for the first couple turns I have already won the mission 9/10 times. You have to remember the deceiver lets me redploy this M'fether after they are finished deploying which is good and bad. It's bad when they have infiltrators, but it is borderline broken when they don't. And I am seeing FAR less infiltrators after big FAQ 2. Space marines still use scouts, but then again space marines already blow .
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
8 Sautekh Immortals (tesla carbines) 120
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I won a rulebook-style Eternal War mission against an Astra Militarum list with 3 Russes, a Shadowsword and a couple of Flyers and Basilisks piloted by a newish player using my double Battalion Unique list. My opponent went first and destroyed 2 squads of Immortals. I killed Pask, 30 Guardsmen and a FW Flyer, that's while rolling three 1s for number of shots on my DDAs. I ignored his Shadowsword because I had no viable targets for it and destroyed everything else while holding objectives. I used Vargard Obyron to constantly shift my Immortal squads forward.
I won a CA2018 Maelstrom mission against a casual SW/Astra Militarum list with Aggressors, Wulfen and Basilisks. My opponent got very unlucky with a ton of his rolls, while I got pretty lucky. I think I had a good chance regardless of luck. I forgot to use MWBD turn 3 because I had nothing to shoot and also didn't Advance, I could have Advanced 1+D6". I forgot about an active objective I had and moved away from an objective I needed to control turn 3 as well. I veiled Zahndrekh behind enemy lines and sent in a squad of Immortals to mess with my opponents rapier batteries, it worked pretty well.
My opponents were pretty wowed by the power of the list, but I've had that happen with Tesla Spam backed by DDAs previous to CA2018, the 340 pts is definitely not nothing. Vargard Obyron and Zahndrekh seem very nice in this list so far, I'm having a hard time imagining myself taking 30+ Immortals and not taking that combo. It's looking very good so far. I might have to get more Teslamortals so I can run the list without using Gauss Immortals for proxy, but I might just run Destroyers in tournaments instead because I recently bought enough of them.
Edit: I just won another game against a Taunar list going first, had I gone second I think I might have lost, the Triarch Stalker seems very important to answer Knights. I think running 3 Stalkers is really solid if you're just taking a Battalion and 3 DDAs.
Yea it's a rather tired debate tactic used on theses forums. A unit like deceiver is great for some ideas when folks want something to work, but then on other things he is suddenly a burdensome tax unit. It's total hogwash to claim they ONLY inflate the serapteks cost. Your taking HQ anyway and a cloak tek is not bad, the deceiver is not bad either, expensive on his own but thats ability of his is very strong, exponentially so when you use it on a titan. I'd argue your best value on the deceiver is using his power on the most expensive choice.
As for terrain, sure it will be a factor, but that hasn't stopped gallants from being taken in dozens of builds. It's a valid counterpoint, however again I'd counter with deceiver redeploy 12" from the enemy on a model that cannot be screened and has a base 16" move your grossly exaggerating the impact.
Ok, so you have the deceiver and the big monstrosity. Lets say you didnt get first turn. You decide not to redeploy it. You can still redeploy other units. In this case you are wasting the opportunity to get close with it. You want this thing to be close to your enemy, because its a melee monster, and has a huge explosion, if it blows up. But you cant charge after redeploying with the deceiver. You decide to redeploy it, and now its 12" from the enemy. But you cant charge on your first turn, all you can do is shoot. Still no melee first turn. On your opponents turn he can either move into half melta range, and position any anti TITANIC guns he might have. Or he can try to move far away from it, making your charge impossible, which might work, or not, depending on terrain and the speed of his units. The situation isnt much different when you do get first turn. Sure, you can try to kill some of your opponents AT guns, with little you have left, which isnt a monstrosity support unit.
Lets take a look at a possible supreme command detachment :
The cryptek is only there to support the monstrosity. The lord and overlord cant support the monstrosity, you would need more novokh units, otherwise they are useless. The deceiver has to redeploy it. He also has to redeploy the cryptek. So you need to roll a 2. With an additional spyder (another support only unit for the monstrosity, unless you take some scarabs) you need to roll a 3. What if you roll a 1, and the re-roll is also a 1, or 2 ?
You cant take the spider in a supreme command detachment, you need another novokh detachment. Novokh is CC oriented, which isnt good for your ranged combat abilities. Another dynasty, like nihilakh, would be better for shooting. You need CP as well, so you choose a battalion. You need two more HQs. You now have 5 (!) HQ units, which is a pretty hefty tax. You could pick a dlord, who can do something useful in melee, and isnt a support character, but he is more expensive.
Your list could look something like this. Overall, i think the cost to fully support the monstrosity is enormous :
I mean yes, like any good Lord of War you need to build you list around it. (Bar Knights, because Imperial Units must be The Bestest Ever(TM))
I think a Sautekh Detachment where everything gets up in your opponent's face, even done cheap with Warrior bricks would work wonders with this guy
He takes one flank by himself, and then the rest of the "advance" team takes the other, while the guns sit back. You can even take advantage of some of our small-footprint DS attacks like Flayers or Tomb Stalker/Sentinel if you wanna ruthlessly exploit a hole left by your first-turn firepower
in 2000 points it's an extrmely aggressive list, and through overwhelming numbers, you function as a reanimating Horde Mode
Yea it's a rather tired debate tactic used on theses forums. A unit like deceiver is great for some ideas when folks want something to work, but then on other things he is suddenly a burdensome tax unit. It's total hogwash to claim they ONLY inflate the serapteks cost. Your taking HQ anyway and a cloak tek is not bad, the deceiver is not bad either, expensive on his own but thats ability of his is very strong, exponentially so when you use it on a titan. I'd argue your best value on the deceiver is using his power on the most expensive choice.
As for terrain, sure it will be a factor, but that hasn't stopped gallants from being taken in dozens of builds. It's a valid counterpoint, however again I'd counter with deceiver redeploy 12" from the enemy on a model that cannot be screened and has a base 16" move your grossly exaggerating the impact.
Ok, so you have the deceiver and the big monstrosity. Lets say you didnt get first turn. You decide not to redeploy it. You can still redeploy other units. In this case you are wasting the opportunity to get close with it. You want this thing to be close to your enemy, because its a melee monster, and has a huge explosion, if it blows up. But you cant charge after redeploying with the deceiver. You decide to redeploy it, and now its 12" from the enemy. But you cant charge on your first turn, all you can do is shoot. Still no melee first turn. On your opponents turn he can either move into half melta range, and position any anti TITANIC guns he might have. Or he can try to move far away from it, making your charge impossible, which might work, or not, depending on terrain and the speed of his units. The situation isnt much different when you do get first turn. Sure, you can try to kill some of your opponents AT guns, with little you have left, which isnt a monstrosity support unit.
Lets take a look at a possible supreme command detachment :
The cryptek is only there to support the monstrosity. The lord and overlord cant support the monstrosity, you would need more novokh units, otherwise they are useless. The deceiver has to redeploy it. He also has to redeploy the cryptek. So you need to roll a 2. With an additional spyder (another support only unit for the monstrosity, unless you take some scarabs) you need to roll a 3. What if you roll a 1, and the re-roll is also a 1, or 2 ?
You cant take the spider in a supreme command detachment, you need another novokh detachment. Novokh is CC oriented, which isnt good for your ranged combat abilities. Another dynasty, like nihilakh, would be better for shooting. You need CP as well, so you choose a battalion. You need two more HQs. You now have 5 (!) HQ units, which is a pretty hefty tax. You could pick a dlord, who can do something useful in melee, and isnt a support character, but he is more expensive.
Your list could look something like this. Overall, i think the cost to fully support the monstrosity is enormous :
Battalion Sahtek
cloaktek
immotek
10 immortals
10 immortals
5 immortals
DDA DDA stalker
Fab Spyder
Deceiver
SH sahtek
Seraptek heavy construct
1990
OR
Battalion Novokh
destroyer lord
cloaktek
5 immortals
5 immortals
5 immortals
DDA DDA 6 wraiths
spyder F-claw prism
Deceiver
SH AUX Novokh
Seraptek
1972
That's me just spitting out two lists off the top of my head. The supreme command I'll admit is much harder, so I'd wager it's more beneficial to forgo the rerolls on the big boy, you can still swing twice with him using the Novokh strat which should be enough. The first list is more shooting oriented.
Keep in mind with both the Spyder and the Cloaktek that it is going to be hard to keep up with the full movement of the Seraptek. The Spyder especially will not be able to keep up, and needs to be within 1' for it's effect.
I think the tomb spyder is truly one of the worst units in the whole game. Not even a points drop would help it because you'd still rather take 2 or 3 more Immortals, or an extra Wraith.
It needs an entire rework and it's sad that my old metal one probably won't see the table for years
I think the Spyder should be moved to elites, given the character keyword and receive a points drop to be worth taking.
Tbh, it has no business being a heavy support choice and should be like our ancient/biologus putrifier/whatever equivalent. That would also make a brigade more appealing, since we currently have no cheap elite choices
Automatically Appended Next Post: On the topic of the worst things in the game, does anything have a worse aura than the Destroyer Lord?
It's a CCHQ who allows a single type of ranged unit to re-roll 1s to wound in a single phase (the shooting phase specifically, so the lord itself can't even really benefit), and the unit in question can pay 1 cp to re-roll everything anyway
Kahi the Uncertain wrote: I think the Spyder should be moved to elites, given the character keyword and receive a points drop to be worth taking.
Tbh, it has no business being a heavy support choice and should be like our ancient/biologus putrifier/whatever equivalent. That would also make a brigade more appealing, since we currently have no cheap elite choices
Automatically Appended Next Post: On the topic of the worst things in the game, does anything have a worse aura than the Destroyer Lord?
It's a CCHQ who allows a single type of ranged unit to re-roll 1s to wound in a single phase (the shooting phase specifically, so the lord itself can't even really benefit), and the unit in question can pay 1 cp to re-roll everything anyway
That's unbelievably restrictive
Two units, Destroyers and Heavy Destroyers. The Red Terror from Codex Tyranids allows you to re-roll Hit rolls of 1 for Ravener units in the Fight phase, which is technically more restrictive because we get both Destroyers and Heavy Destroyers, but the Red Terror is going the same place Raveners are (into melee) while the Destroyer Lord doesn't really want to stay at max range to pop shots, he can serve as a counter-assault unit if your opponent sends melee units after your Destroyers.
The Destroyer Lord was extremely good with Wraiths in 6th, I think GW wanted to move away from that because it doesn't make much sense that a Destroyer Lord is leading Canoptek Wraiths. Many people seem to like taking him even without Destroyers, he's very far from one of the worst units in the game. I personally don't like him and have been running a duo of them in my Seraptek list for about 10 or so games and they have done relatively little most games, I think the investment was worth it before CA2018, but now I think we have more good things to spend our pts on and I'll probably just be taking the Seraptek in a Superheavy Auxiliary if not in a Superheavy with some combination of Pylons, Vaults and Obelisks. A couple of Serapteks and a Pylon will definitely tear most mechanised lists a new one, I'm not sure what Dynasty would be best, probably Nihilakh.
Kahi the Uncertain wrote: I think the Spyder should be moved to elites, given the character keyword and receive a points drop to be worth taking.
Tbh, it has no business being a heavy support choice and should be like our ancient/biologus putrifier/whatever equivalent. That would also make a brigade more appealing, since we currently have no cheap elite choices
I don't think Canoptek Spyders should be characters, but they do need some fething survivability.
Carnifexes used to have 4 wounds, they now have 8.
Canoptek Spyders used to have 3 wounds, they now have... 4.
What's more, Canoptek Spyders are in this weird position where they don't have any real role or function.
- They have a mediocre melee weapon, but poor WS, no support and terrible survivability.
- They can take a ranged weapon, but that just turns them into really crap Destroyers (drastically worse weapons, worse BS, no rerolls, less speed etc.).
- They can produce Scarab bases (at the risk of injuring themselves in the process), but it's hardly efficient and it means keeping fast scarabs back so that they can remain within 6" of the much slower Spyder.
- They can repair vehicles but there's really no reason to take them for this when you can instead take a Cryptek (which is faster, can't be targetted, and provides a buff to RPs).
- Their only unique ability is that they can deny psychic powers, which is nice as a bonus ability but not as the entire function of a 65pt model.
The wounds thing is what I find most baffling. They're these big, bulky things, yet they have fewer wounds than an Overlord.
On the topic of the worst things in the game, does anything have a worse aura than the Destroyer Lord?
It's a CCHQ who allows a single type of ranged unit to re-roll 1s to wound in a single phase (the shooting phase specifically, so the lord itself can't even really benefit), and the unit in question can pay 1 cp to re-roll everything anyway
That's unbelievably restrictive
Dark Eldar have a couple of contenders:
Spoiler:
- Drazhar's aura only affects Incubi (though at least both are melee units), giving them +1 to hit in melee. However, it's useless from turn 3 onwards because they're already hitting on 2s thanks to Power from Pain.
- Whilst technically not quite as bad, the Archon's aura still reads like a list of terrible design decisions. He has the standard 'reroll 1s to hit' aura that SM Captains, Autarchs and the like get. So far so good. Well, the first problem is that Dark Eldar are split into 3 subfactions (Kabal, Cult and Coven) plus Mercenaries (Incubi, Mandrakes and Scourges). The Archon is supposed to be the overall leader of the army, yet his aura affects precisely one of those (Kabal). And, just to clarify, aside from dedicated-transports, Kabal consists of 4 Elite units (we'll get to those), 1 Troop choice, and 3 vehicles (2 of which are fliers).
Things get worse when you realise that the Archon has no mobility options (because why would the leader of a fast army use Jetbikes or Wings? ) - all he can do is sit in a transport. And, indeed, the same applies to the other infantry - there isn't a single Kabal infantry unit with access to a source of mobility other than a transport. However, in spite of DE transports being open-topped (i.e. designed so that units stay in them and shoot out of them), no allowance is made for the Archon's aura. It cannot affect units outside of the Archon's transport, it can't affect units in a transport the Archon is standing next to, and it can't even affect units sharing a transport with the Archon. Hell, the Archon can't even buff himself while shooting out of a transport.
Finally, remember those elites I mentioned? Those are part of the Royal Court - the Archon's special retinue. His aura must be useful on them, right? Nope. Because their own in-built ability makes it entirely redundant.
This is why a melee HQ ends up standing on the backfield, raving about Vect to three Ravager pilots - because they're about the only unit that the Archon can meaningfully buff.
All that said, I think the Necron Destroyer Lord might still edge them out. The fact that his aura only rerolls 1s when shooting, so that he can't even buff his own melee ability, is just abysmal.
I would like it if the Spyders were a buff giver to canoptek units. Maybe move them to an HQ slot or something. I want to run pure canoptek armies in a battle forged battalion.
So, before I become that guy, this will be my last noob question: Is the Obelisk worth taking now? It seems pretty underwhelming with 4 guns without AP at nearly 400pts. Does the tesla rule make it good?
The Destroyer Lord was extremely good with Wraiths in 6th, I think GW wanted to move away from that because it doesn't make much sense that a Destroyer Lord is leading Canoptek Wraiths. Many people seem to like taking him even without Destroyers, he's very far from one of the worst units in the game. I personally don't like him and have been running a duo of them in my Seraptek list for about 10 or so games and they have done relatively little most games, I think the investment was worth it before CA2018, but now I think we have more good things to spend our pts on and I'll probably just be taking the Seraptek in a Superheavy Auxiliary if not in a Superheavy with some combination of Pylons, Vaults and Obelisks. A couple of Serapteks and a Pylon will definitely tear most mechanised lists a new one, I'm not sure what Dynasty would be best, probably Nihilakh.
If that's the reason they made him synergise with nothing, then I'd have preferred it if they'd just changed the fluff to make Destroyer Lords Crypteks that had gone loopy and turned themselves and all their friends into jetbikes.
That'd be about as lazy as the Destroyer curse fluff they have atm, and at least make the unit fit mechanically
CthuluIsSpy wrote: I would like it if the Spyders were a buff giver to canoptek units.
Maybe move them to an HQ slot or something. I want to run pure canoptek armies in a battle forged battalion.
Something of an aside, but I think one of the biggest issues with the Necron book is Crypteks.
When they were first introduced, Crypteks basically functioned as special weapon carriers that could be attached to other squads (or kept together as their own mini-squad). As a result, they also functioned as a secondary element of customisation for Necrons, after the main HQs. Their equipment was a little hit and miss but there were still some good options and fun combinations available.
However, in 7th edition onwards, all those weapons and options were stripped away, leaving Crypteks as single-function HQs. They don't even use a different weapon to the rest of the Necron HQs. What's more, rather than bringing more options to the table, all Crypteks do now is tread on the toes of other Necron units. Improving RPs was always a function of Resurrection Orbs (and the Lords that carried them). However, that function was handed to Crypteks, leaving Resurrection Orbs as crappy, once-per-game items that are mere shadows for their former selves. What's more, Crypteks have also been given the ability to repair vehicles - something that would more logically be the job of Canoptek Spyders. And whilst the Spyders can technically still repair vehicles, the fact that they're no better at it than Crypteks (who are also immune to being shot) makes them a generally poor choice.
Put simply, I think that Crypteks need to be given their own unique rules - rather than just pilfering rules from other units,
If that's the reason they made him synergise with nothing, then I'd have preferred it if they'd just changed the fluff to make Destroyer Lords Crypteks that had gone loopy and turned themselves and all their friends into jetbikes.
I mean, they don't even need to have turned their friends into Jetbikes. It could be as simple as 'Destroyer Lords want to make the most of their Destroyer bodies, and frequently leave the bulk of the Necron infantry far behind, preferring instead to silently direct the Wraiths and Scarabs as they fly out to meet the enemy.'
vipoid wrote:
- They can repair vehicles but there's really no reason to take them for this when you can instead take a Cryptek (which is faster, can't be targetted, and provides a buff to RPs).
What i find hilarious is that they can repair any necron vehicle, but they cant fix each other, or themselves. They are monster.
Tiberius501 wrote:So, before I become that guy, this will be my last noob question: Is the Obelisk worth taking now?
Heck, I remember back in 5th when Destroyer Lords weren't even their own separate thing, back then it was just a lord who had put on his destroyer pants that morning.
Which makes a lot more sense, as a robot, altering your body shouldn't be considered drastic or be permanent in any way. Why have a chariot when you can be your chariot, right?
vipoid wrote: - They can repair vehicles but there's really no reason to take them for this when you can instead take a Cryptek (which is faster, can't be targetted, and provides a buff to RPs).
I agree 100% that the Spyder needs to be improved to be useful, giving it Character seems right, but regarding above, you can take the Cryptek regardless of what you do with the Spyder, neither discourages the other, so that's hardly a reason. ( I happily take both if I want some piece of machinery to stay alive)
Kahi the Uncertain wrote: Heck, I remember back in 5th when Destroyer Lords weren't even their own separate thing, back then it was just a lord who had put on his destroyer pants that morning.
Which makes a lot more sense, as a robot, altering your body shouldn't be considered drastic or be permanent in any way. Why have a chariot when you can be your chariot, right?
Yeah, I much preferred that fluff.
To be honest, I also preferred it when Necron Lords were the leaders of the army. Overlords are far too bulky and garish for my tastes.
I agree 100% that the Spyder needs to be improved to be useful, giving it Character seems right, but regarding above, you can take the Cryptek regardless of what you do with the Spyder, neither discourages the other, so that's hardly a reason. ( I happily take both if I want some piece of machinery to stay alive)
The reason I think the spyder shouldn't be a character is that they're characters in the same way that a Doomsday Ark is a character. It just doesn't seem remotely thematic.
Kahi the Uncertain wrote: Heck, I remember back in 5th when Destroyer Lords weren't even their own separate thing, back then it was just a lord who had put on his destroyer pants that morning.
Which makes a lot more sense, as a robot, altering your body shouldn't be considered drastic or be permanent in any way. Why have a chariot when you can be your chariot, right?
Yeah, I much preferred that fluff.
To be honest, I also preferred it when Necron Lords were the leaders of the army. Overlords are far too bulky and garish for my tastes.
I agree 100% that the Spyder needs to be improved to be useful, giving it Character seems right, but regarding above, you can take the Cryptek regardless of what you do with the Spyder, neither discourages the other, so that's hardly a reason. ( I happily take both if I want some piece of machinery to stay alive)
The reason I think the spyder shouldn't be a character is that they're characters in the same way that a Doomsday Ark is a character. It just doesn't seem remotely thematic.
Well aren't they supervising operations and the other canoptek units as they maintain the tomb world? That's a somewhat charactery position
I wouldn't make the Spyders characters either. There are already too many characters in the game. I would however make them Elites, give them a unique purpose/rule (for example, grant RP re-roll to TROOPS within 6"), drop them to 50 points and improve their wounds to 6.
Battalion to objective cap while the wraiths rampage up the field.
I did miss an Overlord for MWBD on tesla but otherwise .. yeah it worked
this was a new CA18 Maelstrom mission ... killed a titanic in T2 (DDA rolled poorly, but destroyers would not have been in range anyway on T1)
Defining moment was the DDA taking 0 damage from the T1 alpha... the cloaktek sat around with his thumb up his butt without anything to repair all game.
I've already made a thread for proposed rules changes to Necrons, you should probably move this discussion over there.
Spoiler:
Models: 66 CP: 8 Pts remaining: -995 Pts: 1995
Sautekh Battalion 5
1 Sautekh Imotekh the Stormlord 160
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
8 Sautekh Immortals (tesla carbines) 120
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I won an ITC game going second with my double Bat list against a Khorne Daemonkin list. I lost 18 Immortals, one DDA and my Triarch Stalker before wiping out my opponent. This marks my 6th consecutive win with the list, which is the longest win streak I've had with a list in 8th. I think I'm going to start looking for trouble with this list, find some competitive lists then try and replace Imotekh and 28 Immortals with Destroyers to see if I need to get more Teslamortals for games where proxying is not allowed. 18 Gauss Immortals might actually be good enough, so I just have to make sure I have 40 Teslamortals.
Perhabs the greatest challenge with this list is keeping track of which units have shot.
Only comment I can make is switch out the Abyssal Staff for literally any other weapon. It's argueably our worst Relic. Other than that, it's a solid list. (even though the Meta hates MSU, with us more than most)
Might be tempted to trade one of the units of Immortals to Guass, and then teleport them accross the board with the Lord if you give him the Veil, just so then there's more up there than Deathmarks
IHateNids wrote: Only comment I can make is switch out the Abyssal Staff for literally any other weapon. It's argueably our worst Relic. Other than that, it's a solid list. (even though the Meta hates MSU, with us more than most)
Might be tempted to trade one of the units of Immortals to Guass, and then teleport them accross the board with the Lord if you give him the Veil, just so then there's more up there than Deathmarks
The Abyssal Staff has been popular in tournament lists, you're extremely wrong. It's our third or fourth best relic after VoD and The Nanoscarab Casket.
The Gauntlet of the Conflagrator is by far our worst relic, the rest are either among the best relics in the game VoD, Abyssal Staff, Casket or are at least okay in niche circumstances Sempiternal Weave for a Cryptek to have a greater likelyhood of surviving the explosion of a Titanic vehicle he is on repair duty for, Lightning Field for Catacomb Command Barges etc. etc.
Has anyone tried brewing a Silver Tide list post-CA? I think we might actually have enough point cost reductions to make a reasonable list.
You can now do:
1x Cryptek + Chrono
1x Overlord +Scythe + Res Orb
3x 20x Warrior Squads
3x DDA
1x Ghost Arc
All for 1509 points.
This could be a fairly solid core for a fun, effective list. Probably not top-table-worthy, but definitely far more reasonable and powerful than before.
Tiberius501 wrote: So, before I become that guy, this will be my last noob question: Is the Obelisk worth taking now? It seems pretty underwhelming with 4 guns without AP at nearly 400pts. Does the tesla rule make it good?
You are right on the money, it cost way too much for its output. Maybe if tesla orbs/destructors were not a complete waste of ink it would be ok, but as it is right now there is no reason to take it. Also us necrons are a friendly lot, you don't have to worry about annoying us with new player questions, it's a nice break from the usual conversations we have in here.
Werekill wrote: Has anyone tried brewing a Silver Tide list post-CA? I think we might actually have enough point cost reductions to make a reasonable list.
You can now do:
1x Cryptek + Chrono
1x Overlord +Scythe + Res Orb
3x 20x Warrior Squads
3x DDA
1x Ghost Arc
All for 1509 points.
This could be a fairly solid core for a fun, effective list. Probably not top-table-worthy, but definitely far more reasonable and powerful than before.
This might be good. I would remove Res Orb.
So
Cryptek
Lord
3x20 warriors
2xStalkers
3xDDA
6xDestroyers
Ghost Ark
1998 pts. Looks solid for me, warlord trait ignore morale of course.
Lord vs Overlord - we do not need MWBD so much for warriors, rerolling 1s on wounds looks better for me. And also it's cheaper.
1 Stalker targeting something for DDA, another for warriors blobs.
Dynasty is tricky. They are all not good. Maybe Sautekh? So warriors can advance and shoot. It's a shame that this does not affect DDA :\
Tiberius501 wrote: So, before I become that guy, this will be my last noob question: Is the Obelisk worth taking now? It seems pretty underwhelming with 4 guns without AP at nearly 400pts. Does the tesla rule make it good?
You are right on the money, it cost way too much for its output. Maybe if tesla orbs/destructors were not a complete waste of ink it would be ok, but as it is right now there is no reason to take it. Also us necrons are a friendly lot, you don't have to worry about annoying us with new player questions, it's a nice break from the usual conversations we have in here.
Then there of course is that one time, you go up against a Tau list with 15 small companion drone units and other fly things, neatly scattered around the obelisk, and then they go *pop* all around him on 4+ for 1CP, and the rest of the drones get tesla'd.
Werekill wrote: Has anyone tried brewing a Silver Tide list post-CA? I think we might actually have enough point cost reductions to make a reasonable list.
You can now do:
1x Cryptek + Chrono
1x Overlord +Scythe + Res Orb
3x 20x Warrior Squads
3x DDA
1x Ghost Arc
All for 1509 points.
This could be a fairly solid core for a fun, effective list. Probably not top-table-worthy, but definitely far more reasonable and powerful than before.
This might be good. I would remove Res Orb.
So
Cryptek
Lord
3x20 warriors
2xStalkers
3xDDA
6xDestroyers
Ghost Ark
1998 pts. Looks solid for me, warlord trait ignore morale of course.
Lord vs Overlord - we do not need MWBD so much for warriors, rerolling 1s on wounds looks better for me. And also it's cheaper.
1 Stalker targeting something for DDA, another for warriors blobs.
Dynasty is tricky. They are all not good. Maybe Sautekh? So warriors can advance and shoot. It's a shame that this does not affect DDA :\
Would be nice to fit in a Deceiver for some cool forward deployment, or Zahndrekh/Obyron to pull them out of CC at leisure.
IHateNids wrote: Can I just say Mephrit is a Warrior Blob’s best friend
Definitely.
To the point that they might not all that many DDA's. Unless you are up against spamming T8 tanks (that AM guy), they are fine. In rapid fire range your 20 warriors will out perform a DDA against T7 tanks, and against T8 they still deal 3 dmg to the DDA's 5.5 dmg.
CthuluIsSpy wrote: Novokh is pretty hilarious too, if you can get them in combat. 40 S4 AP-1 shots, followed by 20 attacks rerolling hits isn't anything to sniff at.
Ah yes. Now if only there was a way to shift Anrakyr around.
CthuluIsSpy wrote: Novokh is pretty hilarious too, if you can get them in combat. 40 S4 AP-1 shots, followed by 20 attacks rerolling hits isn't anything to sniff at.
Ah yes. Now if only there was a way to shift Anrakyr around.
You probably don't need him.
If you use disruption fields + Blood Rites in combination with double tapping gauss flayers, you are probably going to kill anything you charge, short of a SHV.
I think you need larger infantry units to make Zhan and Oby worth it. Full size units make more efficient use of MWBD, Transient Madness, Ghostwalk Mantle, the Viel of Darkness, and the Night Scythe Invasion Beams (RP too). Your Destroyers would be the best target for most of those abilities.
I like small units of Tomb Blades though; they don't get buffs and are actually pretty hard to shift.
Really, all Necron units should be full size unless they are purely for objective grabbing or screening. Immortals, Tomb Blades and Scarabs can be minimum size but everything else should always be maxed out.
I might actually rewrite the entire thing anyway... just got an updated player list and there's a very good chance I have a full Knight list to contend with, so I may be re-creating the whole thing
if I do re-write, would anyone want me to post up mini-reports from memory?
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
8 Sautekh Immortals (tesla carbines) 120
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion 5
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I lost an ITC game against a Tau castle with my double Battalion list, so 6 wins and 1 loss so far. I didn't make full use of terrain so when I charged I faced half a shooting phase and that pretty much lost me the game. The list still did alright, but I was unable to deal with 24 shield drones out of LOS, so when I killed his Fire Warriors I didn't have anything to shoot at.
I think having a Nightbringer or Deceiver in the list would work wonders against castles, a Transdimensional Thunderbolt would have wreaked havoc on this opponent and Cosmic Fire would be even better.
I won a 1250 game against a Harlequin bike list with a triple flyer list. My opponent got really unlucky, on average I should have lost.
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
8 Sautekh Immortals (tesla carbines) 120
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion 5
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I lost an ITC game against a Tau castle with my double Battalion list, so 6 wins and 1 loss so far. I didn't make full use of terrain so when I charged I faced half a shooting phase and that pretty much lost me the game. The list still did alright, but I was unable to deal with 24 shield drones out of LOS, so when I killed his Fire Warriors I didn't have anything to shoot at.
I think having a Nightbringer or Deceiver in the list would work wonders against castles, a Transdimensional Thunderbolt would have wreaked havoc on this opponent and Cosmic Fire would be even better.
I won a 1250 game against a Harlequin bike list with a triple flyer list. My opponent got really unlucky, on average I should have lost.
How did you deal with his out-of-LOS shield drone unit?
torblind wrote: How did you deal with his out-of-LOS shield drone unit?
but I was unable to deal with 24 shield drones out of LOS
I think he didn't ;-)
Those are buggers to deal with at the best of times.
Ooh. right. Yes. That was exactly my epxerience. You would have to sacrifice a cryptek with a band of immortals (Veil) or dart up wtih 6 tesla blades to bring them down.
After several days of looking at our codex and CA improvements I have been trying to "construct" the best possible list I could make for ETC-style games using what I have on me. This is what I came up with it.
The idea - This list is all about speed and damage. I have 2 "deathstar" style blobs which will consist of Cloaktek, Tesseract Ark and 9 Gauss TBs to act as mobile shied. The coaktek buffs the TBs via RP and repairs the Tark D3 wounds a turn.
The Tesla TBs are there to take care of any blob units. Using the Sautekh gem to make their Tesla pop on 5+ if that unit was previously wounded. The 3rd cloaktek will grant them RP.
2 DDAs literally sit in the back corner to shots ant anything T8. Once that stuff is dead the DDA will than move about to hit in normal BS on lower power mode. Or I can have them advance up into my Deathstar if needed to make use of the Gauss arrays.
3 5 immos are their to sit in buildings, hold objects and prevent DS if possible.
Sautekh let's me move my Tarks and DDAs without any BS modifiers unless I advance and the gem for +1 to hit can be clutch.
1 cloaktek has the Sautekh SoL as it's an easy weapon to use for popping the Sautekh gem. Other Cryptek has VoD to move last turn for line breaker, prevent slay the Warlord and to VoD onto and objects or Damaged DDA if needed.
Your guys thoughts? Would like to fit in some Scarabs but not sure what to drop.
torblind wrote: You wouldn't swap some tomb blades for destroyers?
How about a third DDark instead of one of the T Arks? (Though I love the model and the different firing modes)
I'm actually not a fan of Destroyers. I don't see the value of sinking 300pts + 1 CP to have them die from 1 round of shooting. They will delete something they shoot at but I'd rather have a few units that will/should last 2-3 turns and do DMG over time rather than have a unit that will disappear the turn after it has arrived. Also, oddly enough, 2 of the Tarks have 4 Gauss cannons so they already do what the Destroyers would do without the help of EP.
I was thinking of a 3rd DDa and having 1 Tark. But the Tarks are very versatile in what they do and are very hard to clear off the board. A DDa is easier to kill than a Tark and if your not playing your Necrons to be trolling people are you even playing us right?
IHateNids wrote: I've literally never seen anyone recommend taking the AS...
granted, I dont really follow inat tourney scenes, but still...
Its auto hit and 3D6 to beat leadership is usually easy. The easy mortal wound(s) you can get off it synergises well with Methodical Destruction. The only real drawback to it is the 12" range.
IHateNids wrote: I've literally never seen anyone recommend taking the AS...
granted, I dont really follow inat tourney scenes, but still...
Its auto hit and 3D6 to beat leadership is usually easy. The easy mortal wound(s) you can get off it synergises well with Methodical Destruction. The only real drawback to it is the 12" range.
IHateNids wrote: I've literally never seen anyone recommend taking the AS...
granted, I dont really follow inat tourney scenes, but still...
Its auto hit and 3D6 to beat leadership is usually easy. The easy mortal wound(s) you can get off it synergises well with Methodical Destruction. The only real drawback to it is the 12" range.
decent odds.
I stand corrected then
I stick by the fact I havent seen anyone recommend it, but I cant argue against math
torblind wrote: How did you deal with his out-of-LOS shield drone unit?
but I was unable to deal with 24 shield drones out of LOS
I think he didn't ;-)
Those are buggers to deal with at the best of times.
Turn 3 I decided to Veil up Imotekh 9" away from my opponent's Castle and in cover and charge him in with MWBD to absorb overwatch, I used Obyron to ghostwalk a unit of Immortals up. What I could have done is Veil Zahndrekh behind the terrain feature which obscured the Drones and then Ghostwalk Immortals behind there as well turn 2. Problem is that still only kills 8 Drones and would have left me unable to charge anything other than Drones, while charging into his front line would have allowed me to take a Sniper Support thingy hostage with my Immortals and Imotekh. Instead I failed my charge with Imotekh, which meant just enough Overwatch on the Immortals that they went down to 2 Immortals (so no hostage taking) after the Fight phase. On top of that my opponent decided to one-shot Obyron with 2 18" meltaguns because I hadn't placed him out of LOS of that particular model. You can put most of it up to incompetence, the army just kind of played itself the other games, but because I was getting out-shot I decided to try a super risky strategy.
The rolls didn't really roll the way I wanted either, I got lucky once on turn 4 and did 6 wounds to a Riptide with a squad of Immortals, but it wasn't enough to dig me out of the hole I'd dug myself into with some questionable target priority turn 1-2 and the risky manouvre turn 3. A big part of the list's strength is its ability to fall back and shoot with Obyron, against a gunline that's useless, another strength is the 3d6+2 lascannon shots, but that doesn't help when all it gets put on a Drone on a 2+ and then ignored on a 5+. Destroyers or C'tan would have been great this game, Wraiths would have been bad, they're not something I'd invest in when running Obyron.
taetrius67 wrote: Has no one though about something like :
Overloard
Cryptek
4 scarabs
And 8 x 20 warriors
Why don't try necron horde? lol
Morale would be crippling. Focus brick a turn, and this just starts evaporating. That, and seriously struggle vs long range and T8.
Even with Immortal Pride, it would be very hard to toe-in all 8 squads within 6 inches. Also, blender units like genestealers and zerkers will chain from combat to combat without us being able to shoot
With mephrit it would be S4 AP-2 at 12". Anrakyr could buff them with A+1. A cryptek with chronometron could give them a 5+ inv. And with MWBD a unit would hit on 2+ with shooting and melee. There is a stratagem giving one infantry unit S+1. Szeras could buff one unit per turn, for the remainder of the game. I would like to try that against a horde army, but it would epic fail against a gunline.
vipoid wrote: I don't think I'd want a Ghost Ark in that army. It's just asking to be targeted by every anti-vehicle weapon your opponent brought.
Considering how most AT weapons have D6 strength, that might be a good thing.
Plenty of D2-3 AT guns as well(I presume you mean damage rather than strenght. No Sd6 is considered AT weapon ). Not neccessarily due to having low D but because they have high ROF which is good in this era of invulnerable's everywhere. Low ROF, high S, high AP isnt' that good when everything and their mother is packing like 4++ or better.
Albeit it's better than mek guns but for my orks similarly despite smasha guns being AWESOME damage dealers per point for orks when rest of army is infantry heavy adding few vehicles make those just dead. And agreed about above comment regarding morale with 8x20. Morale hurts bad enough for ork hordes and they have extra tools against that...For necrons it would be horrendous damage. Kill 14 and rest will die on 2+...13 and you are looking at 50-50 do all die or not. I'm not convinced killing 14 T4 4+ W1 models is THAT hard.
Blndmage wrote: I wish they'd give us our 3+ back, same with T5 Immortals.
Honestly 3+ for all Necrons (not Canoptek), and 4+ like the old WBB isn't nearly as powerful n this edition.
I'm not satisfied with how necrons are performing currently, but I wouldn't go back 7th, 5th, or 3rd. For the first time we have the opportunity to be something other than a gimmick list, and while we are not at a good place yet, we just need a few minor changes and we can go head to head with anyone. For instance, GW made both Tyranids and Orks be weird and do it effectively. That could be us as well, not just better space marines (like we were in 7th ed), but an army that plays in a unique fashion. I won't fill this thread with wishlisting, but just a few minor rules changes combined with the points drops we got in CA 2018 and we could be upper middle of the pack.
I think Ghost Arks having the open topped rule would add quite a lot to the army as a whole. A Mephrit GA full of Warriors would be fast, tough, and deadly. Having another way to run the compulsory 3 troops would affect the types of lists you can build around them too.
Right now we have 2-3 10x Tesla Immortals as the only option that seems efficient. 3x5 means your troops aren't really contributing, and nor are your HQs as they synergise best with troops. The only vaguely useful way to use Warriors are in blobs of 20 with lots of support, but they end up relying on RP way too much.
I just notice something that I never realised before: Methodical Destruction can be used in the assault phase. I can't imagine the need ever arising though.
Moosatronic Warrior wrote: I think Ghost Arks having the open topped rule would add quite a lot to the army as a whole. A Mephrit GA full of Warriors would be fast, tough, and deadly. Having another way to run the compulsory 3 troops would affect the types of lists you can build around them too.
Right now we have 2-3 10x Tesla Immortals as the only option that seems efficient. 3x5 means your troops aren't really contributing, and nor are your HQs as they synergise best with troops. The only vaguely useful way to use Warriors are in blobs of 20 with lots of support, but they end up relying on RP way too much.
I just notice something that I never realised before: Methodical Destruction can be used in the assault phase. I can't imagine the need ever arising though.
I much prefer the idea of Ghost Arks as mobile ambulances than as dedicated transports. The notion that our troops even need to ride around in a tin box to get places irritates me
Yeah. There is no good use for it that I can see. Just putting it out there.
Another thing occurred to me in my post CA rules refresh I'm doing. RP rolls are made at the start of the turn (not a phase) meaning you can use the CP reroll strat on them as many times as you want (not on the same model as you can't reroll a reroll). So if 1 Destroyer is left from a unit of 6 near a Cryptek, you could make up to five 4+ rerolled RP rolls. 1 CP for a 50/50 chance of getting a destroyer back is still not great, but might be worth it occasionally.
1 warrior left from a unit of 20> RP> 9 stand back up> burn 10CP to try and get the rest back> worst way to burn command points in all of 40K?
I'm not satisfied with how necrons are performing currently, but I wouldn't go back 7th, 5th, or 3rd. For the first time we have the opportunity to be something other than a gimmick list, and while we are not at a good place yet, we just need a few minor changes and we can go head to head with anyone.
Without wishing to go off topic, I'd much prefer a modified 5th edition codex to a modified 8th edition one.
I miss having actual wargear options - not just ~4 weapons and a single other option (whether or not to take the overpriced turd that is the Resurrection Orb).
I miss the Crypteks from 5th - the ones that actually added something to the army, rather than just treading on the toes of other units. I miss their wide array of weapons and wargear and how they were just cheap units that you could attach to squads.
I miss being able to take min-sized Necron units without screwing myself over in the process (something that would be especially welcome with the new detachment rules).
I miss having special rules that weren't just 'transports but worse' or '+1 to hit/reroll 1s/do Mortal Wounds when you roll a something or other'.
It's 2 CP, the reason it's useless in the Fight phase is the alternative of running Novokh and the lack of synergy. But it's only 2 CP so not quite that bad. You could use it against a Harlequin Solitaire with the MW relic, but that's one of a select few good uses.
I won a 2k game going first against a TS list with no Daemon or Tzaangor keyword models with my new double Monolith list. My opponent killed one unit before surrendering, at which time I'd killed half his army. My Doom Scythe blocked the Movement of a Rhino entirely T1, that felt pretty strong since it forced 300 pts out of the game for a few turns.
Spoiler:
Models: 49 CP: 9 Pts remaining: 0 Pts: 2000
Sautekh Vanguard 1
1 C'tan Shard of the Nightbringer 180
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion 5
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I won a 2k game going second against a weak BA list with a Zahndrekh list with some Shieldguard, a Night Shroud and a Nightbringer, my opponent lost his Warlord from a vehicle exploding turn 1 and didn't have a single lucky roll. Nightshroud was useless, Nightbringer and Shieldguard were eh. The list is certainly much weaker than my double Bat list, but my opponent was bringing a Repulsor and Tacticals. I did not lose a unit before turn 3. The Heat Ray sucked, I kept it too far back.
It's 2 CP, the reason it's useless in the Fight phase is the alternative of running Novokh and the lack of synergy. But it's only 2 CP so not quite that bad. You could use it against a Harlequin Solitaire with the MW relic, but that's one of a select few good uses.
It's 2 CP, the reason it's useless in the Fight phase is the alternative of running Novokh and the lack of synergy. But it's only 2 CP so not quite that bad. You could use it against a Harlequin Solitaire with the MW relic, but that's one of a select few good uses.
I won a 2k game going first against a TS list with no Daemon or Tzaangor keyword models with my new double Monolith list. My opponent killed one unit before surrendering, at which time I'd killed half his army. My Doom Scythe blocked the Movement of a Rhino entirely T1, that felt pretty strong since it forced 300 pts out of the game for a few turns.
Spoiler:
Models: 49 CP: 13 Pts remaining: 0 Pts: 2000
Sautekh Battalion 5
1 C'tan Shard of the Nightbringer 180
1 Sautekh Cryptek (staff of light + canoptek cloak) 85
1 Necron Triarch Stalker (twin heavy gauss cannon) 125
Sautekh Battalion 5
1 Sautekh Nemesor Zahndrekh 150
1 Sautekh Vargard Obyron 125
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
10 Sautekh Immortals (tesla carbines) 150
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
1 Sautekh Doomsday Ark 160
I won a 2k game going second against a weak BA list with a Zahndrekh list with some Shieldguard, a Night Shroud and a Nightbringer, my opponent lost his Warlord from a vehicle exploding turn 1 and didn't have a single lucky roll. Nightshroud was useless, Nightbringer and Shieldguard were eh. The list is certainly much weaker than my double Bat list, but my opponent was bringing a Repulsor and Tacticals. I did not lose a unit before turn 3. The Heat Ray sucked, I kept it too far back.
Well a few errors on your part. Nightbringer is an elite not an HQ. Also your first battalion doesn't have any troops. Sooo, yea thats pretty illegal. I also don't see a nightshroud listed there at all. Maybe you wrote down your list incorrectly?
How were you utilizing the Monoliths? Two in one list seems like a hefty investment
I ran them up the table behind 3 rows of Warriors and shot at things. My opponent didn't put up much of a fight, he had no coherent game-plan, he left himself open to having his Movement blocked by a Flyer blocking the only route one of his Rhinos could take, he didn't keep his units in range of re-roll auras, he kept units inside of transports instead of getting them out and making them useful, he split his force into bite-sized chunks, leaving him unable to finish off my units, queue 12 Warriors coming back with RP and several vehicles getting Living Metal + Spyder healing. His list was also pretty bad, between ineffecient unit sizes and Dreadnoughts with effectively no Legion Tactic instead of running Predators which wouldn't benefit anyway. He was new and I didn't forget anything. I couldn't make a worse list without trying to hamstring myself, Monoliths are still bad, the math doesn't lie, but i'm still excited to use them more, rather than angry at how incredible of a waste 380 pts was.
Well a few errors on your part. Nightbringer is an elite not an HQ. Also your first battalion doesn't have any troops. Sooo, yea thats pretty illegal. I also don't see a nightshroud listed there at all. Maybe you wrote down your list incorrectly?
I work in excel so I can quickly copy and paste lists and keep the original list, this was made by copying a double battalion list and I forgot to update the detachment names and CP available to the army. Thanks for the heads up. As Avatar said I used a Vanguard Detachment and a Battalion Detachment and I only had 9 CP for the battle, sorry about the confusion, I don't take much care with writing my lists when it's a first draft. I could move over to Battlescribe but then you don't get information about how much units would cost in a pre-CA2018 list like I do, I'll endevour to make more readable lists, thanks for looking through my lists and feel free to critique them.
I did indeed not include a Night Shroud, it never killed anything or got shot so it thankfully didn't matter, it might have killed a couple of Tacticals but it didn't drop its bombs before my opponent surrendered. I initially included one and replaced it with the Nightbringer, that's where the trouble was.
dapperbandit wrote: On the other hand, something that Praetorians can do and Wraiths can't is charge fliers.
With the soon to be buffs to our QS vehicles I think I'll move away from the Synaptic Obliterator, you don't want to have to shoot at Immortals with this thing and the other option isn't terrible and those two will almost certainly delete at least one DDA/turn.
What buffs are you referring to? I think I missed something
dapperbandit wrote: On the other hand, something that Praetorians can do and Wraiths can't is charge fliers.
With the soon to be buffs to our QS vehicles I think I'll move away from the Synaptic Obliterator, you don't want to have to shoot at Immortals with this thing and the other option isn't terrible and those two will almost certainly delete at least one DDA/turn.
What buffs are you referring to? I think I missed something
As Spy said they got cheaper, I think with QS being cheaper it's too hard a counter to a Seraptek list. The Obliterator already had bad match-ups, Chimeras, Kastellan Robots, Land Raiders and Leman Russ Tank Commanders got buffs while the Necron Vault got nerfed so maybe the obliterator is still the better option.
Another thing to keep in mind, is the meta as well. Since a lot of armies are adjusting their choices for dealing with knights, this often includes high strength, high damage weaponry that QS excels at.
This kind of makes QS an anti-meta choice. As long as you deal with the low damage weapons your vehicles can often get free reign.
Sasori wrote: Another thing to keep in mind, is the meta as well. Since a lot of armies are adjusting their choices for dealing with knights, this often includes high strength, high damage weaponry that QS excels at.
This kind of makes QS an anti-meta choice. As long as you deal with the low damage weapons your vehicles can often get free reign.
Hm. Interesting point. I was gonna say though, our vehicles suffer against other popular d3 damage options like battlecannons, and knight gattling cannons, so I think it makes it possible, but also matchup dependent
It's a funny one, QS trolls mech guns for example but on the other hand lootas are a fething nightmare. luckily doomsday arks have 14 wounds and two amazing strats. They also have bonkers range. I'd actually want to go second vs a lot of enemies currently, counter deployment is a very big deal, unless I am running the deceiver I suppose.
I won three 500 pt games against Astra Militarum and one against Necrons. Skill advantage is one thing, I think it's perfectly fair to show someone how to play the game, but then I was lucky, that's not really my fault but I did bring lists that weren't trash like I should've. Triarch Praetorians are brutal in 500 pt games when you have sufficient LOS-breaking terrain. ABs were pretty cool as well. I hope my opponents weren't too demoralized, next time I'm bringing less icky lists.
I've been gone a really long time and from what I've been reading here is that we can use Gauss Pylons in regular games now? I bought the 8th rule book and the Necron codex, but I've only played one or two games. How did I miss this, is it in the rule book somewhere?
Sushi636 wrote: I've been gone a really long time and from what I've been reading here is that we can use Gauss Pylons in regular games now? I bought the 8th rule book and the Necron codex, but I've only played one or two games. How did I miss this, is it in the rule book somewhere?
Imperial Armour Xenos. It's sold on the FW webstore. You can use Titanic units in games of any pts size and there is no limit to how big a percentage of your pts you can spend on those units, so if you want to field and army entirely of Gauss Pylons you can do that.
I lost a maelstrom game against a Dark Angels Deathwing list using my Zahndrekh Battalion 10 Lychguard Vanguard list. The mission included us drawing two objectives each time we generated one and our opponent shuffling one of them back into our deck, however my opponent used a Stratagem that made it so I couldn't look at his Stratagems so he essentially just got 4 random ones each turn, while I got 4 crappy ones each turn. My opponent won on VP, the game mode was very unfair but we managed to have a good time regardless. My army was quite a lot stronger than his, despite having terrible luck we both had about 500 pts left at the end of the game. I don't want to rule out Shieldguard too quickly, but losing them after making only 2 invulnerable saves and not doing a single wound in close combat is pretty disheartening. I failed my resurrection protocols 4+ roll for Obyron with a re-roll and failed two 4++ saves on Zahndrekh against damage 3 wounds. The Flyer did 1 wound with its bombs, a total waste, I'm not sure if I'd have ever gotten more value than that. Being slightly tougher than a Night Scythe and doing 1 MW once was not worth the 55 extra pts, the fact you can't land in front of something and block its movement and throw bombs in the same turn means the Night Shroud can't even do the job that you want your Flyers to do, but those MWs are pretty enticing so I'll test it out some more.
So I was playing around with lists an noticed trazyn is now cheaper than an overlord with a warscythe by 3 points. You guys think he is usable at this point?
Grimgold wrote: So I was playing around with lists an noticed trazyn is now cheaper than an overlord with a warscythe by 3 points. You guys think he is usable at this point?
Grimgold wrote: So I was playing around with lists an noticed trazyn is now cheaper than an overlord with a warscythe by 3 points. You guys think he is usable at this point?
I don't think he was ever the worst HQ we had, he's just always been meh, paying 10 or 30 pts too much for one unit isn't going to make or break your list, but Nihilakh isn't a great dynasty for many units which makes life even more difficult for Trazyn. I don't think he's overcosted any longer, he's an Overlord with a 7 pt weapon and I think I'd pay those pts for that weapon, his ability is useless but we're not really paying for that any longer, so he's fair enough. Making him your Warlord now also seems fair enough, if instead of saying you are paying for an overpriced Overlord that can kill your characters to revive himself with a couple wounds left, you say that ability is part of his otherwise weak Warlord trait to keep your Warlord alive, then he suddenly makes a lot more sense. If you're making a Nihilakh Battalion without any 11+ model units then Trazyn is good, but still not amazing. I don't see any reason to make a list using him, he just doesn't excite me in the same way many of our other units do, when you factor in the Stratagem that allows you to revive your characters Trazyn just looks even more boring.
10 Tesla Immortals (150 Points)
20 shots
20 hits
40/3 wounds
80/9 unsaved
About 9 dead Guardsmen in one round.
10 Warriors (110 Points)
10 shots
20/3 hits
40/9 wounds
100/27 unsaved
About 4 dead Guardsmen
Double in Rapid Fire
10 Guardsmen (40 Points)
9 shots
9/2 hits
3/2 wounds
3/4 Warriors dead, or 1/2 Immortals
Slightly more than double with Rapid Fire
Overall, it looks like Warriors and Immortals trade pretty well.
10 Immortals is the same cost as three squads plus a Company Commander, and while they lose 2.5 a turn, they wipe a squad of Guard a turn at full strength.
10 Warriors is the same cost as two squads of Guard plus a Company Commander, and don't trade as favorably. 3 dead Warriors a round, and only 4 dead Infantrymen.
But remember that the guardsmen can cap more objectives and generate more CPs for that same price, and that’s enough to catapult them wayyyyy beyond warriors or immortals.
Gwyn chan 'r Gwyll wrote: But remember that the guardsmen can cap more objectives and generate more CPs for that same price, and that’s enough to catapult them wayyyyy beyond warriors or immortals.
They also do...
1 shots
1/2 hits
1/6 wounds
1/18 unsaved
.72 points of damage to a Marine, for 4 points. An 18% return.
A Teslamortal does...
2 shots
2 hits
4/3 wounds
4/9 unsaved
5.78 points of damage to a Marine. a 39% return.
Gwyn chan 'r Gwyll wrote: But remember that the guardsmen can cap more objectives and generate more CPs for that same price, and that’s enough to catapult them wayyyyy beyond warriors or immortals.
Exactly on the money with the CP and board control, but I don't agree that they are wayyyyy beyond Teslamortals. I think you should do the math for Guard squads equipped with a heavy bolter and/or a plasma gun, if you were using them as anything other objective cappers and CP regenerators then I think you would at the very least take a special weapon, if not also a heavy weapon team.
Immortals do far better in cover than Guardsmen do, they'll take half damage from AP- weaponry while Guard take one fourth less damage from AP- weaponry, cover-ignoring weapons exist, AP exists, but when it matters it's huge. Add Immortals ability to ignore cover for 1CP, doubling one squad's output against a single MEQ unit in cover and the base Immortal Squad is a far more relevant squad in terms of killing enemy units, than base Guard squads are, but Guard do have relevant options, that just got a point reduction to boot.
If you really want to feel good about our units look at Renegade Guardsmen or Cultists, basically the same as regular Guardsmen but at 5 ppm, arguably what Infantry Squads should be at, but I also didn't think Teslamortals needed a reduction.
Cryptek [5 PL, 85pts]: Artefact: The Veil of Darkness, Canoptek Cloak [5pts], Staff of Light [10pts]
Imotekh the Stormlord [10 PL, 160pts]: Warlord
+ Troops [24 PL, 420pts] +
Immortals [8 PL, 150pts]: 10x Immortal [80pts], Tesla Carbine [70pts]
Immortals [8 PL, 150pts]: 10x Immortal [80pts], Tesla Carbine [70pts]
Immortals [8 PL, 120pts]: 8x Immortal [64pts], Tesla Carbine [56pts]
+ Elites [8 PL, 125pts] +
Triarch Stalker [8 PL, 125pts]: Twin Heavy Gauss Cannon [40pts]
++ Total: [117 PL, 1995pts] ++
I won a 2k Maelstrom game going first against a Tau list with 4 Piranhas and a squad of Broadsides with my Zahndrekh Imotekh Double Battalion. I got rid of a Riptide turn 1 because my opponent positioned his Drones poorly and only had 10 Drones covering that particular Ritpide. Turn 3 I shot at a 3++ Riptide with my DDAs even though they could shoot at his Broadsides, very poor choice, the Broadsides are far more fragile than a 3++ Riptide, Riptides will of course kill themselves half way if you let them, all I was doing is saving him CP and wounds in the future. I moved Zahndrekh out of position so I could get a charge with Vargard Obyron, failed the charge and both Obyron and Zahndrekh got killed, the manouvre was too risky, Coldstar Commanders can be anywhere at any time and put 4 meltaguns into your characters, so leaving bubblewrapping is not a valid choice against someone who is using 2 such Commanders.
I lost a 2k Eternal War game going second against a Tau list with 2 Ghostkeels and a squad of Broadsides using the same list. I'm fairly certain I would've won going first, but I decided to go second to see if I could win on objectives, that did not work out. The prepared positions Strat didn't do much for my 4+ Sv Doomsday Arks which I had placed super aggressively in hopes of putting them in Rapid-Fire range T1 leading me to lose two DDAs T1, where I lost zero in the entirety of the previous game because I decided to put them in cover and out of range. I put too much focus on his Ghostkeels, bad choice given that I was unable to get rid of his ghost drones so they were -2 to hit. I ended up being wiped out, but I think I forgot to deploy my Cryptek in the second game so I think I might still have had a chance on the objectives, but I wasn't keeping proper track of my dead and fleeing models either, I was just vizualising knocking my head against a wall the entire game for letting my opponent go first. I'll also just point out that you can make a Heroic Intervention even if your opponent did not declare a charge, I ended up doing so twice with Imotekh after my opponent fell back with his Ghostkeels. If nothing else this taught me about what would have happened had my opponent seized the initiative. Ghostkeels seem mainly to be distraction carnifexes, shooting Fire Warriors and Drones is a much bigger priority.
I won a 500pt game against a Scion newb with my friendly Mephrit 500 list, my opponent rolled poorly so even though I won I think this list gives a more fair chance to my opponent. I forgot to take hostages and let my opponent escape, failing to teach him that tactic and how to resist it, it's also a bad habbit I don't want to pick up for my more competitive games.
Gwyn chan 'r Gwyll wrote: But remember that the guardsmen can cap more objectives and generate more CPs for that same price, and that’s enough to catapult them wayyyyy beyond warriors or immortals.
Exactly on the money with the CP and board control, but I don't agree that they are wayyyyy beyond Teslamortals. I think you should do the math for Guard squads equipped with a heavy bolter and/or a plasma gun, if you were using them as anything other objective cappers and CP regenerators then I think you would at the very least take a special weapon, if not also a heavy weapon team.
Dont underestimate the insane combos guardsmen have. Orders and/or stratagems.
Gwyn chan 'r Gwyll wrote: But remember that the guardsmen can cap more objectives and generate more CPs for that same price, and that’s enough to catapult them wayyyyy beyond warriors or immortals.
Exactly on the money with the CP and board control, but I don't agree that they are wayyyyy beyond Teslamortals. I think you should do the math for Guard squads equipped with a heavy bolter and/or a plasma gun, if you were using them as anything other objective cappers and CP regenerators then I think you would at the very least take a special weapon, if not also a heavy weapon team.
Immortals do far better in cover than Guardsmen do, they'll take half damage from AP- weaponry while Guard take one fourth less damage from AP- weaponry, cover-ignoring weapons exist, AP exists, but when it matters it's huge. Add Immortals ability to ignore cover for 1CP, doubling one squad's output against a single MEQ unit in cover and the base Immortal Squad is a far more relevant squad in terms of killing enemy units, than base Guard squads are, but Guard do have relevant options, that just got a point reduction to boot.
If you really want to feel good about our units look at Renegade Guardsmen or Cultists, basically the same as regular Guardsmen but at 5 ppm, arguably what Infantry Squads should be at, but I also didn't think Teslamortals needed a reduction.
Cryptek [5 PL, 85pts]: Artefact: The Veil of Darkness, Canoptek Cloak [5pts], Staff of Light [10pts]
Imotekh the Stormlord [10 PL, 160pts]: Warlord
+ Troops [24 PL, 420pts] +
Immortals [8 PL, 150pts]: 10x Immortal [80pts], Tesla Carbine [70pts]
Immortals [8 PL, 150pts]: 10x Immortal [80pts], Tesla Carbine [70pts]
Immortals [8 PL, 120pts]: 8x Immortal [64pts], Tesla Carbine [56pts]
+ Elites [8 PL, 125pts] +
Triarch Stalker [8 PL, 125pts]: Twin Heavy Gauss Cannon [40pts]
++ Total: [117 PL, 1995pts] ++
I won a 2k Maelstrom game going first against a Tau list with 4 Piranhas and a squad of Broadsides with my Zahndrekh Imotekh Double Battalion. I got rid of a Riptide turn 1 because my opponent positioned his Drones poorly and only had 10 Drones covering that particular Ritpide. Turn 3 I shot at a 3++ Riptide with my DDAs even though they could shoot at his Broadsides, very poor choice, the Broadsides are far more fragile than a 3++ Riptide, Riptides will of course kill themselves half way if you let them, all I was doing is saving him CP and wounds in the future. I moved Zahndrekh out of position so I could get a charge with Vargard Obyron, failed the charge and both Obyron and Zahndrekh got killed, the manouvre was too risky, Coldstar Commanders can be anywhere at any time and put 4 meltaguns into your characters, so leaving bubblewrapping is not a valid choice against someone who is using 2 such Commanders.
I lost a 2k Eternal War game going second against a Tau list with 2 Ghostkeels and a squad of Broadsides using the same list. I'm fairly certain I would've won going first, but I decided to go second to see if I could win on objectives, that did not work out. The prepared positions Strat didn't do much for my 4+ Sv Doomsday Arks which I had placed super aggressively in hopes of putting them in Rapid-Fire range T1 leading me to lose two DDAs T1, where I lost zero in the entirety of the previous game because I decided to put them in cover and out of range. I put too much focus on his Ghostkeels, bad choice given that I was unable to get rid of his ghost drones so they were -2 to hit. I ended up being wiped out, but I think I forgot to deploy my Cryptek in the second game so I think I might still have had a chance on the objectives, but I wasn't keeping proper track of my dead and fleeing models either, I was just vizualising knocking my head against a wall the entire game for letting my opponent go first. I'll also just point out that you can make a Heroic Intervention even if your opponent did not declare a charge, I ended up doing so twice with Imotekh after my opponent fell back with his Ghostkeels. If nothing else this taught me about what would have happened had my opponent seized the initiative. Ghostkeels seem mainly to be distraction carnifexes, shooting Fire Warriors and Drones is a much bigger priority.
I won a 500pt game against a Scion newb with my friendly Mephrit 500 list, my opponent rolled poorly so even though I won I think this list gives a more fair chance to my opponent. I forgot to take hostages and let my opponent escape, failing to teach him that tactic and how to resist it, it's also a bad habbit I don't want to pick up for my more competitive games.
Cool read thanks. Really taking the entire Sautekh royal dynasty for a spin?
Should we adjust the "unit grade" portion of the 1st page to reflect the new pt changes? I personally feel that some units like Doom Scythes, Triarch Stalker, Tomb Sentinels, DDAs, Toholk etc all got a grade better or atleast a "+" added to their grade. While other units like Destroyers and T vaults aren't as needed so shouldn't be "auto includes"
Odrankt wrote: Should we adjust the "unit grade" portion of the 1st page to reflect the new pt changes? I personally feel that some units like Doom Scythes, Triarch Stalker, Tomb Sentinels, DDAs, Toholk etc all got a grade better or atleast a "+" added to their grade. While other units like Destroyers and T vaults aren't as needed so shouldn't be "auto includes"
Odrankt wrote: Should we adjust the "unit grade" portion of the 1st page to reflect the new pt changes? I personally feel that some units like Doom Scythes, Triarch Stalker, Tomb Sentinels, DDAs, Toholk etc all got a grade better or atleast a "+" added to their grade. While other units like Destroyers and T vaults aren't as needed so shouldn't be "auto includes"
I agree, post your specific changes here
My -new- unit grading as of Chapter Approved 2018;
Spoiler:
Imotekh : B+ (Best HQ just got cheaper. Borderline A if playing multiple Sautekh detachments)
Zahndrekh : B- (Got cheaper. Ghostwalk Mantle combo w/ Obyron still a bit pricey. Sold B- imo.
Trazyn : D - (The Troll got cheaper but alas not better. However, still the cheapest named character.)
Anrakyr : C- (No love for Anrakyr from CA18. slightly worse than before due to other CC units getting Pt drops. Not being able to VoD or move him makes him very hard to use).
Kutlakh : C- (Now our most expensive HQ.)
Obyron : C (Got cheaper but GWM still a bit expensive to pull off)
Orikan : C+/B- (with all our vehicles being cheaper and Sautekh looking more appealing now. Orikan is most definitely an auto include in a Sautekh Battalion.)
Szeras : B+ (With warriors, Immortals and Szeras getting cheaper. his specif buffs + RP make him a viable HQ for Troop heavy lists. Only HQ to buff Praetorians with 4+ RP.)
Toholk : C+ (Of playing Maynarkh you might as well take Toholk. 125pts now for 4+ RP and a re-roll of the Seize roll. quite a bargain now imo. Really good for Apoc games when you consider his pt, abilities and the size of the game you play)
Command B+ (Got cheaper. Whats not to like. only HQ with QS.)
Overlord : A (Besides the Warscythe losing 2pts. Not much has changed for the Overlord.)
D. Lord : D/C- (The fact his re-roll hit rolls only buffs destroyers and the shooting phase is kind of useless. also no love in CA18. Imo, CCB > D.Lord)
Lord : B+/A (Pretty much an auto include in Infantry and Troop based armies. Got cheaper. Probably has the 2nd best buff out of all HQs.)
Cloak-tek : A+ ( Our vehicles got cheaper, He helps living metal units with d3 wounds instead of 1 and helps Tomb Blades the most with its movement. Auto include in every list.)
Chrono-tek : B (Good unit to help buff Infantry with 5++ but if your playing Sautekh you might as well take Orikan.)
G. Immortals : B (got cheaper, still reliable)
T. Immortals : A (Got cheaper, Still one of the best units we have for dmg output.
Warriors : C ( got 1pt cheaper. viable in 1250pt or less. only viable in bigger games with Immortal Pride or a bad opponent.)
Ghost A. : C (Got cheaper but it is only as viable as the unit it supports.)
G+T. Tomb Blades : A ( included them both due too the fact they do great dmg output for both variants. Tesla TBs using the Sautekh gem produce a lot of Dakka and Gauss TBs give us the AP we need and speed.)
P.B. Tomb Blades : C (While they are the cheapest TBs and good RP fodder. with how cheap the other 2 variants got their isn't a point in P.B Tomb Blades.)
Destroyers : B (Our best unit prior to CA18. Now with all the point drops these guys are not as necessary. Still produce good dakka but only 1 turn of it w/ EP. a One trick pony is not worth 300pts. but does delete what it targets at with EP stratagem.
Scarabs : A+ (Still the best smite absorbers we have.)
Wraiths : B (While they got 7pt cheaper they are still kind of expensive. Giving them Whips coils isnt a bad investment now.)
Acanthrites : D (No love from CA18. Maybe next year you crazy laser Hornets.)
To. Sentinel : B++/A (For 150 pts (you will take the Gloom Prism) you get good toughness, DS and reliable Dmg and Str 10. If playing Sautekh and have no DDAs than these buys are pretty much auto include)
Deathmarks : C (got cheaper but now cant come on till turn 2.)
Flayed Ones : D (For some reason GW forgot to drop these models in price. Maybe a new kit is to be revealed with pt drops. One can hope.)
S+B and Scythe-guard C (both options cost the same pt now but still to expensive for what they are worth)
Rod-Praets : D (got cheaper nut still the worst unit out of both Praetorian sets)
Void-Praets : C+ (They got cheaper and in lower pt games they do pack a punch. Just dont pack enough of that punch to make them viable in bigger games.
HGC Stalker : B (Dropps 46 pts. Pretty much auto include if you need anti-tank)
Heat Stalker : B+ (If you have DDas, Tarks or other Anti-tank than all you will use this for is the Targeting Relay. the reason it is an B+ is because of the flamer. 125pt basically makes this our Distraction Carnifex.)
Part. Stalker : D (Not as worth it now as its only 10pts cheaper than the other options. but having 6 shoots flat if quite nice for an army riddled in D6 shots.)
Deceiver : A (no change. better than any nurf.)
Night Br. : C+ (even with the pt drop it isn't the best C'tan to use. for 20pt more you get a T'can which ,imo, is worth the extra pts. The reaper shall stay in the shadows once more.)
To. Stalker : D+ (got a good bit cheaper. might be fun in a Novokh detachment.)
Spyder : C (Spooky Spooder got no love. Still okay for the pts just easy to kill).
H. Destroyers : C+ (now cost the same as Destroyers. can pack a reliable punch if you get to use them after 1-2 turns.)
A. Barge : B- (For 120-113pts you get quite a lot of dakka. not the most reliable unit we have but in a Sautekh detachment with +1 to hit. a lot of horde armies will fear a few units of these.)
Doomsday A. : A+ (Its 160pts now. Auto include basically if you have the models.)
Monolith : C (Still a bit expensive but definitely fun for casual gaming.)
T. C'tan : B+ (for 200pts you can the choice of 2 random powers to buff this unit. quite good for the pts. even at 225pts it was an also auto include.
Tess. Ark : A (for 200pts it has now become an Auto include imo. Nearly better than a DDA.
Heat S. Pylon : A (Got significantly cheaper. pretty much a reliable source of Anti tank Dakka for 135pts.)
Death S. Pylon : F (dont)
Gauss S. Pylon C+ ( Situational. See that flyer? Zap)
Doom S. : B- (Quite reliable now due to new pts. Bring 3 in a Sautekh air wing detachment to catch you opponent off guard and to see their reaction)
Night S. : C- (Quite reliable with the new pt costs. Cansafely bring 2 and not feel like you took a loan out. If only we new how the reserves rules worked with the Eternity Gate)
N. Shroud : E (never used it before but seems it got better?)
Obelisk : F (Still a no from me)
T. Vault : B+/A (Its still a good unit to take but its new points means youl take 1 and not 3. maybe 2 if you can.)
G. Pylon : B+ (Back to its original points cost. Only handicapped by turn 2 DS, if that is a problem to you.)
S.Construct : C+ (Very Expensive unit but it does very good Dmg. Especially in CC. Would probably but an auto take or A+ if it was 430ish points)
Tomb Citadel : F (Forget about wasting your points. Don't waste your cash.
Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Until he's able to possess Lychguard again, he'll remain useless.
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Until he's able to possess Lychguard again, he'll remain useless.
That's not helping a new player coming on trying to assess his strength and viability
Automatically Appended Next Post: An overlord at 'A' and Trazyn at 'D' doesn't quite resonate
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Trazyn is good. It's just his host ability is restricted to Non named HQs. If the HQs he could take were 25-30pts a model than he would be better but because the units we can sacrifice are actually useable (Cryptek, Lord, D,Lord and Overlord) and cost a good few points. It makes him expensive if you use his ability to make him survive. Him also being linked to Nihilakh harms his use.
He does have a role though and could be great if he could use Lychguard or Praetorians as sacrifices. But as he stand he isn't that worth it compared to an average Olord. Imo anyway.
The reason an Olord is an A is because they are cheap, can be any Dynasty, can take relics, Warlord traiths and have a gem to bring them back to life once.
Trazyn has to take a mandatory Warlord trait, can't take a relic, stuck to 1 dynasty and if we want to bring him back to life we got to sacrifice another non named HQ.
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Trazyn is good. It's just his host ability is restricted to Non named HQs. If the HQs he could take were 25-30pts a model than he would be better but because the units we can sacrifice are actually useable (Cryptek, Lord, D,Lord and Overlord) and cost a good few points. It makes him expensive if you use his ability to make him survive. Him also being linked to Nihilakh harms his use.
He does have a role though and could be great if he could use Lychguard or Praetorians as sacrifices. But as he stand he isn't that worth it compared to an average Olord. Imo anyway.
But his gimmicks are priced at trinkets and peanuts. He is a good price for a cc overlord with an ok CC weapon. The gimmicks being limited and situational doesn't change the fact that the price is good for what he does bring
If you play a Nihilakh army chances are you are bringing 1-2 other unnamed HQs and suddenly you can throw your overlord into the frey knowing that he'll come back. But again this is almost for free.
Automatically Appended Next Post: .. And he doesn't have to be your warlord
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Trazyn is good. It's just his host ability is restricted to Non named HQs. If the HQs he could take were 25-30pts a model than he would be better but because the units we can sacrifice are actually useable (Cryptek, Lord, D,Lord and Overlord) and cost a good few points. It makes him expensive if you use his ability to make him survive. Him also being linked to Nihilakh harms his use.
He does have a role though and could be great if he could use Lychguard or Praetorians as sacrifices. But as he stand he isn't that worth it compared to an average Olord. Imo anyway.
But his gimmicks are priced at trinkets and peanuts. He is a good price for a cc overlord with an ok CC weapon. The gimmicks being limited and situational doesn't change the fact that the price is good for what he does bring
If you play a Nihilakh army chances are you are bringing 1-2 other unnamed HQs and suddenly you can throw your overlord into the frey knowing that he'll come back. But again this is almost for free.
The way I see it is this. Trazyn is 90 pts. For me to bring him back to life I need to sacrifice a character. So Trazyn now becomes 90pts + the pts you sacrificed to bring him back (let's say a cloaktek for 85pts) is Trazyn really worth 90+85pt + whatever to keep him alive even tho he is slow, is okay in CC and besides his stat line doesn't really do much for our army. Sure he has MWBD but that's the only thing that is a buff. If you want MWBD just bring a Olord with H.sword for cheaper.
Plus, he doesn't really bring that much in terms of CC. His weapon does MW if a character is slain but very unlikely he would be in CC with an enemy character unless you VoD him for a 9" charge. Or 8" if he MWBD himself. I would personally prefer a Olord with Warscythe or Void scythe over Trazyn but that's me.
Also that was my own personally ranking. You can freely do your own if you like and you can back up your own oppinon if you'd like too as well but because Trazyn is never taken in a competitive scene (and this is the tactics thread) we don't have any hard data on what he can actually do. While everyone here nearly fields an Olord or 2.
So, trazyn has good stats, can be fun in non competitive games and definitely had a role in our army. He just isn't viabel for competitive play. Imo anyway.
If I may ask, have you ever played Trazyn in 8th and if so what did he do for you?
Trazyn doesn't have to be the Warlord but neither does a Olord. In just stating why he was ranked a D and not a A e.g. I like Imotekh but his warlord trait is now basically useless and makes it hard to justify him as a Warlord for a game even if he is a Phaeron.
But his gimmick is optional. You don't have to surrogate him. It's all for free. If it fits, use it, if it doesn't, then don't. No way does that warrant piling the cost of another HQ on top of his.
Automatically Appended Next Post: Nihilakh is never taken in the competitive scene. That's mainly because other dynasties are better, not just because Nihilakh is bad.
I'm not saying put him om par with an overlord. I'm saying does all this really show him all the way down to a D?
Automatically Appended Next Post: I played him once, I went Nihilakh in my first game with the Seraptek, up against a Nidzilla list. (In my friendly group we tend to stick to single dynasties/regiments in armies) (giving the Seraptek +1 save helped win the game)
His gimmicks never came in to play but he was a decently priced overlord with some extra CC abilities should he need to slay some bugs (which he needed when he burrowed 20 genestealers in my DZ)
D- is almost Night Shroud bad. He is priced ok for an overlord with his weapon. he's just limited.
It's also an insincere statement to suggest he costs his base price + the model he could take over. He has the option to switch with another model A. you don't need to and B. when he does he isn't dying anymore so your losing that other model and NOT HIM.
torblind wrote: Trazyn is good isn't he? He is a fairly priced overlord. You can't hold it against him that Nihilakh might not be good enough (or that other dynasties are better).
You pay almost nothing for his gimmicks, and of you get to use them, great.
He is limited to Nihilakh which could be said to be a weakness, bit once you're going Nihilakh he should be as good as an overlord ( unless you need him to take a relic)
Trazyn is good. It's just his host ability is restricted to Non named HQs. If the HQs he could take were 25-30pts a model than he would be better but because the units we can sacrifice are actually useable (Cryptek, Lord, D,Lord and Overlord) and cost a good few points. It makes him expensive if you use his ability to make him survive. Him also being linked to Nihilakh harms his use.
He does have a role though and could be great if he could use Lychguard or Praetorians as sacrifices. But as he stand he isn't that worth it compared to an average Olord. Imo anyway.
But his gimmicks are priced at trinkets and peanuts. He is a good price for a cc overlord with an ok CC weapon. The gimmicks being limited and situational doesn't change the fact that the price is good for what he does bring
If you play a Nihilakh army chances are you are bringing 1-2 other unnamed HQs and suddenly you can throw your overlord into the frey knowing that he'll come back. But again this is almost for free.
Automatically Appended Next Post: .. And he doesn't have to be your warlord
Red Corsair wrote: It's also an insincere statement to suggest he costs his base price + the model he could take over. He has the option to switch with another model A. you don't need to and B. when he does he isn't dying anymore so your losing that other model and NOT HIM.
But why would you want to lose a different model like say a useable Cloaktek or Lord for Trazyn? Trazyn does nothing for us competitively. If you guys can make a sound tactic that actually use him and his ability I'll be will to change my D to a C or C+. But until shown and given actual reasons as to why he is worth picking over a cheaper Olord that can be any Dynasty (even Nihilakh, shock)I will keep Trollzyn as a D.
Again, this is my opinion. I don't personally think it's worth swapping a generic HQ just for Trazyn unless he was my warlord but then I'd be stuck with the Nihilakh warlord trait. So. Again. Not seeing what he brings to the table besides limitations and useful character sacrifices if you want him to survive.
Red Corsair wrote: It's also an insincere statement to suggest he costs his base price + the model he could take over. He has the option to switch with another model A. you don't need to and B. when he does he isn't dying anymore so your losing that other model and NOT HIM.
But why would you want to lose a different model like say a useable Cloaktek or Lord for Trazyn? Trazyn does nothing for us competitively. If you guys can make a sound tactic that actually use him and his ability I'll be will to change my D to a C or C+. But until shown and given actual reasons as to why he is worth picking over a cheaper Olord that can be any Dynasty (even Nihilakh, shock)I will keep Trollzyn as a D.
Again, this is my opinion. I don't personally think it's worth swapping a generic HQ just for Trazyn unless he was my warlord but then I'd be stuck with the Nihilakh warlord trait. So. Again. Not seeing what he brings to the table besides limitations and useful character sacrifices if you want him to survive.
The problem they are having is that in a Nihilakh army he isn't useless, he's an okay replacement for an Overlord, his weapon is 7 pts which is perfectly fair, his ability is free, he isn't the huge points sink you'd expect from a D-rank unit. You're never in a million years going to see him in a competitive list, you're right about that part. I think you're overrating Sentinels, D3 shots at range 12" turn 2 after DS more than 9" away is pretty useless. Meanwhile Triarch Stalkers provide the only access our army has to re-roll 1s outside of Nihilakh and I'd put it at an A. Rating the Nightbringer as being worse than a Transcendent C'tan sounds like you've never used at least one of those, maybe that's just because I like randomly generating my Transcendent C'tan.
With the nerf to Fly I'm pretty sure that Scarabs are not A+, maybe A, but I'd rather have TBs. The Particle Stalker is many times better than Spyders, which are only sort of okay at the best of times. Last game I used one I was able to repair a vehicle on three occasions, then my opponent decided he had enough and killed it and it really didn't take a lot, I was using the most expensive version, but even with just a Claw he's pretty expensive. Tesseract Ark isn't going to be competitive, I don't think it's better than an Annihilation Barge. Saying that it's much better than 4 Destroyers is a little ridiculous IMO, they'll almost certainly be part of the Necron meta in a big way for the next year. I don't get the love for mini-Pylons, I see a lot more potential in the big Pylon protecting 3 DDAs with its 5++ aura. I can definitely also see myself building a list without the Cloaktek, it'll probably only be one or two out of 30, I guess he is an autoinclude. Ghost Ark should be A, a Warrior list is incomplete without it, don't forget everyone thought it would be all about the 20-man blobs at the start of the index and at the start of the codex, I think 60 man Warrior group has a slight chance of being good. The Deceiver is only good with a select number of units, but there is no discussion he is amazing with those units. But if you're running a gunline, as I'm sure will be incredibly popular, then he is the worst of the C'tan.
Construct being a C is hard for me to accept given how many competitive lists I've beaten with it and how easily it beat some more casual lists.
I lost a 500 pt game against Orks. I got a little careless with my unit placement and ended up having my Overlord be smited and then killed as well as losing my Destroyers to melee as well. I did help my opponent along a lot, I don't know if it was too much, but melee armies do require a lot more than shooting armies.
The problem they are having is that in a Nihilakh army he isn't useless, he's an okay replacement for an Overlord, his weapon is 7 pts which is perfectly fair, his ability is free, he isn't the huge points sink you'd expect from a D-rank unit. You're never in a million years going to see him in a competitive list, you're right about that part. I think you're overrating Sentinels, D3 shots at range 12" turn 2 after DS more than 9" away is pretty useless. Meanwhile Triarch Stalkers provide the only access our army has to re-roll 1s outside of Nihilakh and I'd put it at an A. Rating the Nightbringer as being worse than a Transcendent C'tan sounds like you've never used at least one of those, maybe that's just because I like randomly generating my Transcendent C'tan.
Maybe he is usable in a Nihilkah detachment but its none I could ever find. And I have used him several times before.
Sentinels are D6 shots. if the gun is 12" and you ds 9" away than your gun is in range and you could just charge if that unit doesn't die. Not that useless imo. I do like Triarch Stalkers. they are very close to being an A but because of Nihilakh we dont fully have to rely on them so I put them as B and B+. If you feel they are an A than all good. Im sure Skoffs will take note of all of this before concreting in the Grading unit tag.
In terms of Nightbringer and T.C'tan. I have used them both numerous of time. N.Bringer probably 16 and T.C'tan a good 11 times. The reason I say T.C'can>N.bringer is because of how versatile it can be.They both do D6dmg and the only thing the N.bringer has going for it is that it wounds most things on 2+ besides vehicles. But, besides the fact it has a fleshbane weapon. It isn't that much better than the T.C'tan. I think the T.C'tan deserves to be a great better. I am not saying the N.Bringer is bad but it is possibly the worst C'tan. IMO.
Scarabs are A+ because of movement, wounds, cost ppm, Stratagem usage. I never cheesed the fly keyword to do 0" charges because i thought it was rule breaking. So officially not being allowed to do that doesnt effect me as much as others. Maybe they are an A to you but I think they are an A+. But you are right about 1 thing. I would rather TBs.
I don't know why you don't like Tesseract Arks... Same firepower as 2 Destroyers + a cannon with 3 different modes. 3 dice charge discard the highest, 5++ and T7. Its our only QS model with T7 and an Invul. I think Tesseract Arks are great. Especially in a Sautekh detachment but whatever.
Ghost Ark isn't an A because it only affects warriors. So whatever rating warriors are they GA will be the same. IF it buffed all Necron Infantry it be A+++++ but it only effects Warriors and it isn't open-topped. Plus, no one really uses warriors for competitive play so why both rating a GA as an auto include the it only is one in Warrior heavy games?
Seraptek is a C because it is still a new model and we havnt really figured it out yet. C is an average score which means it can go up or down as more data is present.
Scarabs fly out of combat, which is awesome for a screen (attacker can't pile around it to prevent fallback and getting gunned down)
The fly nerf means they can't jump above terrain and models to get to targets which sucks but probably didn't really hurt them that much.
As smite screen and character screen they're great for accompanying wraiths and ctan's. If your meta requires screens, they are still a near auto take I'd say. Also great for getting obkectives.
They're perhaps not A+ but certainly a very relevant unit. Also nice for filling those fast slots if you need.
As for Unit grades, I think we can safely update a few of them.
My take:
Doomsday Arks- A+ I don't think I really need to explain much here, as we've seen first hand how good they were, and are even better now with the points drop.
Triarch Stalker- A I think this is an A now. I don't really buy the argument that just because Nihalakh is an available dynasty we should downgrade them. For one, I think Nihalkh is probably the least taken dynasty. Two, you have to not move to get that bonus. Finally, The Triarch Stalker can fit into any list pretty easy, and both weapons are good. 125 points for a HGC or Heat Ray Stalker is a steal.
Nightbringer- I am not quite sure why anyone is rating the Nightbringer below a Tshard. The Nightbringer to me, is objectively better. Better Melee weapon, shooting attack, and you get a power of the C'tan all for cheaper than a Tshard. The only time I could see the Tshard being better is if you rolled both Cosmic Tyrant and Immune to natural law. The fact that you can also whiff on the roll is terrible. With just the single choice in mind, and the dangers of rolling the better melee weapon, shooting attack and the fact it's cheaper I have to grade the Nightbringer as being better than a Tshard. I need to actually get some games in with it's points drop to make a better judgement call.
Tesseract Ark- This one is a tough one. I really love the model, but I do think it's probably still a tad too expensive at 200 points for the Gauss Cannons. I think it is significantly better and worth playing, but I have a hard time slotting it in. This is mainly due to the fact I already pack 3x DD Arks in my main list and use a Nephrekh detachment for my destroyers. If the Ark was around 160-180 with the Cannons, it would likely be close to an auto-include.
Maybe he is usable in a Nihilkah detachment but its none I could ever find. And I have used him several times before.
Sentinels are D6 shots. if the gun is 12" and you ds 9" away than your gun is in range and you could just charge if that unit doesn't die. Not that useless imo. I do like Triarch Stalkers. they are very close to being an A but because of Nihilakh we dont fully have to rely on them so I put them as B and B+. If you feel they are an A than all good. Im sure Skoffs will take note of all of this before concreting in the Grading unit tag.
In terms of Nightbringer and T.C'tan. I have used them both numerous of time. N.Bringer probably 16 and T.C'tan a good 11 times. The reason I say T.C'can>N.bringer is because of how versatile it can be.They both do D6dmg and the only thing the N.bringer has going for it is that it wounds most things on 2+ besides vehicles. But, besides the fact it has a fleshbane weapon. It isn't that much better than the T.C'tan. I think the T.C'tan deserves to be a great better. I am not saying the N.Bringer is bad but it is possibly the worst C'tan. IMO.
Scarabs are A+ because of movement, wounds, cost ppm, Stratagem usage. I never cheesed the fly keyword to do 0" charges because i thought it was rule breaking. So officially not being allowed to do that doesnt effect me as much as others. Maybe they are an A to you but I think they are an A+. But you are right about 1 thing. I would rather TBs.
I don't know why you don't like Tesseract Arks... Same firepower as 2 Destroyers + a cannon with 3 different modes. 3 dice charge discard the highest, 5++ and T7. Its our only QS model with T7 and an Invul. I think Tesseract Arks are great. Especially in a Sautekh detachment but whatever.
Ghost Ark isn't an A because it only affects warriors. So whatever rating warriors are they GA will be the same. IF it buffed all Necron Infantry it be A+++++ but it only effects Warriors and it isn't open-topped. Plus, no one really uses warriors for competitive play so why both rating a GA as an auto include the it only is one in Warrior heavy games?
Seraptek is a C because it is still a new model and we havnt really figured it out yet. C is an average score which means it can go up or down as more data is present.
What I mean is that he doesn't fulfill a role that a regular Overlord can't do as well, but there is no reason to hate him except if you hate Nihilakh.
Screening is a thing that makes the Sentinel seem useless to me, I proxied it against some guy and it just doesn't seem reliable, you're putting it at risk. Against Tau you're looking at half a shooting phase going into your 2-3 Sentinels and only getting one of them actually successfully chargin, provided it doesn't die. Have you had success with them? I just have too many other things to test, I'm don't think it's worth spending time on a FW unit I don't own when it IMO is unlikely to be competitively viable.
The Nightbringer has his Shooting attack that + the better melee seems to make paying 10 pts extra not worth it. How do you run your Transcendent C'tan? How do you use it?
Man I miss Scarabs, I totally forgot about moving 16" and then charging, yeah in Novokh or Nephrekh they could still be A+.
I don't like the Tesseract Ark model and I don't think it is good enough to warrant me getting over it to field it, meanwhile Destroyers have a great track record that Tesseract Arks never had and access to our most powerful Stratagem.
Rating the Ghost Ark an A depends on how you view units and lists, in my head I take a rough estimate of the average rating I'd give to each unit to deteHave you read the dakka posting rules yet? If not, click to open them in a new window.
rmine the rating each army has, so a list with 60 Warriors is probably going to be somewhere between D and B rank, while a list with 60 Warriors and 1 or 2 Ghost Arks is going to be somewhere between C and A rank.
What data do you have to suggest the Sentinel or the Tesseract Ark are anything other than C? I saw some people taking Arks back after the Gauss Pylon nerf in the index, but AFAIK they weren't particularly successful. Honestly I don't think we should update anything yet. For all we know Necrons may be complete garbo and will never have a single top 3 for the entirety of 2019 or Triarch Praetorian spam wins the LVO.
I won a 2k game against Thousand Sons going second with my double Monolith list. I didn't properly bubble-wrap one of my Monoliths so I lost it turn 1 to Magnus after my opponent seized the initiative. I forgot to do RP and use the Ghost Ark a couple of times over the course of the game. When I used the Veil of Darkness I put one of the Warrior Squads and my my Warlord out of position for several turns, I should have thought harder about what the units were going to do in future turns and the range of my Aura abilities. My opponent was unlucky the entire game so I was able to clean him off the table, I think I would have won regardless because I had better objective-grabbing. My opponent also used Warp Time ib Magnus before trying to give him -1 To Hit after which he was out of range of that power, so it was quite easy to kill Magnus as I was hitting on 2s with everything.
I don't get the argument about TCtan and Nightbringer. Just bring both . I say that as a joke. But to be honest 380 for 3 powers and some badass profiles attached to the character keyword isn't bad at all. In a meta where killing a knight is built into almost every list it's probably better than the Vault. As far as I'm concerned, they are both an A.
Merkabah wrote: I don't get the argument about TCtan and Nightbringer. Just bring both . I say that as a joke. But to be honest 380 for 3 powers and some badass profiles attached to the character keyword isn't bad at all. In a meta where killing a knight is built into almost every list it's probably better than the Vault. As far as I'm concerned, they are both an A.
Thousand sons Daemon prince without wings is cheaper, have more attacks, gives rerolls, have more flexible psychic powers, fills important HQ slot and can deny. I see no reasons ctans being A at this cost.
Merkabah wrote: I don't get the argument about TCtan and Nightbringer. Just bring both . I say that as a joke. But to be honest 380 for 3 powers and some badass profiles attached to the character keyword isn't bad at all. In a meta where killing a knight is built into almost every list it's probably better than the Vault. As far as I'm concerned, they are both an A.
Thousand sons Daemon prince without wings is cheaper, have more attacks, gives rerolls, have more flexible psychic powers, fills important HQ slot and can deny. I see no reasons ctans being A at this cost.
So, let's be fair here. For one, a Thousand sons daemon prince is one of the best units in the game full stop. As a Thousand Sons player, I was pretty surprised it did not go up in cost. That being said, even with the extra attack(s) from Malefic Talons, the Nightbringers weapon is better, the Nightbringers shooting is better, it's power of the C'tan can't be denied and it has T8.
No access to powers and missing out on the Aura does hurt, but as I pointed out there are several points the Nightbringer has over it.
We also have to compare it to what we can bring, and it's effectiveness in our army. I would agree in downgrading a rank if we had access to the Thousand Sons Daemon prince, but we don't. Just because another army has a unit that is better in some ways, does not mean that a unit is not effective or good.
That being said, I still think the Nightbringer is probably a B+, simply due to it's weakness to mortal wounds.
Cynista wrote: IMO we have no A+ units at all. I know the DDA is good but a 4+ save, no invul and random shots and random damage.... nah, it's either B+ or A.
Grading is scaled entirely for units found only in our Codex, and not against units from other armies.
The Doomsday Ark is still one of our best units, therefore, it's an A+.
If you want to grade our units against every unit in the game, I'd be surprised if we had a single unit (outside of Scarabs) break the B mark.
Has anyone thought about using an imperial bunker as a method of bringing CC units close to the enemy ? A bunker can hold any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 10 models. You can deploy the bunker with zahndrekh and 9 praetorians right at the edge of your deployment zone, reducing your deployment count. Even anrakyr could embark on a bunker. On your turn you disembark the bunker within 3", your praetorians move their 10" movement value, zahndrekh advances, then you ghostwalk obyron with another praetorian CC unit within 6" of zahndrekh. Next turn an infantry unit (destroyers ?) could embark on the bunker and they would be safe from enemy fire. 5 models can shoot from the bunker. Unfortunaly you cant use EP on them. Fortifications can hold objective markers, so you could place one on the bunker. And because its a model, and part of your army, your opponent cannot climb on top of the bunker, models cant be on top of other models. He would have to destroy it, then it becomes a ruin. Any enemy firepower directed at the bunker is not going to kill any necron units.
You can do the same and more with the Deceiver for springing your units across the board. With the added benefit of changing where he +d3 units go, remember they do not need to start or end up anywhere near each other.
Pyrothem wrote: You can do the same and more with the Deceiver for springing your units across the board. With the added benefit of changing where he +d3 units go, remember they do not need to start or end up anywhere near each other.
But you can't charge after that, and are pretty vulnerable if put forward.
p5freak wrote: Has anyone thought about using an imperial bunker as a method of bringing CC units close to the enemy ? A bunker can hold any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 10 models. You can deploy the bunker with zahndrekh and 9 praetorians right at the edge of your deployment zone, reducing your deployment count. Even anrakyr could embark on a bunker. On your turn you disembark the bunker within 3", your praetorians move their 10" movement value, zahndrekh advances, then you ghostwalk obyron with another praetorian CC unit within 6" of zahndrekh. Next turn an infantry unit (destroyers ?) could embark on the bunker and they would be safe from enemy fire. 5 models can shoot from the bunker. Unfortunaly you cant use EP on them. Fortifications can hold objective markers, so you could place one on the bunker. And because its a model, and part of your army, your opponent cannot climb on top of the bunker, models cant be on top of other models. He would have to destroy it, then it becomes a ruin. Any enemy firepower directed at the bunker is not going to kill any necron units.
I've been using a night scythe to drop off a cryptek and 10 lychguard with warscythes pretty much anywhere on the board. They will sometimes get a gravity assist to the ground (eg my opponent blows up the night scythe) but that's not too big of a problem. If you give the cryptek the veil, they can hop around the board, in my last game they dropped took out two armiger helvrins, and veiled to menace the knight who had booked from them.
Cynista wrote: IMO we have no A+ units at all. I know the DDA is good but a 4+ save, no invul and random shots and random damage.... nah, it's either B+ or A.
Scarabs are B+
Flayed Ones are E
Triarch Stalker is B
Destroyers and Wraiths are A
If your going to grade units you might as well grade them all.
I also graded mine based on what we have. Not based on every 40k unit nor did I base them on what to use against *X* army.
And sure. It has random no. of shoots and random DMG but you can't say that when you do roll that 6 for shots and roll well for DMG that it doesn't feel like one of our best units? I know rolling a 1 for shots and 1 for DMG is a pretty gakk feeling but just save your re-roll for those shoots.
In all the games I've used the DDA I've had great success because I don't just use it's big Cannon. I use the Gauss arrays. Once anything T8+ is gone I move them about so I can use all the weapons if possible. It's basically 10 warriors with a S8-10 weapon. If you don't like it you can use Tomb Sentinels (random shots, reliable 3 dmg) or a Tesseract Ark as they have also done me well in any game I have used them.
Flipping hell we got some touchy snowflakes in here don't we. Cheer up lads it's christmas, I was just giving my opinion on some notable units I would change the grades on
Cynista wrote: IMO we have no A+ units at all. I know the DDA is good but a 4+ save, no invul and random shots and random damage.... nah, it's either B+ or A.
Grading is scaled entirely for units found only in our Codex, and not against units from other armies.
The Doomsday Ark is still one of our best units, therefore, it's an A+.
If you want to grade our units against every unit in the game, I'd be surprised if we had a single unit (outside of Scarabs) break the B mark.
I don't recall comparing anything we have to other armies. By its own merits, the DDA is not A+ and nor is anything else. The logic you're using is a fallacy
I have to disagree with the comments saying we have no A+ units. Personally I think Tesla Immortals are absolutely an A+ unit and argueabky the best unit we have. At 150 points for 10, they are relatively durable, output an immense amount of shooting for their price, fulfil the troops tax brilliantly and are ObSec.
There is not a single game I don't have at least one unit of them.
As for Nightbringer, I've never played a game where he didn't earn back his points. Sure he's not as good as a Daemon Prince but that's not a fair comparison as you can't take one in a Necron army. What he offers is something the Necrons lack, a hard hitting assault unit that can not only use his ctan powers for mortal wounds, but has a pretty outstanding shooting attack. Give him a cheap screen of Scarabs and he's great - especially if your opponent is silly enough to end a flyers move nearby
Sumilidon wrote: I have to disagree with the comments saying we have no A+ units. Personally I think Tesla Immortals are absolutely an A+ unit and argueabky the best unit we have. At 150 points for 10, they are relatively durable, output an immense amount of shooting for their price, fulfil the troops tax brilliantly and are ObSec.
But they're only T4, no Invuln, no AP, and D1 on their guns... How could they be A+? /troll/
Sumilidon wrote: I have to disagree with the comments saying we have no A+ units. Personally I think Tesla Immortals are absolutely an A+ unit and argueabky the best unit we have. At 150 points for 10, they are relatively durable, output an immense amount of shooting for their price, fulfil the troops tax brilliantly and are ObSec.
But they're only T4, no Invuln, no AP, and D1 on their guns... How could they be A+? /troll/
Because an A+ unit doesn't mean it's hard to kill, it means it's great value for the points and essentially an auto-include. Sure they are only T4, but they still have reanimation protocols and can easily increase their save to a 2+ and gain a 5++.
As for the lack of AP, that's not so much an issue when you're wounding most infantry on 3s and hitting more than you shoot (assuming MWBD). A unit of Immortals can make a real mess of a Guard unit, Gaunts, Kabalites etc, to to mention low toughness vehicles.
Finally, they are only 150 points these days! I still think Necrons got shafted in CA2018 due to all the other armies taking points decreases and not addressing the key problems however
Hey man, you don't have to reason with me. I 100% agree that Tesla Immortals are an A+ unit. I was just trolling whatshisname a few posts back. Hence /troll/
Hey man, you don't have to reason with me. I 100% agree that Tesla Immortals are an A+ unit. I was just trolling whatshisname a few posts back. Hence /troll/
Nightbringer has a significant weakness against large model count units and likewise is vulnerable to high volume of fire—both of which frequently appear side by side. I’d rank him an A. No “+”.
I also think it’s best to rank units based on intra-Codex evaluation, but I also think that this doesn’t mean we have to have an A+ per se (though I think DDAs are an A+). To an extent, an A+ is a required inclusion in competitive lists (bar bizarre meta considerations): I’m not convinced we have a supernumerary number of those.
sieGermans wrote: Nightbringer has a significant weakness against large model count units and likewise is vulnerable to high volume of fire—both of which frequently appear side by side. I’d rank him an A. No “+”.
I also think it’s best to rank units based on intra-Codex evaluation, but I also think that this doesn’t mean we have to have an A+ per se (though I think DDAs are an A+). To an extent, an A+ is a required inclusion in competitive lists (bar bizarre meta considerations): I’m not convinced we have a supernumerary number of those.
While true (that t7 4++ statline just really doesn't go that far)...if you're running him with no screen of scarabs etc, i would suggest it! It helps a lot. I usually run him with a pack of 6 wraiths.