p5freak wrote: I dont think its a diminishing return when tesla explodes on 4+, instead of 5+. Or if it cancels a -1 to hit.
Well it is. BS is already maxed at 2+ with +1 to hit, so now you only have the added tesla bonus, not the BS bonus. This is diminishing compared to going from +0 to +1 to hit.
If you need to cancel -1 to hit, then sure, go ahead.
Against a Knight(T8, 3+armor)
per 10x Tesla Immortals + MWBD: average 2.22 wounds
per 10x Tesla Immortals + MWBD + MD: average 3.33 wounds
Will take either 11 or 8 full units to take down a Knight (24 wounds) in a single turn.
Against Guard Heavy Weapons Squad NO cover, T3 5+:
per 10x Tesla Immortals + MWBD: average 8.89 wounds
per 10x Tesla Immortals + MWBD +MD: average 13.3
Against Guard Heavy Weapons Squad in cover T3 4+r:
per 10x Tesla Immortals + MWBD: average 6.67 wounds
per 10x Tesla Immortals + MWBD +MD: average 10
Will take 1 unit to kill one Unit (6 wounds per squad) of them.
How about mathhammer?
10 Tesla Immortals with -1 score an average of 10 hits, 3,333 wounds, 1,111 damage against a KEQ.
10 Tesla Immortals with +0 score an average of 20 hits, 6,666 wounds, 2,222 damage vs KEQ.
10 Tesla Immortals with +1 score an average of 30 hits, 10 wounds, 3,333 damage vs KEQ.
10 Tesla Immortals with +2 score an average of 36,667 hits, 12,222 hits, 4,074 damage vs KEQ.
5 Immortal Squads with +2 and one 8-man Immortal Squad with +1, all with re-roll 1s to wound *dmg by 7/6
7/6*(5*4,074+0,8*3,333)=26,876 damage vs KEQ
Assuming you have managed to deal one wound to a Castellan with a DDA and popped MD you can finish it off with your 58 Immortals if you have given 5 of the units MWBD and they are all within 6" of a LORD.
Werekill wrote: Right, the math shows that you begin to see some diminishing returns with the Strat added to MWBD immortals.
I'm not saying it's useless, but it's not always worth the 2 CP. Just use it wisely.
Paying 2 CP to give 30 models +2 rather than +1 is as good as paying 1 CP to give 10 models +1 rather than +0.
For every +1 shot you get 9/6 hits, for every +2 shot you get 11/6 hits. So 2 CP with 30 models generates 2/6 extra hits per shot or 20 hits for 60 shots, while going from +0 to +1 generates 3/6 hits for 10 models or 10 extra hits for 20 shots.
So if you are planning on shooting 30 Immortals with +1 into a unit then adding that further +1 is just as amazing as using Phaeron's Will on a unit. It's not just good most of the time, it's an amazing Stratagem and only bad in the most rare of circumstances, like when your opponent is running some MSU crazyness with 0 durable units. These are some of the most effecient uses of CP in the game and if you are playing a list featuring lots of Tesla you ought to use them all the time. Of course everyone understands how amazing going from +0 to +1 or -1 to +0, but even +1 to +2 is amazing on Tesla.
Paying 2 CP to give 30 models +2 rather than +1 is as good as paying 1 CP to give 10 models +1 rather than +0.
For every +1 shot you get 9/6 hits, for every +2 shot you get 11/6 hits. So 2 CP with 30 models generates 2/6 extra hits per shot or 20 hits for 60 shots, while going from +0 to +1 generates 3/6 hits for 10 models or 10 extra hits for 20 shots.
So if you are planning on shooting 30 Immortals with +1 into a unit then adding that further +1 is just as amazing as using Phaeron's Will on a unit. It's not just good most of the time, it's an amazing Stratagem and only bad in the most rare of circumstances, like when your opponent is running some MSU crazyness with 0 durable units. These are some of the most effecient uses of CP in the game and if you are playing a list featuring lots of Tesla you ought to use them all the time. Of course everyone understands how amazing going from +0 to +1 or -1 to +0, but even +1 to +2 is amazing on Tesla.
Your own numbers support me, and I'm not sure what you mean here. You say +1 -> +2 generates 20 extra hits per 60. You then say +0 -> +1 generates 10 per 20... That multiples out to 30 per 60 for +0 -> +1.
+0 -> +1 generates 1.5 times more hits than +1 -> +2. That's the definition of diminishing returns.
Without the Strat, you get 90 hits, and with it, you get 110 hits. 20 extra hits is nothing to sneeze at, but it still falls within diminishing returns. It's still a good stratagem, but it remains a fact to remain aware of.
Your own numbers support me, and I'm not sure what you mean here. You say +1 -> +2 generates 20 extra hits per 60. You then say +0 -> +1 generates 10 per 20... That multiples out to 30 per 60 for +0 -> +1.
+0 -> +1 generates 1.5 times more hits than +1 -> +2. That's the definition of diminishing returns.
Except Phareon's will only ever affects a single unit. So it doesn't multiply.to 30 per 60, it doesn't scale with the number of immortals you have.
vict0988 wrote:
It's not just good most of the time, it's an amazing Stratagem and only bad in the most rare of circumstances, like when your opponent is running some MSU crazyness with 0 durable units.
Are you considering any army that doesn't have a Castellan (generally out of reach of immortals turn 1 btw) "crazy MSU"? I don't see much in the meta that would need 30 immortals with +2 to hit to be killed. Maybe Magnus or Mortarion...
Your own numbers support me, and I'm not sure what you mean here. You say +1 -> +2 generates 20 extra hits per 60. You then say +0 -> +1 generates 10 per 20... That multiples out to 30 per 60 for +0 -> +1.
+0 -> +1 generates 1.5 times more hits than +1 -> +2. That's the definition of diminishing returns.
Except Phareon's will only ever affects a single unit. So it doesn't multiply.to 30 per 60, it doesn't scale with the number of immortals you have.
vict0988 wrote:
It's not just good most of the time, it's an amazing Stratagem and only bad in the most rare of circumstances, like when your opponent is running some MSU crazyness with 0 durable units.
Are you considering any army that doesn't have a Castellan (generally out of reach of immortals turn 1 btw) "crazy MSU"? I don't see much in the meta that would need 30 immortals with +2 to hit to be killed. Maybe Magnus or Mortarion...
I think your proplem is that you are addressing two answers to two different posts, one was a reply to the math of how much damage you can expect from Immortals, where I posted that 58 Immortals with all the bells and whistles will kill a Castellan instead of you needing 70 just to kill a normal Knight. The other was a reply to whether MD is an amazing Stratagem, so it's not that I was saying that you should just pick Sautekh to get MD for Castellans, the Castellan actually has little or nothing to do with why MD is amazing, since as you said most people will park it more than 29" from your Immortals. Castellans rarely come alone, while some use the little Knights to just get the 3 CP, taking a couple of medium Knights is also very popular because of the +6 CP, medium Knights being awesome MD targets, except when they have a 2+.
I lost a game with my Imotekh Zahndrekh Nightbringer list against Scions/Catachan/BA soup a couple of days ago. I tried switching a DDA and a couple of Immortals for the Nightbringer in my double Battalion list. The Nightbringer performed okay, but I deployed like crap, I deployed 2x10 Immortals on one side of the map with Obyron and Imotekh, planning on destroying my opponent's forces that were protecting an objective, thereby getting board control. I deployed one DDA and my Triarch Stalker right on the front line, completely forgetting about my opponent's ability to DS turn one despite playing him a week ago. ;y opponent went first despite me having the +1 and used a Stratagem I had forgotten about to get move before the first turn and get to one of my DDAs that was hiding far out of usual charge range for a BA smash Captain. In addition to deploying about as badly as possible I chose to Heroically Intervene with Zahndrekh, to deal a damage to his Priest? I think. Anyways, that ended with Zahndrekh being taken hostage. So I had lost two DDAs, a Triarch Stalker and 16 Immortals T1 and I had no way to shoot all the Scions which were in my Deployment Zone because my Veil of Darkness Overlord was too far away from Zahndrekh. The Nightbringer uses Cosmic Fire and it does okay, I charge and kill a couple of dudes in CC.
The Nightbringer was definitely an okay selection against my opponent, I don't think he was any better than a DDA though, which is problematic because I feel like the Nightbringer's only better matchup would be against Nids and Covens, which makes him a general downgrade for my list. I had a headache and I really should not have played a competitive game, I could not provide anything resembling a challenge because I played with no attention to detail, part of that was probably also me not taking my opponent's list seriously and forgetting that BA Strat. I should have put a DDA on one side of the field and I should have had all my HQs and Troops together instead of splitting them apart. I should not have heroically intervened, there was nothing to be gained and so much to be lost, I even got attacked by an HQ with a powerfist, luckily without dying but I did an amazing amount of stupid risk-taking.
Played the list below vs. Blood Angels with 1 Libby Dread, 3 Dreads, 2 Preds, and the rest Marines (incl. one Pod) mostly Primaris.
The game went really well. I'll started the game. Redeploying 3 units thanks to the Deceiver brought my army into good position. After three rounds the game was almost over, only the Pod and its delivered Marines were alive. Necrons is better than I thought.
Spoiler:
New Roster (Warhammer 40,000 8th Edition) [127 PL, 2000pts]
Battalion Detachment +5CP (Necrons) [94 PL, 1550pts]
No Force Org Slot
Dynasty Choice
Selections: Dynasty: Nephrekh
Marines are squishy, they die like flies. Looks like your opponent wasnt very smart. Otherwise he would have killed your flyers by simply placing any unit in their path. Your flyers cant make its minimum move, or are forced to fly off the board.
p5freak wrote: Marines are squishy, they die like flies. Looks like your opponent wasnt very smart. Otherwise he would have killed your flyers by simply placing any unit in their path. Your flyers cant make its minimum move, or are forced to fly off the board.
No, the SM army was too small to prevent my flyers from minimum movement. In round 2, my army was already in his face.
Next time, I will replace the Cryptek by a Lord which allows reroll of wound rolls.
p5freak wrote: Marines are squishy, they die like flies. Looks like your opponent wasnt very smart. Otherwise he would have killed your flyers by simply placing any unit in their path. Your flyers cant make its minimum move, or are forced to fly off the board.
No, the SM army was too small to prevent my flyers from minimum movement. In round 2, my army was already in his face.
Next time, I will replace the Cryptek by a Lord which allows reroll of wound rolls.
I'd say for the list you have there, swapping the warriors for immortals, and then the cryptek for a cheap lord would be a strong improvement
p5freak wrote: Marines are squishy, they die like flies. Looks like your opponent wasnt very smart. Otherwise he would have killed your flyers by simply placing any unit in their path. Your flyers cant make its minimum move, or are forced to fly off the board.
No, the SM army was too small to prevent my flyers from minimum movement. In round 2, my army was already in his face.
Next time, I will replace the Cryptek by a Lord which allows reroll of wound rolls.
I'd say for the list you have there, swapping the warriors for immortals, and then the cryptek for a cheap lord would be a strong improvement
The Warriors worked pretty well.
I've put them in reserve and they appeared in round 2 supporting the gun line.
HQ3: Overlord (84), Staff of Light (10) [94]
HQ4: Lord (65), Hyperphase sword(3) [68] Relic: Veil of Darkness
Troop4: 10 Immortals (80), 10 Tesla carbines (70) [150]
Troop5: 10 Immortals (80), 10 Tesla carbines (70) [150]
Troop6: 10 Immortals (80), 10 Tesla carbines (70) [150]
Fast Attack1: 3 Scarabs [39]
Fast Attack2: 3 Scarabs [39]
I don’t think the list is massively better than before but this one is 320 cheaper than pre-CA which counts for something... yeah it sucks vs 2+ and vs knights but nothing in the cron book is good against them apart from Serapteks.
Underestimation, not knowing what crons do and maybe a shift to infantry meta really help crons.
Ended up coming 17th/82 going 4-1. The missions were tough on the crons with fixed objectives. Won first game 13-7 vs 3 knights, beat talos/razorwing fighters 16-4, beat knight soup 19-1, lost to deathwatch and guard 18-2 (bad luck and bad terrain for me :() and best knight and guard soup 16-4
After getting a couple of games under my belt in this new edition, learning a little bit (honestly, a tiny bit) about the meta, building like 10000 lists for some reason and experimenting with the codex quite a lot, I finally am going to attend a tourney for the first time in 8th edition this Sunday.
Bearing this in mind and the fact that I only have 10 Immortals, building a list I feel satisfied with is quite complex. I finally have a draft I'm happy with and I wanna start buying/modeling/painting towards it, so if you have any comments they'll be more than welcome.
Also, small complaint. I played a game versus Grey Knights the other day and my 3 DDAs only took 5 wounds off a Dreadnought for 2 turns and completely whiffed everything else. They have been very unreliable in my lists, I wonder if more people have seen this happen to them.
So here's what I plan on buying/building and bringing to the tournament:
Tomb Blades [14 PL, 245pts] . Tomb Blade . . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
The idea is Cloaktek supports the TB blob. Immortal Pride, Chronometron, VoD Cryptek supports the 20 man warrior squad and possibly teleports them in order to try and draw shooting (trying to protect my squishy units). Or contest the middle of the board.
The CCB tries to assault very big things and rely on QS. A few things I figured out after crunching some numbers. QS is equal to a 4++ when facing d6 damage. It's better when facing more than d6 (3+d3, 3d3 etc) and worse when facing less damage (d3, or flat 1-2-3). Most things I wanna assault with void reaper have d6 or better, so it's essentially better than a 4++, and to add to that the QS stratagem can further improve it. Assaulting knights, big tyranids or generally scary things should actually be a good idea and it's got a heavy weapon with it for the price. (Plus, he can MWBD on Immortals/Warriors from 12")
I wanna test the CCB out and if he doesn't work, I plan on replacing him with Imotekh, who seems to be more reliable (the storm ability is absolutely delightful).
The list is quite heavy on the shooting and should work pretty well with the Sautekh Stratagem. Again, any comments are welcome.
This is damn similar to what I'm planning on running in my first tournament. Mine is only a 1750pt list (that looks like 2k), but mine drops the destroyers, Imotek and the lord in favour of an extra wraith, a nightbringer and a normal Overlord. Very pleased to see similar lists doing well.
It's very similar to what I'm running as well. The second battalion (and HQ tax) seems a bit needless in that list.
My list:
Spoiler:
Sautekh Battalion
1x Imotekh
1x Lord + Hyperphase Sword (with veil)
10x Tesla Immortals
10x Tesla Immortals
10x Gauss Immortals
1x Triarch Stalker + Heat Ray
9x Tomb Blades + Gauss + Shieldvanes
6x Wraiths
1x DDA 1x DDA 1x DDA
1x Doom Scythe
I haven't had the chance to do much table time with it, but so far, it is solid. The Lord warps the Gauss Immortals, with Gauss chosen so the Immortals can be self-sufficient without MWBD. I was tempted to toss Destroyers in, but I do not currently own any.
The Heat Ray is also equipped VS the HGC in order to test the Ray. It is pretty solid so far, but I'm curious to see when the range ends up being a drawback.
Seeing a very similar list put up results is very encouraging!
I won a 2k Maelstrom game using my C'tan Bomb/Novokh Wraith spam list against Khorne Daemons/World Eaters. I ramdomly generated traits for my C'tan and picked powers for them. I got first turn and went all in with 3 Cosmic Fires, the first 7 units hit by Cosmic Fire suffered 0 wounds. After a terrible first turn my opponent started cutting into my forces and he was beating me pretty hard, but we were playing the mission were you get -1 VP for each objective you have active at the end of the game, my opponent hadn't read the fine print and lost half his VP. My unit of 3 Scarabs were MWPs for getting me 6 VP over the course of the game.
I won a 2k Eternal War game going first using my Triple D-Scythe Mephrit list against an Alaitoc list with 3 flyers and a unit of Dark Reapers, but no Farseer or Ynnari. The Doom Scythes were kind of nice because I was able to get within 12" so I was not -1 to hit, like my Doomsday Ark was.
I won a 2k Eternal War game going first using the same list against a melee Adepta Sororitas list. The D-Scythes never had an option to use the Amalgamated Targeting Data Stratagem, I was expecting Sautekh to not be important if I relied on the Stratagem, but getting to use it is super hard. Mephrit is still alright, but I think you want to go Sautekh if you are taking any Flyers. I had a unit of 9 Deathmarks in both games and they were kind of amazing in both games, in one the first they finished off a character and killed some rangers, in the other they managed to kill 8 deep striking sisters after the sisters killed 2 Immortals with their Stratagem. Having Mephrit on the Deathmarks seems huge. I think they are still a little ways off from being competitive, but they are pretty alright, they probably need to be the same cost as Immortals. I am not impressed with Doom Scythes, but they aren't bad either, the -1 AP on the Tesla is nice, but I think they are liable to be move-blocked in games against more competitive opponents, leading me to think they remain a unit for casual games, but they are now pretty great for that. I don't subscribe to every opponent being able to block your movement every time, but it only needs to happen for 1/6 Flyers every game before it starts making Flyers bad.
I won a 2k ITC game using my Imotekh Zahndrekh Overlord Double Battalion list against someone who came second at a big tournament this weekend, but I don't think I have played against him rested and sober yet. I went first and did a ton of damage, I failed to screen against DS properly so I lost a lot to his counterstrike, but I basically won because I went first.
I won a 2k ITC game using the same list against Thousand Sons Tzaangor Horde/Alpha Legion Dreadnought list. I chose to go first which was a mistake because I was only able to shoot with very few units. The map was insanely populated, which gave my opponent a huge advantage, but his 2x3 Slaanesh Oblits didn't kill a single unit in three turns so I was able to pull out a narrow victory in the end. I messed up and piled into line of sight of several psykers to block shooting from a Dreadnought, forgetting that smite works in melee and the Dread was able to shoot without falling back.
Vict, you're an unstoppable force my man. You have become one with the necrons. Keep the reports coming. I can't help but wonder how your unit of 3 scarabs go you 6 VP in the first game.
Besides that, I see you tested Mephrit Deathmarks and that's pretty cool, cause they're really cool and I want to see them on tables again.
I have a question regarding Deathmarks however.
"Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage."
Does that mean that MWBD would get that number to a 5? Also, would that mean that MWBD + Sautekh stratagem would proc mortal wounds on 4s?
"Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage."
Does that mean that MWBD would get that number to a 5? Also, would that mean that MWBD + Sautekh stratagem would proc mortal wounds on 4s?
Now, that would be great. Unfortunately MWBD and the sautekh strat gives you +1/+1 to hit rolls, but you need to do a 6+ on wound rolls. And necrons cant get any +1 to wound rolls.
"Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage."
Does that mean that MWBD would get that number to a 5? Also, would that mean that MWBD + Sautekh stratagem would proc mortal wounds on 4s?
Now, that would be great. Unfortunately MWBD and the sautekh strat gives you +1/+1 to hit rolls, but you need to do a 6+ on wound rolls. And necrons cant get any +1 to wound rolls.
Damn, I got over-excited and just refused to realize it was wound rolls. Thanks for clearing it up, though!
"Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage."
Does that mean that MWBD would get that number to a 5? Also, would that mean that MWBD + Sautekh stratagem would proc mortal wounds on 4s?
Now, that would be great. Unfortunately MWBD and the sautekh strat gives you +1/+1 to hit rolls, but you need to do a 6+ on wound rolls. And necrons cant get any +1 to wound rolls.
Damn, I got over-excited and just refused to realize it was wound rolls. Thanks for clearing it up, though!
Well, it DOES mean you have more hits to work with?
iGuy91 wrote: I'd love to hear a synopsis of what you ended up doing to win the matches etc. Always like to hear about us doing well!
Ok a quick report .
Spoiler:
All the missions were etc-style, eternal war with maelstrom and killpoints. The first one was 4 pillars from CA, disruptive signals as the maelstrom.
I went first with search and destroy deployment. The knight player picked to give the crusader the 2+/4++ combo, landstrider for a gallant. I took the abyssal staff and veil.
On the first turn I used lightning on the mass of mortars, killing 2 with the main strike and hitting a few units killing a couple more. I focussed everything onto the gallant with land strider, advancing with some immortals to reach. I managed to just finish it off even with cp reroll and guard reroll afte the made quite a few saves. I also critically flew my scarabs forward inbetaeen the gap of ruins to block his knights.
His turn 1, he shot 1 unit of immortals with the crusader killing 8, and the scarabs with the mortars and lasguns. He tried a few mortars to finish the immortals but failed as in cover. His guard squads ran onto objectives. He was up on points now maybe 4-1.
On my 2nd turn I focussed on the other gallant bringing him down fairly easily. The squad of 2 only healed 1-2 guys back and hid. I killed a guard squad with some extra firepower. I tried my best to block the crusader.
His turn the mortars finished off my weakened immortals squad, the crusader shot one unit down to 3-4, along with lasguns to finish them
Off. He charged with the crusader and rolled big, clipping two units with the consolidate unfortunately. He also managed a huge charge through a ruin with some guard which I had forgotten about- doh! 3/4 tied up now. The crusader stopped 4-5 more immortals. He scored more points was about 7-3 ahead.
I was a bit worried at this point with only 1 squad not tied up but had a plan. I fell back with the immortals and veiled one unit out. The ddas moved up near the crusader. My 2 immortal squads and DDA flayer arrays focused on the guard killing around 30 and a few mortar teams. The big guns and stalker shot the 3++ crusader taking 6-7 wounds off. I then charged all 3 DDAs into the crusader in a triangle shape to lock him in and stop him shooting. I used quantum deflection in my charge phase and assault phase to absorb as much as possible with the DDA surviving with 5-6 wounds left.
His turn 3 he destroyed 1 DDA in combat but failed to do anything to my Immortals. The score was 8-6 now.
On my 4, my DDAs jumped out of combat and got into rapid fire of the mortar teams with flayers. They killed a whole stack Of them. My 40 immortals characters and big guns all focussed on the crusader managing to bring it down. I charged with my immortals into some weakened squads and characters to wrap them.
His 4, at this point he only had around 7-8 mortars and a few guard left. The points were 10-9 to me. He did what he could and I finished off more in the assault.
My 5, and I cleared off the sentinels, and most of the guard. The game ended on his 5 with straken killing a few immortals. I ended up winning 13-7 with the points system we had in place and was very happy. The key turns was the scarabs blocking and DDAs surrounding it bought me the 2 turns I needed.
Tomb Blades [14 PL, 264pts] . Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
Tomb Blades [14 PL, 294pts] . Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope
. . Two Tesla Carbines: 2x Tesla Carbine
Idea with list 1 is that I have 3 x 5 Immortals to stay in my DZ to hold objects and somewhat deny any DS in my DZ. I don't an on them surviving very long nor to do much DMG so if they last 2 turns a unit I'd be happy/surprised.
I have 7CP to play with as Sautekh SoL atrefact is a nice reliable source for MW which we need vs stuff with good Invuls and FnP e.g. Custodes and using VoD as my extra artefact I case gakk gets real and I need to VoD my characters to safety.
Bringing Nightbringer as my Meta is very Eldar heavy and a good few of their models don't have the Vehicle keyword so he will always wound on 2+ and is the cheapest way to get C'tan powers which I intend to take either Anti matter meteor, cosmic fire or Times arrow. Depends on the match up.
3 DDAs and 1 T stalker should provide me with good dakka with good range.
TB units with kite out to grab objective and go onto of buildings if needed to prevent charges.
Scarabs soak smite and stuff in CC if needed. Or if they survive.
With list 2 I swapped 7CP and 3 x5 immortals for 5 CP, a few extra Scarabs, an extra TB per unit as well as a 2nd T Stalker. While losing 3CP might make a difference, because I was spending 1 already on an extra artefact I thought that for the sake of 2CP I might as well make my army more tanky. The extra T stalker means I can now provide re-rolling ones on 2 different enemy units, extra Scarabs are always good, the extra TBs might give me more survivability and while I'm losing out on VoD, I can pick my non-warlord cloaktek to hold the SoL relic so that if it does die at least it isn't my Warlord.
What do you guys think? Anyway I can improve them? Just note no FW is allowed otherwise I'd have 1-2 Tesseract Arks.
I have also included the rules pack for the event so that you guys could try help me better
Odrankt wrote: Hi all, I have a 1750pt 2 day 5 game tournament this weekend and I am stuck between 2 lists
Do you really need 2 Crypteks? I'd put a Lord or maybe an Overlord in the first list, I've just been falling out of love with Crypteks. I think the first list is better, I think the biggest tax we have is HQs, so if you are going to be taking 2 Crypteks anyway, each squad of Immortals is effectively giving you a CP, that makes them too valuable not to take. When I go for a no-Battalion list it's usually to skimp on the HQs, so maybe that's something to consider, taking out a Cryptek, Triarch Stalker and a DDA for Wraiths, Scarabs or Tomb Blades or cut out both Triarch Stalkers, a DDA and a Cryptek for the Deceiver and whatever, double Cosmic Fire can be stupidly explosive if you go first against castles, instant win kind of explosive.
Something curious I've noticed is how popular Imotekh seems to be, if we look at one of the lists that got I think it was fourth at a GT where he was in a list with 3x5 Immortals is certainly a very curious choice IMO, compared 2x5 + 1x10 + 1x regular Overlord. Maybe Imotekh is going to be as much of a staple as 3 DDAs. What do you guys think? How many Necron attendees were at the events, I went through the list of attendees of the guy who got 17th and I wasn't able to find any other Necrons. If you look at the average Aeldari player at that event, did they get more than 17th?
One thing I find really strange is that Seraptek Heavy Construct list doing so well, I think one of the strengths of DDAs is its resistance to the Castellan's volcano lance, effectively cutting maybe half of the Castellan's firepower out, making it easier to ignore it and kill the rest of a Castellan list's forces. In my experience anything short of two Constructs will get removed before getting to do any damage. The Construct doing so well cements it as something that does not belong in casual games as I have been saying and definitely makes it a unit worth a better grade than a C. Does anyone still believe it to be trash, do you think this was a one-off thing? No more top 10s for the Construct?
Do you really need 2 Crypteks? I'd put a Lord or maybe an Overlord in the first list, I've just been falling out of love with Crypteks. I think the first list is better, I think the biggest tax we have is HQs, so if you are going to be taking 2 Crypteks anyway, each squad of Immortals is effectively giving you a CP, that makes them too valuable not to take
I am only bring 3 x 5 Immortals. What would be the point in MWBD only 5 Immortals for a 80-90 point tax Overlord ? Also, the idea would to have the immos on 3 different objects so a Lord would be no help. And, a Cryptek is our 2nd cheapest HQ and probably our 2nd best. And the Cryptek gives each TB unit 4+ RP and the ability to let both TB units act independently rather than having 18 surrounding by 1 Cryptek. While every immortal unit gives me 3 CP (or 2 after the extra artefact) they will be a lot easier to kill than what's in my 2nd list imo.
When I go for a no-Battalion list it's usually to skimp on the HQs, so maybe that's something to consider, taking out a Cryptek, Triarch Stalker and a DDA for Wraiths, Scarabs or Tomb Blades or cut out both Triarch Stalkers, a DDA and a Cryptek for the Deceiver and whatever,
yeah, I did skimp on HQs by bringing 2 85 pt charcters. Whuxh is only 170 points in my HQ Slot. Not really sure how I can make it cheaper and better tbh. Also, wtf woudk I bring Wraiths when most of my Meta is Eldar and they have a pysker power that ignores invul saves? Like, did you just forget they had that power or? Tbh mate everything you suggested me to drop out is one of our top 5 units. Also, why bring the Deceiver when I don't want to be in my opponents face? I want to hang back and have my opponent come towards me. Necrons are a defensive army.
double Cosmic Fire can be stupidly explosive if you go first against castles, instant win kind of explosive.
you do know that you can't use a C'tan powers twice unless all have been selected 1st. It would be illegal and cheating if I gave 2 Ctan the same power and used that power twice in the movement phase. I think you need to re-read the codex.
Odrankt: As said, the Crypteks are questionable.
I dont like lumbering HQs. My pick is usually a Cmd Barge Lord and Cryptek/Lord with the veil.
The Nightbringer is also questionable, since the Deceiver can give you a tactical advantage.
wuestenfux wrote: Odrankt: As said, the Crypteks are questionable.
I dont like lumbering HQs. My pick is usually a Cmd Barge Lord and Cryptek/Lord with the veil.
The Nightbringer is also questionable, since the Deceiver can give you a tactical advantage.
Not really sure how the Cloaktek is questionable when it has 10" movment, fky, heals D3 wounds to 1 living metal unit, can keep up with my TBs which gives them 4+. If anything the Cloaktek is the best HQ for the list I made. I don't need a CCB or Lord as I have no one to gain Command Wave and the Lord's re-rolling 1s to wound.
Plus, as stated, I'm not lumbering a 10" movment HQ. Like, I physically don't understand how 10" movement is "lumbering when a CCB is 2" faster.....
Nightbringer is not questionable either. My Meta is mostly Eldar and a lot of their good units dont have the Vehicle keyword. Also, a few people play Wraithknights. A Deceiver wounds a Wraithknights on 4+ while the Nightbringer wounds it's on 2+ with both it's weapons (as it doesn't have the Vehicle keyword)
Also the Deceiver tactical advantage isn't really an advantage when most of my lists moves atleast 10" with 14" being my fastest unit. I would rather take the Nightbringer reliable 2+ to hit and 2+ to wounds + C'tan powers than the Deceiver D3 + deceiver movment. As I already have a fast army for the most part .
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torblind wrote: I would say that your local meta would decide between theme.
Are you good with hordes? Will there be 90 orks on your doorstep?
Well, for hordes, I do have 30-60 S4 -1 D1 Gauss shots via the 3 DDAs, 18-36 S5 -2 D1 shots via Gauss TBs and 36 S5 0 D1 Tesla shots. I should be Abel to handle hordes. And on the off chance I feel like I might not be able to. I can use the Sautekh Stratgem to let my Tesla TBs pop on 5+ e.g. use a Cryptek to wound an enemy unit, use gem to get +1 to hit, hit that unit with The stalker for re-rolling 1s. Tesla TBs now hit in 2s, re-rolling 1s and Tesla pop on 5+. It would be very overkill but I rather overkill an enemy horde than have it up in my grill.
For the Deceiver, it is great to get even the fastest models moved half way up the Neutral Zone so they can get to the important HQ and HS units.
Though my concern is if I'm going second, those teleported units are going to take a lot of hits. People that play the Deceiver's Grand Illusion, do you have an alternative plan if you're going second?
elook wrote: For the Deceiver, it is great to get even the fastest models moved half way up the Neutral Zone so they can get to the important HQ and HS units.
Though my concern is if I'm going second, those teleported units are going to take a lot of hits. People that play the Deceiver's Grand Illusion, do you have an alternative plan if you're going second?
Move your stuff into LoS blocking terrain so you don't get shot up.
I just don't see the Deceiver benefiting me all that much. If you look at the rulespack only 1 deployment favours mass speed and good range. Which is most of my list. Imo.
wuestenfux wrote: What are your Crypteks doing? After all, they are squishy models.
It appears to me that you lack game experience.
Mate, I don't lack any experience. I been apart of this forum and the 7th Ed one longer than you been playing necrons.
And, again, I will state. My Crypteks with Cloak (Cloaktek) will give my Tomb Blades a 4+ Reanimation Protocols and it can either heal its self D3 wounds or any of my <dynasty> Vehicles with living metal with D3 wounds.
Do you really need 2 Crypteks? I'd put a Lord or maybe an Overlord in the first list, I've just been falling out of love with Crypteks. I think the first list is better, I think the biggest tax we have is HQs, so if you are going to be taking 2 Crypteks anyway, each squad of Immortals is effectively giving you a CP, that makes them too valuable not to take
I am only bring 3 x 5 Immortals. What would be the point in MWBD only 5 Immortals for a 80-90 point tax Overlord ? Also, the idea would to have the immos on 3 different objects so a Lord would be no help. And, a Cryptek is our 2nd cheapest HQ and probably our 2nd best. And the Cryptek gives each TB unit 4+ RP and the ability to let both TB units act independently rather than having 18 surrounding by 1 Cryptek. While every immortal unit gives me 3 CP (or 2 after the extra artefact) they will be a lot easier to kill than what's in my 2nd list imo.
When I go for a no-Battalion list it's usually to skimp on the HQs, so maybe that's something to consider, taking out a Cryptek, Triarch Stalker and a DDA for Wraiths, Scarabs or Tomb Blades or cut out both Triarch Stalkers, a DDA and a Cryptek for the Deceiver and whatever,
yeah, I did skimp on HQs by bringing 2 85 pt charcters. Whuxh is only 170 points in my HQ Slot. Not really sure how I can make it cheaper and better tbh. Also, wtf woudk I bring Wraiths when most of my Meta is Eldar and they have a pysker power that ignores invul saves? Like, did you just forget they had that power or? Tbh mate everything you suggested me to drop out is one of our top 5 units. Also, why bring the Deceiver when I don't want to be in my opponents face? I want to hang back and have my opponent come towards me. Necrons are a defensive army.
double Cosmic Fire can be stupidly explosive if you go first against castles, instant win kind of explosive.
you do know that you can't use a C'tan powers twice unless all have been selected 1st. It would be illegal and cheating if I gave 2 Ctan the same power and used that power twice in the movement phase. I think you need to re-read the codex.
The Overlord is a lot more durable, which makes him an ideal WL, especially against snipers, since Eldar are popular where you play, I imagine that's signifigant? As far as that second Cryptek being worth it, I doubt it. 1 CP and maybe 2 Tomb Blades over the course of a game does not pay for a Cryptek, neither does 2 wounds on a DDA. I think you should untether yourself from the thought that a unit without the 4+ RP is bad, it's perfectly fine, you don't even know what your opponent will shoot at, probably whatever is far away from your Crypteks. My main problem with them is they don't provide any damage. An overlord, even one with just a hyperphase sword can help put a little bit of damage on units and can potentially tie up weaker assault units, but with 3x5 Immortals I would go for the Lord, but I don't know what models you have available. The Overlord also provides at least a tiny bit of extra damage output with his MWBD compared to the Crypteks more random, sometimes it'll help you out turn 3 or 5 with keeping a unit alive.
I'm not sure how you plan on dealing Dark Reapers? You don't have Imotekh, you plan on being defensive against them and keeping back. With Word of the Phoenix going off more often than it fails, that's a recipe for a loss, especially if you are planning on letting your opponent control the board. I don't know how much terrain your tables have, if all you have is forests then I suppose you can just sit back and gun down the Dark Reapers as soon as they pop out of their transport/DS. But it sounds like you have it all figured out, let us know how it goes and don't get too defensive, we don't know your credentials or how you normally do.
When you say Eldar can deny invul saves I'm wondering if you mean give you -1 to all saves? Because AFAIK only CSM have a shut off invuls for one unit ability and Space Marines have the shut off invuls aura. The reason I mentioned Wraiths was because, again I don't know which models you own. I was personally a big opponent of Wraiths before they got their 2018 price reduction, I think they're cool and they go really well with C'tan in my experience.
Sorry I should have pointed out that I meant swapping out a power with the Stratagem, as I said it can be stupidly explosive, if it isn't applicable and you just want to hang back then you can just save the CP. The Deceiver also wounds Wraithknights on 5s, so your arguement for taking the Nightbringer is definitely good if that's a big worry. I haven't seen many Wraithknights this edition, I used one twice back before the Necron Codex came out. Because Wraiths have the Beasts keyword they can tie up a Wraithknight quite well, but your bikes should be able to handle that as well.
Hey guys, I have two ITC list variations that I'd like to bounce off you. My meta follows the US meta pretty closely, so I expect to see hordes, standard Castellan/loyal 32, Eldar, etc.
One list is the "fun" list, and includes a heavy construct. I don't think anyone really knows whether it's good or not, so it's a risk and I expect it to be a "coin flip" list; its success depending a lot on first turn:
The second list is more well-rounded, and probably more "competitive," but less fun (because there's no stompy construct). It relies more on target saturation, and includes squeezes out 4 more Tesla immortals and Immotekh:
So question: What's up with Immotekh popping up in every competitive necron list at the moment?
Or, more importantly, why is he getting picked when they also take a minimum battalion (3x5 Immortals). There's nothing good for him to use his double MWBD on.
Doctoralex wrote: So question: What's up with Immotekh popping up in every competitive necron list at the moment?
Or, more importantly, why is he getting picked when they also take a minimum battalion (3x5 Immortals). There's nothing good for him to use his double MWBD on.
I can't talk for the competitive players, but the storm is good. I've played versus Tau recently and the fact that it bypass the shield drone by not being an attack is a good way to remove a chunk of wounds of a ripide/broadside.
I also found his staff with the 18" range to be a good way to put some wound (S6 AP-3 D2) on key target, and trigger Methodical Destruction.
The free CP, the enhanced resilience (2+, 1D3 Living Metal) are small buffs too.
All in all i find him very solid, but i may be biased because i was already playing with him before CA18
I like him for the double MWBD, storm, and CP. After chapter approved, he's pretty much an auto-include for me unless i need the points elsewhere (e.g. my construct list)
Rumbling_Otter wrote: Hey guys, I have two ITC list variations that I'd like to bounce off you. My meta follows the US meta pretty closely, so I expect to see hordes, standard Castellan/loyal 32, Eldar, etc.
One list is the "fun" list, and includes a heavy construct. I don't think anyone really knows whether it's good or not, so it's a risk and I expect it to be a "coin flip" list; its success depending a lot on first turn:
The second list is more well-rounded, and probably more "competitive," but less fun (because there's no stompy construct). It relies more on target saturation, and includes squeezes out 4 more Tesla immortals and Immotekh:
Cryptek [5 PL, 85pts]: Canoptek Cloak, Staff of Light
+ Fast Attack +
Canoptek Tomb Sentinel [9 PL, 145pts]
Canoptek Tomb Sentinel [9 PL, 145pts]
+ Heavy Support +
Doomsday Ark [10 PL, 160pts]
Doomsday Ark [10 PL, 160pts]
Doomsday Ark [10 PL, 160pts]
++ Total: [124 PL, 9CP, 1995pts] ++
Need a take all comers, and my goal is to win half my tournament games.
In your first list I would swap out one unit of destroyers for one unit of tomb blades and I go for that list. But I'm a little bit partial to running LOW units. The second list is likely a bit more well rounded but if they cant or dont deal with the construct it will absolutely annihilate something.
I think it has to be that everyone is playing Sautekh anyway and his storm ability is super awsome. Also, I don't get why people think MWBD doesn't work on 5 man squads. 5 man squads can also be buffed, what a shock. You don't really "have to" buff max number squads in order to include Imotekh. If you're playing with max squads, that's cool, all the more reason, but most of the people who don't play 60 Immortals usually play min squad Immortals and Imotekh still is a great choice.
A casual list will get a rude awakening with Average Rolls, and will walk it with Good Rolls
Whereas a Competative list will absolutely gak all over a Seraptekh a good 65% of the time, unless they get unlucky (or you get lucky, whichever).
Have you played the seraptek much? I have yet to use it (even though i have the model). If we're truly looking at a 65% loss rate, i'm not so sure I want to take it.
A casual list will get a rude awakening with Average Rolls, and will walk it with Good Rolls
Whereas a Competative list will absolutely gak all over a Seraptekh a good 65% of the time, unless they get unlucky (or you get lucky, whichever).
Have you played the seraptek much? I have yet to use it (even though i have the model). If we're truly looking at a 65% loss rate, i'm not so sure I want to take it.
Even if you don't use it, it looks lovely much like a Knight (which get built by people that don't even own their codex). At minimum we can assume a price cut in the super far future.
Has it been played? EDIT: Has it seen some play in tournaments etc.?
I like the model a lot but the rules of it are odd to me.
It seems too strong and not fun for causal play but too weak for competitive.
Its strong in melee, but the rules for movement make it pretty immobile. It cant move over an armorium container. Unless you have a table with almost no terrain on it, you will have a hard time moving it around. Its defense is pathetic for a 650 pts. model.
I've only been able to use it once, and it tanked through 900 points of Orkish Deathstar pretty easy, only going down because for some goddamned reason Big Choppas have D2.
Has it been played? EDIT: Has it seen some play in tournaments etc.?
I like the model a lot but the rules of it are odd to me.
It seems too strong and not fun for causal play but too weak for competitive.
Its strong in melee, but the rules for movement make it pretty immobile. It cant move over an armorium container. Unless you have a table with almost no terrain on it, you will have a hard time moving it around. Its defense is pathetic for a 650 pts. model.
Basically this sums it up.
But, it is T8 with 3+/5++, 32W Living Metal. (IIRC)
Which is slightly better than a knight.
But, at say +10% statline on a knight, we get +50-75% of it's cost, less effective ranged weapons in the most shooting-centric edition so far, and no access whatsoever to any of the buff factors available to IK.
Which wouldn't be a bad thing if the fething Volcano Lance couldn't nuke it in one turn without too much issue.
If it had Quantum Shielding it would be absolutely great, but it doesn't, so it's pretty bad metawise.
Damn good model, and good fun to use, but because it's balanced correctly in a game of broken combos, it gets shafted.
Imo the Seraptek should have something along the lines of an ability that reduces incoming damage by 1 or incurs a -1 to wound rolls made against it, and a stratagem that increases this to 2
Just to be able to compare to knight resilience
Or just properly balancing knights would also do it
Has it been played? EDIT: Has it seen some play in tournaments etc.?
I like the model a lot but the rules of it are odd to me.
It seems too strong and not fun for causal play but too weak for competitive.
Its strong in melee, but the rules for movement make it pretty immobile. It cant move over an armorium container. Unless you have a table with almost no terrain on it, you will have a hard time moving it around. Its defense is pathetic for a 650 pts. model.
There are no rules saying you cannot go on top of a container with a Vehicle is there? There are rules preventing you from going on top of ruins, but the rules for the containers found in CA2018 does not mention any model being unable to scale a container. So you have to subtract 3" for going up and 3" for going down, but it's not impassable.
And the core rules specifically say you can go up vertically to go over a terrain feature "No part of the model’s base (or hull) can move further than this. It cannot be moved through other models or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery." (emphasis mine)
If your opponent doesn't think you should be able to do so, then you should at least be able to agree to set up terrain in such a way that a Seraptek Construct has plenty of ways to manoeuvre. I only think I moved over a piece of terrain like that once in all my games with the Construct, generally making battlefields where there was space for it and just moving around because I was unsure of whether it was legal or not, but I don't think there is any arguement for it being illegal outside of house rules.
A casual list will get a rude awakening with Average Rolls, and will walk it with Good Rolls
Whereas a Competitive list will absolutely gak all over a Seraptekh a good 65% of the time, unless they get unlucky (or you get lucky, whichever).
Have you played the seraptek much? I have yet to use it (even though i have the model). If we're truly looking at a 65% loss rate, i'm not so sure I want to take it.
It's nowhere near as bad as I initially though and it was one of our most competitive units previous to CA2018 and remains a strong unit as evidenced by it grabbing a top 10 spot at a GT. It's weak to Castellans and Farseers with Doom and any army that just has a ton of anti-vehicle.
L/W/W/L/L/W/L/W/L/L/W/W/W/L/W/L/W
9 wins and 8 losses, I forgot to DS 20 Flayed Ones in more than 5 of those games. I went up against some very beefy lists, pre-nerf Cultist spam, AMFW Flametanks with Castellan, the Loota bomb, Triptide Tau, but also went up against a couple of weaker armies like Renegades and Heretics with Alpha Legion Havocs and competitive SW and some mid tier armies like competitive Nids. I had wins against the stronger lists and losses against some of the more mid-tier lists as well. Several of the lists I used with one Seraptek Construct and some Wraiths and Immortals got cheaper post CA2018, one used two Seraptek Constructs and a Vault which got more expensive post CA2018, replacing the Vault with an Obelisk might work out but I haven't had the willpower to force myself to play one of those since my initial failures with it back when the codex came out.
35% win rate would be meta and skill dependent, but I very much doubt a list with 3xDDA and a Construct would get such a low win rate.
My Tyranid opponent had a nidzilla list that had one of his super heavy lizards, barbed something.
My turn 1, going first, I fired those S8 weapons with MW, all shots on his Flyrant, inflicting a total of 3 damage. That was all the ranged DMG he put out. anecdotal but still.
He later killed his LoW in a single range of combat. All in all representative of his abilities.
The S8 weapons, while nice, are weak enough that you have to fire them both at the same targets safely kill it.
There are no rules saying you cannot go on top of a container with a Vehicle is there? There are rules preventing you from going on top of ruins, but the rules for the containers found in CA2018 does not mention any model being unable to scale a container. So you have to subtract 3" for going up and 3" for going down, but it's not impassable.
And the core rules specifically say you can go up vertically to go over a terrain feature "No part of the model’s base (or hull) can move further than this. It cannot be moved through other models or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery." (emphasis mine)
Sure, you can move on top of a container. But if you want to move over it your model has to move up 3", move across 3", and move down 3". Thats 9" you have to subtract from your 16" movement, 7" remain. I dont know how long the virtual base of the monstrosity is, but i guess its more than 7". This means your 650 pts. model is stopped by a simple container, it cant move over it in one turn. All i have to do is hide my units behind terrain, or inside ruins, and you cant charge me, because you are unable to move, stopped by terrain.
ImPhaeronWeasel wrote: With the new Bolter Beta rule I thought would it help if they actually did it for Necrons too?
Honestly I would say Immortals are fine at their point cost compared to the Tactical Marine boost.
As a Marine player, though, I noticed it just cemented some units as overall still better and didn't exactly help the units that needed a boost the most outside Centurions.
ImPhaeronWeasel wrote: With the new Bolter Beta rule I thought would it help if they actually did it for Necrons too?
Honestly I would say Immortals are fine at their point cost compared to the Tactical Marine boost.
As a Marine player, though, I noticed it just cemented some units as overall still better and didn't exactly help the units that needed a boost the most outside Centurions.
Exactly, the beta bolter rule is bad. I honestly don't think Tactical Marines are worse than Cultists at the moment and if they just nerfed the obscenely OP units in the game there would be room for 13 pt Marines. Things like Assault Marines needed a buff more than Tacticals did. Beta bolters isn't going to break the game, but Marine Bikes basically have no business in combat any longer. Why would you try to get into combat with a powersword on your Searge when you can just grab another storm bolter with 4 shots at range 24"? Why would you keep your bolt pistol on your Company Veterans when all their damage is going to come from combi-bolters or special weapons and when storm shields are incredibly cheap? Bolt pistol + power sword combo is ridiculously bad compared to Storm Shield + Storm Bolter, same price too, this is especially the case for Company Veterans on Bikes.
Same thing applies to Necrons to different degrees. Gauss TBs and Tesla TBs are IMO a very balanced choice that depends entirely on Dynasty and meta, Gauss Discipline would skew the situation too far in the direction of Gauss IMO, it would also make DDAs even more busted. Now if it applied only to Infantry, that would be an okay idea, but I'm not sure how much room there is to buff Gauss before they become part of the OP meta units. It also widens the gap between Tacticals and Assault Marines or in our case Flayed Ones and Warriors, not something you want to have happen 11 months before the next pts costs update, or maybe you do if you are sure that's how you want the game to function and you plan on buffing Assault Marines/FOs next CA and you want to balance in July based on what you learn about Bolter/Gauss Discipline in Feburary-July.
I also don't like how it can be misinterpreted to be 4 shots within 12" if you don't move or 16 shots if you don't move within 12" with a Storm Bolter on a Terminator. I'm not 100% on how to fix the wording, but having it explicit that it does not stack, rather than something that has to be understood from a rules reading standpoint based on the words used would be good. It might just tick me off if someone tried to play it that way against me, no need to give an edge to people who read with a heavy skew.
I also found a Necron battle report featuring a pretty cool list, I couldn't be bothered looking through the whole thing because it was kind of meant to teach you a bunch of basic stuff, so I just kind of skipped ahead to the ending and the Necrons won. I think the DW player was a bit surprised, perhabs the Necron player as well. Warhammer 40k - Necrons vs Deathwatch - ITC Battle Report. by Vanguard Tactics. It might be interesting if you are in the market of watching Necron bat reps.
vict0988 wrote: Why would you try to get into combat with a powersword on your Searge when you can just grab another storm bolter with 4 shots at range 24"?
Because its AP-3 and no cover in melee. Good luck shooting other models with a 3+ sv in cover with your SB.
I also don't like how it can be misinterpreted to be 4 shots within 12" if you don't move or 16 shots if you don't move within 12" with a Storm Bolter on a Terminator.
How can it be be misinterpreted that way ? The wording is pretty clear.
On a complete change of topic, I would like to pose a question to you guys.
In 1750 points, what would you take to fill out a Battalion (and an HQ slot from another detachment) to suport 2x DDAs, a Repair Job Spyder, and a Pylon
First of all I wouldn't use a spider because it's almost half a DDA. I would try to get a third DDA. What pylon are you talking about ? Sentry or gauss ?
There's also a Necron Vs Tau batrep by Miniwargaming which I thought I could view using the 7 day free trial (then noticing you had to pay for subscription to use the free trial). Does anyone know how the Necrons faired in that one?
Tomb Blades [14 PL, 294pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Shadowloom
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope
. . Two Tesla Carbines: 2x Tesla Carbine
++ Total: [102 PL, 1750pts] ++
1st have was vs Dark Eldar. Lost 20-16. Could of won 20-21 but I rolled 2 ones on 2 cards with D3 VPs. Nightbringer killed 4 Talos though.
2nd game was vs IG + Knight soup. Won that game 25-11 with a 5th round concede. Tomb blades killed everything they shot at. The guy kept shooting Volanco Lance's at my DDAs and kept doing 7 DMG. I told about QS but he didn't listen and got fustrated.
3rd game was blood angels. Won 38-15 (this was vs an ETC plsyer) it was the Relic and was worth 8VP. He sent Dante after my relic closktek with the relic. He survived on 1 wound. Fell back and scarahs ate Dante plus exploded for 3 MWs. He only had a Razorback left . So was basically a tabling.
Game 4 Was Ultramarines - won 24-4. He moved gulliman into the Nbringer range. I did ante meteor for 6 and got 4 MWs. I than shot him with gaze of death. 5 shots, 4 hits 4 wounds and he failed 3 save. Did 7 DMG. He came back on 4 wounds, I charged. Used enoptic strike to ignore invul on 1st attack. He failed the 6 and took 4 wounds. He than saved all my other attacks, killed the c'tan and he exploded to deal 3W.
Game 5 was vs Ynarri soup . (Etc player). He had a near perfect score all weekend and I robbed him of having 5 major victories. Each DDA put wave serptants to their last wound. Put 3 Gauss That from that 1 unit into each of the via split fire. All of them died. He had the Ynarri that teleports when something dies. Nbringer took it to it's last 2 wounds from gaze of death and tesls TBs electricuted her to death.
Overall great weekend and apperantly I'm being ask to represent Necrons for ETC Ireland .
Wauw, gotta say I didn't expect Aza'gorod or Gauss Tomb Blades to make it into a tourney-winning list.
I really gotta give Gauss tomb blades a go, but I'm just worried that they die as soon as they get into rapid-fire range the next round. Rather stay safe at 24" range with Tesla...
Odrankt wrote:Had a tournament this weekend. Was 1750pt and came 2nd with 4 wins 1 lost.
Congrats !!
Odrankt wrote:
Lost against D eldar due to rolling badly on cards with D3 vp.
Thats why its fair to use 2 points fixed, instead of rolling a D3. Playing with cards is already random enough.
Thanks man
Yeah, using the cards can be a pain but all of my games were great and because it was definitely winnable I don't feel like I robbed. Just knowing I could have makes it feel like a draw imo
Hopefully I'll be at another tournament soon with this list again and get more data.
Tomb blades should be pretty resilient once you have upgrades. -1 to hit in shooting is brutal, and a 3+/5++ or two to tank hits for the ones that can only afford one or the other isn’t shoddy. Being charged sucks though.
So in May, we will be having the first ITC Tournament in China. I have a sort of idea of what I will be taking and I would like to get any advice or ideas on my list.
Spoiler:
TOTAL POINTS: 1998
Sautekh Battalion Detachment HQ Imotekh Stormlord (Warlord)
Artefact - Veil of Darkness
Cryptekh w/ Chronometron
Troops 20x Warriors
10x Tesla Immortals
10x Tesla Immortals
Heavy Support 2x Doomsday Arks
1x Annihilation Barge
Gwyn chan 'r Gwyll wrote: Tomb blades should be pretty resilient once you have upgrades. -1 to hit in shooting is brutal, and a 3+/5++ or two to tank hits for the ones that can only afford one or the other isn’t shoddy. Being charged sucks though.
In my games I usually lost 1 full unit by turn 4 but it would take about 1100pt of my opponents army to kill a 300 point unit. The same can be said for the DDAs as well. For 160pts each model at least killed something worth 200+ Points. I used to hate LoSng my units. Even started the end of the game. But sometimes you got to suicide move your units into basic positions if it means you getting VPs to a victory. Also, being charged isn't that bad because they have Fly so even if charged can still move their 14" and shoot as normal.
Interesting that you beat Ynnari and Imp Soup with mass tomb blades. I really love Tomb Blades but I've found so much Eldar stuff just hard counters them. It's usually a combination of things that ignore modifiers, autohit and also do flat 2 damage that can turn you TB's into giant liabilities. I'd be curious to know how you dealt with Spears and Reapers with that list.
elook wrote: So in May, we will be having the first ITC Tournament in China. I have a sort of idea of what I will be taking and I would like to get any advice or ideas on my list.
Spoiler:
TOTAL POINTS: 1998
Sautekh Battalion Detachment HQ Imotekh Stormlord (Warlord)
Artefact - Veil of Darkness
Cryptekh w/ Chronometron
Troops 20x Warriors
10x Tesla Immortals
10x Tesla Immortals
Heavy Support 2x Doomsday Arks
1x Annihilation Barge
Imotekh can't take the relic. Destroyers might want to be in Sautekh instead of Novokh, although depends. The Annihilation Barge likely won't pull it's weight. Could free up points there
Bosskelot wrote: Interesting that you beat Ynnari and Imp Soup with mass tomb blades. I really love Tomb Blades but I've found so much Eldar stuff just hard counters them. It's usually a combination of things that ignore modifiers, autohit and also do flat 2 damage that can turn you TB's into giant liabilities. I'd be curious to know how you dealt with Spears and Reapers with that list.
I kept the TBs ontop of buildings for 2+ saves (as they all had shieldvanes) so when jinxd I was back to 3+. Also, we played a rule where the 1st floor of all buildings were Los from all points of view, so what I would do is have 5 on top of a building and than congolined the other 4 to the 1st floor so that when 5 would due the other 4 would be safe and would get RP back as only a 6 for morale would lose me a model. I also sent in my DDAs at his shining Spears and my Tesla TBs at his dark reapers. I was able to delete with units on my turn 2.
At the end of that Gane I did lose 2 DDAs, 1 full TB unit, the Scarabs and 1 Triarch Stalker. However the only models he had left was an aux detachment Succubus, 5 rangers and 1 Farseer. If the game had gone on I would of tabled him.
Getting Jinxd, doom was annoying but it took over 1100pts of his army (including 3 wace serpents) to kill my Tesla TBs. I'll be honest in saying that my list did better than I had expected seeing as the Ynarri player had 4 perfect games (20-0) which I stopped and nearly got 1st place.
When in the right hands Necrons can be a good army. Just stay Away from troops. Imo. I only had 5 Cps but ended all my games with 1-2 left. All of my opponents had 9-13 CPs and they were all gone by turn 2.
Imotekh can't take the relic. Destroyers might want to be in Sautekh instead of Novokh, although depends. The Annihilation Barge likely won't pull it's weight. Could free up points there
Thank you, how about getting rid of Annihilation Barge and Whip Coils for The C'Tan Nightbringer? And why Destroyers in Sautekh?
Bosskelot wrote: Interesting that you beat Ynnari and Imp Soup with mass tomb blades. I really love Tomb Blades but I've found so much Eldar stuff just hard counters them. It's usually a combination of things that ignore modifiers, autohit and also do flat 2 damage that can turn you TB's into giant liabilities. I'd be curious to know how you dealt with Spears and Reapers with that list.
I kept the TBs ontop of buildings for 2+ saves (as they all had shieldvanes) so when jinxd I was back to 3+. Also, we played a rule where the 1st floor of all buildings were Los from all points of view, so what I would do is have 5 on top of a building and than congolined the other 4 to the 1st floor so that when 5 would due the other 4 would be safe and would get RP back as only a 6 for morale would lose me a model. I also sent in my DDAs at his shining Spears and my Tesla TBs at his dark reapers. I was able to delete with units on my turn 2.
At the end of that Gane I did lose 2 DDAs, 1 full TB unit, the Scarabs and 1 Triarch Stalker. However the only models he had left was an aux detachment Succubus, 5 rangers and 1 Farseer. If the game had gone on I would of tabled him.
Getting Jinxd, doom was annoying but it took over 1100pts of his army (including 3 wace serpents) to kill my Tesla TBs. I'll be honest in saying that my list did better than I had expected seeing as the Ynarri player had 4 perfect games (20-0) which I stopped and nearly got 1st place.
When in the right hands Necrons can be a good army. Just stay Away from troops. Imo. I only had 5 Cps but ended all my games with 1-2 left. All of my opponents had 9-13 CPs and they were all gone by turn 2.
Tomb Blades only get Cover if they are 50% covered because they don't have the Infantry keyword. Nice tech choice with the Nightbringer, knowing your meta definitely worked out for you, were your DDAs able to deal with triple Ravager or did those not show up?
Imotekh can't take the relic. Destroyers might want to be in Sautekh instead of Novokh, although depends. The Annihilation Barge likely won't pull it's weight. Could free up points there
Thank you, how about getting rid of Annihilation Barge and Whip Coils for The C'Tan Nightbringer? And why Destroyers in Sautekh?
Destroyers can then advance and shoot which may be something you need if 10"+24" isn't enough.
And yeah, drop the whip coils and AB for the nightbringer sounds good
Tomb Blades only get Cover if they are 50% covered because they don't have the Infantry keyword. Nice tech choice with the Nightbringer, knowing your meta definitely worked out for you, were your DDAs able to deal with triple Ravager or did those not show up?
the buildings had a rim on top so I was able to get 50% obsecured. Also the buildings had windows from which we could shoot from but you get +1 save.
Thank man. Out of 40 People there was 22 Eldar lists including soups and D Eldar. Nightbringer packed a punch. Cosmic fire did a good few wounds we my enemies got to close.
In my 1st game I got 2st and lost 1 DDA to them. It took 3 to kill 1 DDA though. On my turn my 2 T stalkers and other 2 DDAs were able to kill the 3 Ravengers. So I didn't mind losing one when I was able to tank that many hits with lucky saves and QS rolls.
That list looks a lot like my pre faq 2000 point list. Get a lot of eye rolls when I say I hate our troops and never use them. Even had the guy in the GW store try to explain how warriors were our best unit and I needed to spam them
Thing that really surprised me was lack of destroyers. I've been considering scrapping them because they are lascannon magnets. Was that your reasoning too?
Merkabah wrote: That list looks a lot like my pre faq 2000 point list. Get a lot of eye rolls when I say I hate our troops and never use them. Even had the guy in the GW store try to explain how warriors were our best unit and I needed to spam them
Thing that really surprised me was lack of destroyers. I've been considering scrapping them because they are lascannon magnets. Was that your reasoning too?
Way i been talking to my friends about the lack of using destroyers is that every unit needs to be judged in two ways
attack and defence
.
Every one knows the destroyers have the highest damage output in the codex. but when you factor in all the high damage weapons wont aim at our tanks. the destroyers will get hit by every high ap/damage going. So their defence value in synergy with the rest of the army becomes terrible.
Not saying they are a bad unit. but when against the higher skilled opponents, they are just not worth their points. and against the newer inexperienced players. its just winning more
Merkabah wrote: That list looks a lot like my pre faq 2000 point list. Get a lot of eye rolls when I say I hate our troops and never use them. Even had the guy in the GW store try to explain how warriors were our best unit and I needed to spam them
Thing that really surprised me was lack of destroyers. I've been considering scrapping them because they are lascannon magnets. Was that your reasoning too?
Way i been talking to my friends about the lack of using destroyers is that every unit needs to be judged in two ways
attack and defence and context .
Every one knows the destroyers have the highest damage output in the codex. but when you factor in all the high damage weapons wont aim at our tanks. the destroyers will get hit by every high ap/damage going. So their defence value in synergy with the rest of the army becomes terrible.
Not saying they are a bad unit. but when against the higher skilled opponents, they are just not worth their points. and against the newer inexperienced players. its just winning more
Added a bit. Quantum shielding typically means that the DmgD6 or Dmg 3+ weapons find other targets. And then suddenly all eyes are on the destroyers.
If you bring dangerous, non-QS fast high-wound targets to them, then this may change. Of course we dont have that many of the
Thing that really surprised me was lack of destroyers. I've been considering scrapping them because they are lascannon magnets. Was that your reasoning too?
I never like Destroyers. Even before CA18.
I always saw them as a One trick pony (did damage in turn of arrival w/ EO and would die the exact same turn).
So, I never saw the point investing 300pt +1CP for a unit that will kill what they target (unless it had good invul saves and FnP) but will die just as easy on my opponents next turn.
Would rather put those points in a Tark, Tomb Blades, DDA or even a C'tan.
Honestly, in regards to destroyers, they have one job in my lists. Kill the thing that kills them best before it kills them.
They come in, kill the biggest threat to their existence, and then their survivability improves.
Lists with more redundancy tend to make that really, really tough, usually need to play with LoS Blocking in order to keep them alive. Going first helps a lot too.
I've been using 2 units of Destroyers since the codex dropped, but I run them as nephrekh and usually deep strike them with a cronotek. It allows me to put them where I need and usually gives me the chance to delete the biggest threats to them before they have the opportunity to fight back. After that they can usually survive most return fire enough to Rez with the help of the cryptek.
With Destroyers its also a matter of deployment.
They should see the unit that needs to get killed but the other enemy units should not/hardly see them.
On heavy terrain boards this should be doable.
Yep that's what I usually do with my Destroyers. Hide them as best as I can, Veil them forward (preferably into cover) and have them unload on the enemy's biggest threat.
Also for the people who are saying they just go in and die; don't forget that if you place these babies into cover they are quite a tough nut to crack. It often takes between half or 3/4th of my opponents army to wipe them out.
Also thanks to the psychological effect of RP, which makes them wanna wipe out the unit. Even to the point of them using very inefficient weapons to take them down.
Doctoralex wrote: Yep that's what I usually do with my Destroyers. Hide them as best as I can, Veil them forward (preferably into cover) and have them unload on the enemy's biggest threat.
Also for the people who are saying they just go in and die; don't forget that if you place these babies into cover they are quite a tough nut to crack. It often takes between half or 3/4th of my opponents army to wipe them out.
Also thanks to the psychological effect of RP, which makes them wanna wipe out the unit. Even to the point of them using very inefficient weapons to take them down.
Problem that I've been grappling with is that a 2+ save with no invulnerable in an army that craps all over lascannons because of QS is really bad. Because your enemy has lascannons (or lascannon equivalents) and generally only one good target for them.
Doctoralex wrote: Yep that's what I usually do with my Destroyers. Hide them as best as I can, Veil them forward (preferably into cover) and have them unload on the enemy's biggest threat.
Also for the people who are saying they just go in and die; don't forget that if you place these babies into cover they are quite a tough nut to crack. It often takes between half or 3/4th of my opponents army to wipe them out.
Also thanks to the psychological effect of RP, which makes them wanna wipe out the unit. Even to the point of them using very inefficient weapons to take them down.
Problem that I've been grappling with is that a 2+ save with no invulnerable in an army that craps all over lascannons because of QS is really bad. Because your enemy has lascannons (or lascannon equivalents) and generally only one good target for them.
To be honest, most of my opponents don't run lascannons against me any more. Tends to hurt my vehicles more now since they dont use them.
But it helps my destroyers.
I just try to run enough immediate different threats so that my Destroyers aren't solely targeted. VOD Immortals, flanking Wraiths and deep striking Tomb Stalker all fairly big distractions. They do still get targeted a lot though
So I think destroyers are fragile, but what makes tomb blades not in the exact same boat? Is the -1 really so enormous of a difference given what you're talking about?
drakerocket wrote: So I think destroyers are fragile, but what makes tomb blades not in the exact same boat? Is the -1 really so enormous of a difference given what you're talking about?
That and they're not an imediate threat in the same way. Destroyers kill whatever they lay their eyes upon. Tomb blades play the long game, slowly trickling back with RP, have good but not devastating fire power, have utility with their good movement to reach far away objectives. These qualities tend not to draw fire the same way. Units easier to wipe out, also having lower levels of damage output, such as infantry, are often targeted instead. Perhaps with the exception of damage 2 weapons, which are cut out for tomb blades.
Of course if you play your tomb blades well, they will learn.
drakerocket wrote: So I think destroyers are fragile, but what makes tomb blades not in the exact same boat? Is the -1 really so enormous of a difference given what you're talking about?
Tomb Blades are probably* our best units in the entire codex. When compared to Destroyers they do different roles. Tomb Blades (TBs) can zip across the board grabbing objectives or can be congolined to hold two objectives. Can be a good screen for your C'tan, Cloaktek or CCB because they have FLY (Yes, the CCB doesn't buff TBs but the TB can keep up with the CCB which is nice).
The Destroyers. Well, they just Destroy things. They pretty much go into cover for 2+ save point at something, use EP, and now they delete something they point at.
While TBs don't put out as much DMG as Destroyers can in 1 turn, TBs will put out more reliable DMG as the game goes on than Destroyers can.
The pros to TBs are; 9 models per unit so better chance are survival + RP, have -1 to hit so can tank a lot of hits, produce a good quality of dakka, don't need any buffs or Stratgems to be good. Just 4+ RP from Cloaktek. Can be kitted with 3+, 5++ or ignore cover and so more durability than most of our other units.
Cons to TBs - bikers so need to be 50% covered to get +1 save... That's pretty much it.
Pros to Destroyers - have infantry keyword, can** Destroy something they point at.
Cons to Destroyers - only 6 per squad so easily killed, need help from ChromoCryptek to get 5++, need a 1cp gem for them to reliably kill what they target, very hard to get RP on them as most people will shot them to Oblivion, need a gem to become the Destroyers they should be. Fire magnet till dead.
When you see TBs and Destroyers on the filed ask yourself. Which unit looks more dangerous and which unit will die quicker.
* - definitely our best unit in the Codex. Anyone saying otherwise hasn't played them or doesn't know how to use them
** - i say can because without EP they don't do that much DMG. So, do you really want to spend an extra CP just to make a 300pt unit preform good? I'd rather out those points in units that are already good and don't need CPs to preform better.
I think Destroyers are cool but I too dont like the idea of investing 300points plus 1CP into something where I have to roll enough 5s with a reroll, hope the opponent doesnt make his invulnerable saves AND that dies next turn after arriving.
Especially the „roll 5s“ part is where I question my dice luck. Ive never killed ANYTHING while pointing my destroyers at it. Yes I did some damage here and there, sometimes even a lot of dmg but I always wondered if it was worth it.
PLUS PLUS: Then again IF I roll enough 5s and the opponent fails his saves I roll 1s and 2s for dmg...because necrons dont have flat numbers of attacks or dmg...randomcrons!
Remember - If played correctly a unit of Destroyers could soak up fire (and die) and force your enemy to change his plans to achieve that, allowing your tomb blades to live longer, out maneuver him and make a late game impact.
Its obviously very circumstantial but one way I've been able to keep my destroyers alive is using them to movement block vehicles against terrain once they've charged
Fast Attack1: 6xWraiths
Fast Attack2: 5xDestroyers
Fast Attack3: 5xDestroyers
Total: 2000 points, 9 CP
Main idea of the list is that the destroyers are useful for shredding heavy infantry or vehicles with the strat (yea rolling 5's to wound feels bad but against normal vehicles you will still do a decent chunk of damage). Wraiths usually advance and charge something turn 1, and can do a good chunk rerolling to hit. The lychguard get MWBD and then veil to charge whatever needs to die (needing an 8 now because they get +1 to charge rolls, hitting on 2's rerolling to hit. I usually save a cp to reroll a die if need be, if its a matchup where they have to get into combat, you can also take the reroll charge distances warlord trait on the overlord). The tesla immortals and tomb blades basically just remove infantry while the warriors can be either a screen or rapid fire stuff at ap-2.
In my experience DDA have never been worth it, I find they are too swingy or too low shot against what necrons really need to kill (castellans, where 3 DDA only do like 5 damage to it on average). So far with this list I am 2-1, so far the unit that has done the least has actually been the tomb blades, so I may swap them out.
Your tombblades are dying because your running them with 4+ saves and not in a full unit of 9. Least give some of them Shield vanes and the rest Shadowlooms for 3+ and 5++. And make it s full size unit.
Doctoralex wrote: Heeya folks, was thinking of this list for an upcoming ITC tourney. Note that it is a MONO-faction tourney. Absolutely no flavours of soup are served:
Sautekh Battalion: Immotekh, Warlord
Cryptek
3x5 Tesla Immortals
9x Tomb Blades /w Tesla , 7 with shield vanes
6x Destroyers
Triach Stalker
Sautekh Spearhead
Lord /w Hyperphase Sword.
3x DDA
What do you think? Too much anti-tank? Especially since it's mono-faction, so Knights probably won't be on the table.
I can't say what monofaction exactly means for your meta. IG still can put down quite a large number of tanks. However, no, I don't think your list is too packed with AT. I think it looks great. I have a very similar list. The only comment I have is the Lord. You're paying 68pts for a single CP, actually, as he has just about 0 utility in your list. If you removed him and put the DDAs in your battalion, you'd miss a CP and gain 68 pts (especially, since both detachments are sautekh). With those 68 pts you can either add more TB's and make 2 groups instead of one, or add immortals, or add scarabs for screening and protection. (If I were you, I'd also pay at least a cloak for my cryptek)
The lord goes with the immortals, to re-roll 1s to wound. A DDA works against hordes as well with its gauss flayers. No, its not to much anti tank. A DDA can epic fail if you roll really bad. Thats why you use at least two, to even the odds. I would remove a tomb blade and a destroyer to add some scarabs.
p5freak wrote: The lord goes with the immortals, to re-roll 1s to wound. A DDA works against hordes as well with its gauss flayers. No, its not to much anti tank. A DDA can epic fail if you roll really bad. Thats why you use at least two, to even the odds. I would remove a tomb blade and a destroyer to add some scarabs.
Yeah but only have 15 Immortals, so he's not doing much.With three squads of 10, it might be worth it but not for minimum squads. Drop the Lord.
But yeah, get some scarabs. I also question how worthwhile Imotehk is going to be without more Immortals too. You could drop to an Overlord and save another 60+ points.
hortsmann wrote: Why bother with a brigade if all you want is immortals? Battallion is generally a better idea, unless you are very limited in number of detachments.
Yeah should be fairly straightforward to set up what you want or need, compared to the requirements of various detachments.
Likely one or more of the three elite options will feel like a tax in the brigade, on the other hand, 4 HQs to support 6 troop choices is probably less unreasonable, plus you get more CPs.
I won a 2000 point match today at my local 40k meetup, it was the Tactical Cascade mission from CA2018 against Black Templars. I tried to play for the objectives as best as I could while grabbing cover as well. The match ended on the 5th round with Necrons 7VPs to Black Templars 3 VPs.
Tauris_Blazestar wrote: I won a 2000 point match today at my local 40k meetup, it was the Tactical Cascade mission from CA2018 against Black Templars. I tried to play for the objectives as best as I could while grabbing cover as well. The match ended on the 5th round with Necrons 7VPs to Black Templars 3 VPs.
It's always seemed like one of the more lacklustre relics to me.
Once the Overlord with the Sempiternal Weave finally made it into combat in the last rounds it didn't seem to make much of a difference. Paying for the extra artefacts was a bit of a waste since the only one that had an affect on the field is the Veil of course.
It's always seemed like one of the more lacklustre relics to me.
Once the Overlord with the Sempiternal Weave finally made it into combat in the last rounds it didn't seem to make much of a difference. Paying for the extra artefacts was a bit of a waste since the only one that had an affect on the field is the Veil of course.
Nephrekh destroyers are very mobile already, I would have thought the veil was a bit lackluster on them too...
Blood Angel's are really gonna want to get the jump (heh) on those Destroyers. I know you probably don't WANT to make them into an Aux detachment for Nephrekh and keep them in Deep Strike, but you might want to consider it.
Also Scarabs are amazing as Novokh because that rerolling really offsets the WS4+ they have.
As a BA player i wouldnt advise going melee against them, they hit really hard. Shoot them from far away, and screen with scarabs. They die quite fast to tesla, unless your opponent brings SG with a sang ancient and the standard of sacrifice, those guys are hard to kill. Watch out for captn slamguinius, mephiston, librarian dreadnought. Those can easily wipe out six destroyers in one turn. I suggest mephrit tesla immortals. If he charges them any 6 you roll will be 3 hits with AP-1.
Slayer-Fan123 wrote: Actually, going to melee is perfectly fine if you get off the charge first to strike first.
Charge with what ? Immortals ? Destroyers ? The only real melee unit in his army are the lychguard. If i want to go into melee with BA i would bring wraith.
Slayer-Fan123 wrote: Actually, going to melee is perfectly fine if you get off the charge first to strike first.
Charge with what ? Immortals ? Destroyers ? The only real melee unit in his army are the lychguard. If i want to go into melee with BA i would bring wraith.
If it's a squad of only a couple of dudes left, it is perfectly fine to be ultra aggressive and charge to finish the squad off, even if an Immortal two died in the process.
Automatically Appended Next Post: Or if Slamguinus only had a wound or two left as well. You can only pass a 3+/5+++ so many times.
I have to say, I'm a little impressed by the diversity of the Necron lists at LVO, especially considering there are not a ton of them. That is a good sign at least that the internal balance is pretty solid (even if the external balance still leaves a lot to be desired). It's not just Seraptek Walker or destroyer wing ad nauseum. DDAs are in every list if I recall correctly, and at least a squad of immortals, but from there you have lists that focus on a fair variety of units.
Maelstrom808 wrote: I have to say, I'm a little impressed by the diversity of the Necron lists at LVO, especially considering there are not a ton of them. That is a good sign at least that the internal balance is pretty solid (even if the external balance still leaves a lot to be desired). It's not just Seraptek Walker or destroyer wing ad nauseum. DDAs are in every list if I recall correctly, and at least a squad of immortals, but from there you have lists that focus on a fair variety of units.
But as you said they probably get stomped anyway...We literally have no competitive list. Maybe DDA „spam“ plus Destroyers.
Well, I don't think any of us expect to win. Top 8 is almost as unlikely. I think that in the end, most of us are shooting for a a fun time and a winning record. Picking up enough points to get back into the top ten Necron players for the ITC season would be nice for me as well.
Maelstrom808 wrote: Well, I don't think any of us expect to win. Top 8 is almost as unlikely. I think that in the end, most of us are shooting for a a fun time and a winning record. Picking up enough points to get back into the top ten Necron players for the ITC season would be nice for me as well.
Dont want to make LVO bad for you.
Wish you much fun and best of luck as a necron player myself!
Its just that im getting more and more into competitive play and I have established 40k as my MAIN hobby so to speak...its making me sad and partly angry to see the situation the necrons are in right know.
Well, you can be competitive with them, but it takes a lot of practice and games. The reality is all other things being equal, we will be at a disadvantage vs the top lists, but I have played top players and they are not insurmountable. Dice can go hot or cold, and even the best guys make mistakes.
I've played Necrons since 4th edition, from the horrors of using the 3rd edition dex in 5th to the other extreme of utterly dominating in 6th. I'd rather be on the lower end of the spectrum than the other. Every win is sweeter, you don't have to hear all the whining about how broken your army is, and you tend to offer something that players don't see every other time they step up to the table.
I had a game with a cocky guy back in early 5th that kind of mockingly apologized for what he was going to do to my army. I simply told him, that yeah, he'd probably win because he had a stronger codex, but if he lost, he just lost to the worst army in the game. It didn't go well for him, and it still stands out as one of my favorite victories
So, i'm looking at a whole lot of stuff about GSC. Looks like a rough matchup for us. As always...looks like tesla immortals and large max units of scarabs will be absolutely key to keep our shooters shooting.
iGuy91 wrote: So, i'm looking at a whole lot of stuff about GSC. Looks like a rough matchup for us. As always...looks like tesla immortals and large max units of scarabs will be absolutely key to keep our shooters shooting.
Times arrow does really well against GSC. Most of the new charcters are 4 wounds. If you roll a 5+, or 4+ for a T Vault, you can straight up remove that charcter. Or model.
iGuy91 wrote: So, i'm looking at a whole lot of stuff about GSC. Looks like a rough matchup for us. As always...looks like tesla immortals and large max units of scarabs will be absolutely key to keep our shooters shooting.
Times arrow does really well against GSC. Most of the new charcters are 4 wounds. If you roll a 5+, or 4+ for a T Vault, you can straight up remove that charcter. Or model.
Fair, believe it or not though, i have never used Time's Arrow. I only ever use Sky of Falling Stars, Cosmic Fire, and Antimatter Meteor.
Maybe this army is a good matchup for that power.
The list was really fun and surprisingly effective, and the HQ turned out to be a nice cheap way of getting Lychguard into combat. MWBD + reroll charges gives a 66% chance of a successful charge after teleporting (the odds would be higher when you include the option to CP reroll 1 of the charge dice).
I decided to add another 1000pts of "sensible" units and was surprised how much stuff I could get. It feels like it's a pretty good army:
Focusing your list into melee is super fun with Necrons: we are absolutely death incarnate in some match ups but especially against T3 stuff that AP-3 devours.
I know Kutlakh is a thing but I really don't like how bogus it feels to take the Maynarkh Dynasty as what ever Codex Dynasty you fancy and then using a Forgeworld Datasheet for which no non proxy/kitbash model exists.
I just wish they'd give us an HQ model that allows advance and charge or at least boosts movement.
dapperbandit wrote: Focusing your list into melee is super fun with Necrons: we are absolutely death incarnate in some match ups but especially against T3 stuff that AP-3 devours.
I know Kutlakh is a thing but I really don't like how bogus it feels to take the Maynarkh Dynasty as what ever Codex Dynasty you fancy and then using a Forgeworld Datasheet for which no non proxy/kitbash model exists.
I just wish they'd give us an HQ model that allows advance and charge or at least boosts movement.
Would be nice with some HQ that could go policing with the praetorians. But then you're suddenly talking the Triarch and likely only the silent king which.. I dunno.. is a bit too strong, more a primarch class character at 400 points. It'd be nice to have a smooth working army without resorting to more power creep
The list was really fun and surprisingly effective, and the HQ turned out to be a nice cheap way of getting Lychguard into combat. MWBD + reroll charges gives a 66% chance of a successful charge after teleporting (the odds would be higher when you include the option to CP reroll 1 of the charge dice).
I have been running this as well, 10 lychguard and 6 wraiths in a Novokh outrider and it really works wonders for taking pressure off the rest of the army, since those wraiths are usually making it into combat turn 1 and the lychguard have a good chance as well
Yeah, I do have a soft spot for Novokh. I think melee necrons are pretty fun and viable, the only problem is you need to find a way to get them stuck in, because Lychguard are bloody slow.
hvg3akaek wrote: wow - 3 overlords! Did the lack of 5++ vs ranged, or 4+ RP hurt at all, or was the tri-overlords well worth it?
In my experience the 4+ almost never matters because people tend to just focus units until they are dead, which the 5++ also does not help much with. 3" range just is too short most the time. I usually go overlord and lord, that way the tesla immortals get to reroll 1's
Yeah, the chrnometron really isn't that good due to its short range and weak strength. Its only useful for warrior blob, as they have the numbers to make that 5++ count and are pretty slow. Its expensive too, which is the final nail in the coffin. I find myself using the cloak more often. It gives extra mobility, which allows you to quickly reposition the cryptek and provide buffs when needed, and he's excellent as a Veil of Darkness carrier.
Fair enough - I usually keep my immortals close together, so the 3" doesn't matter as much. Then again, my group of friends don't often get past 1500 games, so the "destroy a unit with 5++ in one round" doesn't trigger that often.
dapperbandit wrote: Focusing your list into melee is super fun with Necrons: we are absolutely death incarnate in some match ups but especially against T3 stuff that AP-3 devours.
I know Kutlakh is a thing but I really don't like how bogus it feels to take the Maynarkh Dynasty as what ever Codex Dynasty you fancy and then using a Forgeworld Datasheet for which no non proxy/kitbash model exists.
I just wish they'd give us an HQ model that allows advance and charge or at least boosts movement.
Don't ever think of it as bogus, because remember the price point for Kutlakh.
I have been running this as well, 10 lychguard and 6 wraiths in a Novokh outrider and it really works wonders for taking pressure off the rest of the army, since those wraiths are usually making it into combat turn 1 and the lychguard have a good chance as well
I can never decide between Scythes or sword and board on the Lychguard.
The scythes can do some serious damage. If you want to be silly you can do: MWBD + Novokh + the +1 strength strat + fight again strat = 40, 2s rerolled to hit, S8 AP-4 D2 attacks. That's overkill on a Knight. Also because they are teleporting into combat they can be hidden somewhere safe until needed, so defense is less important.
On the other hand, with dispersion shields they are much safer if they fail the charge. The dispersion shield amplification strat gives them a 3++, making them basically the same as the Wraith stat wise. Two 3++ T5 multi wound units rushing at the enemy can draw a huge amount of firepower away from the rest of the army.
wow - 3 overlords! Did the lack of 5++ vs ranged, or 4+ RP hurt at all, or was the tri-overlords well worth it?
Crypteks are auto includes if you are using warriors as troops, and are also very tempting to take alongside Warscythe Lychguard. They don't do a lot for immortals though, the 5++ comes up much less often, and the +1 RP gets you one model extra on average from 6 deaths. That doesn't come close to the buff MWBD provides to Tesla Immortals. The Overlord is also useful on his own, having a hugely better stat line for about the same point cost.
In this particular list the Lychguard need MWBD to help pull off a charge, and the Tesla Immortals all want it too. 3 Overlords is just enough.
Warscythe lychguard should love the chronometron, come to think of it. Their biggest weakness (aside from their speed) is the lack of invul, which makes them considerably more fragile than their shield counterpart. Whilst the chrono is only 5++, you do get a better RP on top of it, so in theory it comes out roughly the same as shieldguard with no cryptek.
You can give the chronotek a veil of darkness to teleport them closer to try to get a sneaky charge off.
I can never decide between Scythes or sword and board on the Lychguard.
The answer is simple. Dont use them. They are 28 ppm. With scythes they do decent damage, but die to fast, with sword and shield they dont do enough damage, but can take a hit. A solution to this problem would be mixed weapons, all other can do that, but necrons cant
CthuluIsSpy wrote: You can give the chronotek a veil of darkness to teleport them closer to try to get a sneaky charge off.
The issue is that if they make the charge it is unlikely they will be in range of the cryptek, so it doesn't help you after the charge. If they fail the charge they are probably dead anyways. In general i tend to play on boards with a good amount of terrain so with clever movement when charging usually you can place them into cover so they have a 2+, which means unless someone is shooting you with ap -4 weapons the 5++ doesn't matter. Also an overlord gives them +1 to charge and hit so as someone mentioned above it makes them very deadly on the charge against knights with +1 strength. You need a full unit though because a castellan on average dice kills like 3 or 4 of them in overwatch.
I can never decide between Scythes or sword and board on the Lychguard.
The answer is simple. Dont use them. They are 28 ppm. With scythes they do decent damage, but die to fast, with sword and shield they dont do enough damage, but can take a hit. A solution to this problem would be mixed weapons, all other can do that, but necrons cant
I could imagine a mixed unit of Novokh with 2 Swords/Shields and 3 Warscythes makes a good TAC choice. feth our army though!
So just finishing Game 1 at the LVO, how well did the Necrons do in general? I believe there are currently 2 in the top 10, though doesn't matter much at this time.
elook wrote: So just finishing Game 1 at the LVO, how well did the Necrons do in general? I believe there are currently 2 in the top 10, though doesn't matter much at this time.
elook wrote: So just finishing Game 1 at the LVO, how well did the Necrons do in general? I believe there are currently 2 in the top 10, though doesn't matter much at this time.
It is an odd list. The lord is useless in the nihilakh detachment. Two ghost arks for 2x10 warriors ? Why ? I dont think this list will win anything from now on. If it does i wanna know his tactic.
I guess warriors also serve some screening duty then.
Automatically Appended Next Post: It's definitely a fast list though. Everything only the lord and cryptek would be foot slogging. Immortals probably staying close to 24" if possible. dunno.
I'm more confused about the CCB not being given the relic Staff. 3 Warscythe attacks aren't gonna do much when that's the only melee element outside the Wraiths.
iGuy91 wrote: I have a 1500 pt game vs Blood Angels coming up. Thinking I might run this list and see what happens. Thoughts?
Spoiler:
Novokh Battalion
Lord - VoidBlade, VoD
Overlord - Blood Scythe, Immortal Pride
x10 Gauss Immortals
x10 Gauss Immortals
x9 Tesla Immortals
x6 Destroyers
x10 Lychguard with Sword and Shield
x2 Doomsday Arks
Ends up giving me 1498 points, and 7cp to work with
Ended up having a change of plans, and ended up playing eldar instead with slight alterations to the list.
Surprisingly, the lychguard made their turn 1 charge, killed their target, and in the subsequent shooting phase, dealt more mortal wounds out with the strategem than they took from shooting before wading through a whole bunch of dark reapers. Overall very solid performance.
Good times.
Slayer-Fan123 wrote: I'm more confused about the CCB not being given the relic Staff. 3 Warscythe attacks aren't gonna do much when that's the only melee element outside the Wraiths.
Since he has the warscythe, defiantly can not use the staff, but we do not know what artifacts he deiced to use because they do not have to be on the submitted list as you pick them before the start of the game.
Slayer-Fan123 wrote: I'm more confused about the CCB not being given the relic Staff. 3 Warscythe attacks aren't gonna do much when that's the only melee element outside the Wraiths.
Since he has the warscythe, defiantly can not use the staff, but we do not know what artifacts he deiced to use because they do not have to be on the submitted list as you pick them before the start of the game.
I'm saying it would make more sense to start him with the Staff in the first place and use the Relic slot on it.
It is an odd list. The lord is useless in the nihilakh detachment. Two ghost arks for 2x10 warriors ? Why ? I dont think this list will win anything from now on. If it does i wanna know his tactic.
The one thing that comes to me is that a Ghost Ark has the firepower of 10 warriors, but for only 35 points more it also has increased maneuverability and resilience? Like 10 warriors vs a Ghost Ark, the Ghost Ark wins by a mile for not much more.
But yeah, odd list. I think it's an anomaly, that looks more like a list of stuff he had lying around that he could build an army with.
So do you guys have all comers lists that you rarely deviate from? Or do you change up your lists frequently?
I like to build towards a list that I'm happy with and then I'll keep it until things (codex, points values) change. It feels more personalised than sweeping changes between games
For example after CA came out I remade my 1500p all comers list below. I might occasionally change it up a bit, but this is my bread and butter
It is an odd list. The lord is useless in the nihilakh detachment. Two ghost arks for 2x10 warriors ? Why ? I dont think this list will win anything from now on. If it does i wanna know his tactic.
The one thing that comes to me is that a Ghost Ark has the firepower of 10 warriors, but for only 35 points more it also has increased maneuverability and resilience? Like 10 warriors vs a Ghost Ark, the Ghost Ark wins by a mile for not much more.
But yeah, odd list. I think it's an anomaly, that looks more like a list of stuff he had lying around that he could build an army with.
I'm not seeing that at all. It's deliberately leaning hard on quantum shielding banking on all the heavy AT being brought to counter Knights and the two ghost Arks are mitigating the Necron mobility problem by being able to deliver objsec troops to contest center board objectives for hold more primary.
It's hard to get the killed more against this list with all the QS and the only killing based secondary that's really viable is BGH (which might end up being a trap choice without a lot of 2D or D3D weapons available), forcing the enemy into Old School, Recon, or another secondary they might not be used to taking. Meanwhile 3 DDA + 2 ghost Arks and their warriors should comfortably pick up killed one or killed more by shredding infantry/tanks.
It is an odd list. The lord is useless in the nihilakh detachment. Two ghost arks for 2x10 warriors ? Why ? I dont think this list will win anything from now on. If it does i wanna know his tactic.
The one thing that comes to me is that a Ghost Ark has the firepower of 10 warriors, but for only 35 points more it also has increased maneuverability and resilience? Like 10 warriors vs a Ghost Ark, the Ghost Ark wins by a mile for not much more.
But yeah, odd list. I think it's an anomaly, that looks more like a list of stuff he had lying around that he could build an army with.
I'm not seeing that at all. It's deliberately leaning hard on quantum shielding banking on all the heavy AT being brought to counter Knights and the two ghost Arks are mitigating the Necron mobility problem by being able to deliver objsec troops to contest center board objectives for hold more primary.
It's hard to get the killed more against this list with all the QS and the only killing based secondary that's really viable is BGH (which might end up being a trap choice without a lot of 2D or D3D weapons available), forcing the enemy into Old School, Recon, or another secondary they might not be used to taking. Meanwhile 3 DDA + 2 ghost Arks and their warriors should comfortably pick up killed one or killed more by shredding infantry/tanks.
Yeah I guess so. Clever list, but only really works within the confines of ITC. Hopefully it doesn't turn out to be the new necron hotness, because I don't want to build 3 ghost arks lol
I was gifted with some Necrons 2 years ago, when 7th was finishing. Now I'm building a Drukhari army (I like the looks of the Dark Elves), but I have like 1000 points of Necrons hanging around, waiting to be painted.
I have an Overlord, a Triarch Stalker, 10 warriors, 10 Immortals, some scarabs, a Cryptek and a box of Praets/Lychguard.
My doubt comes with that last box, I like both Praetorians and Lychguard mini-wise, but I'm not sure which ones are more useful in a game. Right now I'm all in Sword and Shield Lychguard, but I could use some help from you, more experienced guys.
I was gifted with some Necrons 2 years ago, when 7th was finishing. Now I'm building a Drukhari army (I like the looks of the Dark Elves), but I have like 1000 points of Necrons hanging around, waiting to be painted.
I have an Overlord, a Triarch Stalker, 10 warriors, 10 Immortals, some scarabs, a Cryptek and a box of Praets/Lychguard.
My doubt comes with that last box, I like both Praetorians and Lychguard mini-wise, but I'm not sure which ones are more useful in a game. Right now I'm all in Sword and Shield Lychguard, but I could use some help from you, more experienced guys.
Thanks!
Depends on how you want to play.
You sort of lack a decent delivery mechanism for your lychguard (flyer, monolith, teleporting HQs)
For casual games I think praetorians would be more fun. They don't break (which dont matter with only 5 models), they pack a decent punch with 3 attacks S5-3 in shooting, and the S6 pistol is nice against T3 targets. They won't be much point against strong characters and larger vehicles though, but jumping around, clearing infantry that don't really want to be in CC (fire warriors, guardians, space marines), they could be quite useful. There's also a stratagem to give them +1 to hit.
I kinda like their utility but admitadly I don't get to field them alot, but I plan to. They also had a nice point drop last FAQ.
Automatically Appended Next Post: Or WRT to delivery, I guess the Veil of Darkness (relic) is pretty much as good as it gets anywah.
Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
Maelstrom808 wrote: Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
I wonder if Mechrons might be back on the cards tbh, three units of warriors ridding in Ghost Arks. You need a troop to take each Ark anyway, having something pop out behind the Arks to hold objectives could be viable. Sadly the spindly models won't block LOS to units behind them. Go nuts on Doomssday Arks and Tomb Blades for the rest of the list. Gonna have a play with Battlescribe, see what I can come up with.
Maelstrom808 wrote: Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
I wonder if Mechrons might be back on the cards tbh, three units of warriors ridding in Ghost Arks. You need a troop to take each Ark anyway, having something pop out behind the Arks to hold objectives could be viable. Sadly the spindly models won't block LOS to units behind them. Go nuts on Doomssday Arks and Tomb Blades for the rest of the list. Gonna have a play with Battlescribe, see what I can come up with.
It ain't the new thing. It didn't end up placing that well, the top 8 was the same old same old.
Maelstrom808 wrote: Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
I wonder if Mechrons might be back on the cards tbh, three units of warriors ridding in Ghost Arks. You need a troop to take each Ark anyway, having something pop out behind the Arks to hold objectives could be viable. Sadly the spindly models won't block LOS to units behind them. Go nuts on Doomssday Arks and Tomb Blades for the rest of the list. Gonna have a play with Battlescribe, see what I can come up with.
It ain't the new thing. It didn't end up placing that well, the top 8 was the same old same old.
Doesnt mean it didnt do well. Was it the best necron list?
Maelstrom808 wrote: Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
I wonder if Mechrons might be back on the cards tbh, three units of warriors ridding in Ghost Arks. You need a troop to take each Ark anyway, having something pop out behind the Arks to hold objectives could be viable. Sadly the spindly models won't block LOS to units behind them. Go nuts on Doomssday Arks and Tomb Blades for the rest of the list. Gonna have a play with Battlescribe, see what I can come up with.
It ain't the new thing. It didn't end up placing that well, the top 8 was the same old same old.
His list didn't lean into it as fully as what I'm thinking, but also I don't think it's fair to say anything that didn't top 8 is trash. Volume of representation determines the top 8 as much as anything. Everyone is playing a variant of the Castellan list, so ofc it shows up there. Basically no one is playing Necrons, so even if one guys showed up with a killer list, luck would likely stop them getting to the top. I don't think anything will get us to the top of the top, but I think Mechrons might be in with a shout as one of our best lists.
Considering how much of an absolute whore they are to assemble...not really. I still maintain that the arks were designed by artists, not hobbyists, as whilst they look pretty finished, they are a nightmare to get done.
I would have preferred some nice geometric shapes, really. Like a big ol' sphere of death.
I mean, you can field 6 arks, and it will probably be good, but does one really want to spend something like 240 euros on building and painting a fiddly and convoluted model that will never look right because chances are one of the pieces didn't fit right, so it looks like its perpetually tipping? Or, god forbid, for it to break in half in transit because of poor balance or connection? It doesn't seem practical to me. I'd rather just field destroyers.
Considering how much of an absolute whore they are to assemble...not really.
I still maintain that the arks were designed by artists, not hobbyists, as whilst they look pretty finished, they are a nightmare to get done.
I would have preferred some nice geometric shapes, really. Like a big ol' sphere of death.
I mean, you can field 6 arks, and it will probably be good, but does one really want to spend something like 240 euros on building and painting a fiddly and convoluted model that will never look right because chances are one of the pieces didn't fit right, so it looks like its perpetually tipping? Or, god forbid, for it to break in half in transit because of poor balance or connection? It doesn't seem practical to me. I'd rather just field destroyers.
.
Feel bad, got 4 ghost arks and 3 doomsday arks already built as a result of loving ghost arks in 6th/7th edition, and doomsday's being amazing this edition
Considering how much of an absolute whore they are to assemble...not really. I still maintain that the arks were designed by artists, not hobbyists, as whilst they look pretty finished, they are a nightmare to get done.
I would have preferred some nice geometric shapes, really. Like a big ol' sphere of death.
I mean, you can field 6 arks, and it will probably be good, but does one really want to spend something like 240 euros on building and painting a fiddly and convoluted model that will never look right because chances are one of the pieces didn't fit right, so it looks like its perpetually tipping? Or, god forbid, for it to break in half in transit because of poor balance or connection? It doesn't seem practical to me. I'd rather just field destroyers.
.
Feel bad, got 4 ghost arks and 3 doomsday arks already built as a result of loving ghost arks in 6th/7th edition, and doomsday's being amazing this edition
I envy your patience I cannot imagine building seven of them, and I only have 2, one of each variant. I mean, I like the model, even though I don't think it fits with the necron theme and aesthetic, I just hate dealing with them. How did you do yours? Did you paint them before assembly? If not, how did you get in all of the little narrow bits and corners?
A DDA is quite easy to paint if you build the canopy with the pilot and the doomsday cannon first, and paint it. I put poster putty where the U shaped parts get attached. I then assembled the U shaped parts, which go around the cannon, and attached them to each other in reverse, so that they look like an X. That way they are very easy to paint. I only put two small drops of plastic glue in between them, so i can take them apart again, and glue them in the right orientation, once they are painted.
Maelstrom808 wrote: Ghost Arks are underrated after the points drop. I wasn't able to get mine ready for LVO, but I have plans to try them out for this next season. The Ark platform is a fantastic unit for us:
- Very resilient against anti tank weapons, especially Castellans
- Fast with a 12" move
- Flys so it's practically impossible to wrap and ignores terrain
- Has a long body that can be very useful in cutting off ground based movement for your opponents
- Has very nice anti infantry shooting.
When you consider all of this, it would be one of the best transports in the game, except it sucks with what it can actually transport.
As IanVanCheese pointed out, for the points, it's well worth the 35 pts upgrade vs a squad of warriors. You lose objective secured, but frankly I've had very few games where that has mattered enough to make or break the game.
I wonder if Mechrons might be back on the cards tbh, three units of warriors ridding in Ghost Arks. You need a troop to take each Ark anyway, having something pop out behind the Arks to hold objectives could be viable. Sadly the spindly models won't block LOS to units behind them. Go nuts on Doomssday Arks and Tomb Blades for the rest of the list. Gonna have a play with Battlescribe, see what I can come up with.
It ain't the new thing. It didn't end up placing that well, the top 8 was the same old same old.
20 out of how many? only 1 loss in 6 games. How is that 'not placing well'?
What kind of impossible standard do you hold to?
I somehow misread his list the first time and though he only had two DDAs.
It's a damn fine list, though I have to wonder about reshuffling a few things. I think I'd give up on the spearhead, drop the Lord to fill out the Destroyers.
IanVanCheese wrote: I somehow misread his list the first time and though he only had two DDAs.
It's a damn fine list, though I have to wonder about reshuffling a few things. I think I'd give up on the spearhead, drop the Lord to fill out the Destroyers.
There are some very odd choices in it though.
-Why the CCB? The Warriors are inside the Ghost Arks, so they can't get MWBD on the turn they disembark.
-Why the Viscious Claws on Wraiths? That is literally their worst upgrade. Even Particle Casters is better than that.
I mean, I can see the appeal of it; it's a gak-ton of Quantum Shielding. But is it optimised? eh.....
So, I'm the 123rd placed person at LVO (if you met me, I was probably the guy who screamed "NECRONS!" at you), and I wanted to share my thoughts on necrons going forward:
- First and foremost, necrons are viable in a competitive scene. My two losses were against a skilled but extremely lucky drukhari player, and a blood angels soup player who countered everything I wanted to do. Having said that, two of my matchups were against castellan players, where I won both games fairly decently. I think, in a meta where everyone and their grandma is taking a castellan, we have decent ways to deal with it. I don't think knights will be a 17% winrate anymore.
- Soup in general is still a problem. All of my matches were some kind of soup. While you have to take skill level into account, the fact that imperial, eldar, and chaos have 10x the chocie selection than us for essentially free, that simply means that we start at a disadvantage. Take the top 2 players: eldar soup and imperial soup. Having said that, we can win brothers!
- I greatly underestimated the ghost arks. Others have said the benefits above, but the mobility and durability makes it viable for it's points cost. Definitely worth considering in future matchups
- Two units that seem disappointing are the seraphtek and the tomb blades. I love the seraphtek model, but in a meta where everyone is taking an answer to knights, a 5+ invulnerable if your opponent gets turn 1 just isn't enough. Tomb blades, while good, are still overcoated when knights can easily delete the unit from the board, and they don't benefit from MWBD or +1 to RP. This might change if they nerf castellan's, but they aren't great as it stands.
These are the things I'm considering for the future for necrons
-If you are going to take a ghost ark, how many is optimal? 1? 2? Maybe even 3? I'd have to experiment with this.
- How will the March FAQ change things up? Clearly castellan and soup are still strong, and they are aware of the problem. If they nerf either (like they are limiting IG detachments for genestealers) how does that change what we do? This might help negate the problems with tomb blades and the seraphtek I mentioned before.
Necronium wrote: So, I'm the 123rd placed person at LVO (if you met me, I was probably the guy who screamed "NECRONS!" at you), and I wanted to share my thoughts on necrons going forward:
- First and foremost, necrons are viable in a competitive scene. My two losses were against a skilled but extremely lucky drukhari player, and a blood angels soup player who countered everything I wanted to do. Having said that, two of my matchups were against castellan players, where I won both games fairly decently. I think, in a meta where everyone and their grandma is taking a castellan, we have decent ways to deal with it. I don't think knights will be a 17% winrate anymore.
- Soup in general is still a problem. All of my matches were some kind of soup. While you have to take skill level into account, the fact that imperial, eldar, and chaos have 10x the chocie selection than us for essentially free, that simply means that we start at a disadvantage. Take the top 2 players: eldar soup and imperial soup. Having said that, we can win brothers!
- I greatly underestimated the ghost arks. Others have said the benefits above, but the mobility and durability makes it viable for it's points cost. Definitely worth considering in future matchups
- Two units that seem disappointing are the seraphtek and the tomb blades. I love the seraphtek model, but in a meta where everyone is taking an answer to knights, a 5+ invulnerable if your opponent gets turn 1 just isn't enough. Tomb blades, while good, are still overcoated when knights can easily delete the unit from the board, and they don't benefit from MWBD or +1 to RP. This might change if they nerf castellan's, but they aren't great as it stands.
These are the things I'm considering for the future for necrons
-If you are going to take a ghost ark, how many is optimal? 1? 2? Maybe even 3? I'd have to experiment with this.
- How will the March FAQ change things up? Clearly castellan and soup are still strong, and they are aware of the problem. If they nerf either (like they are limiting IG detachments for genestealers) how does that change what we do? This might help negate the problems with tomb blades and the seraphtek I mentioned before.
I'd love to hear your guys' thoughts!
Tomb Blades get +1 to RP from crypteks. If he can catch up.
Its great to see the Ghost Arks being good. I have not played them much since 8th but I do remember thinking those 10 rapid fire shots are really nice to have in addition to your normal troopers. And QS is a nice niche to have with all the knights running about. For now.
Automatically Appended Next Post: And congrats on the placement!
IanVanCheese wrote: I somehow misread his list the first time and though he only had two DDAs.
It's a damn fine list, though I have to wonder about reshuffling a few things. I think I'd give up on the spearhead, drop the Lord to fill out the Destroyers.
There are some very odd choices in it though.
-Why the CCB? The Warriors are inside the Ghost Arks, so they can't get MWBD on the turn they disembark.
-Why the Viscious Claws on Wraiths? That is literally their worst upgrade. Even Particle Casters is better than that.
I mean, I can see the appeal of it; it's a gak-ton of Quantum Shielding. But is it optimised? eh.....
CCB is to provide another QS target I think, Overlord would be dead points with nothing to buff. At least the CCB can fly around and harass stuff. Destroyer Lord would be another option. Vicious claws are the default weapon, you're thinking of whip coils.
Honestly, outside of a few tweaks (I think the Lord/Spearhead needs to go, pts are more valuable than the 1CP he is bringing to the party), I think it's pretty damn optimised. Only other options are to squeeze in a Stalker somewhere and maybe tag the CCB out for Imotekh.
We'll see anyway, I'm still building my first DDA, absolutely balls to the idea of building 4 more Arks of any kind lol.
I find it slightly hilarious if that list made it to 20th place. It's just a balanced Necron list, the only thing remarkable about it is that someone having the patience to assemble 5 Arks.
QS is designed to protect against the most powerful weapons so I assume the meta has shifted towards lascannons and meltas rather than auto cannons.
I thought Ark spam had potential even before CA, but there's just no way I'd invest in it.
The CCB is a decent shooting platform, great for dealing with harssing fast attacks, could do away with 3 bikes with not too shabby rolling. It has better or equal BS to a destroyer, only with well improved durability, good CC performance, can charge flyers and is an MWBD source. It's not horribly prized for what it brings.
With ghost arks darting off , the 12" wave of command range could come in handy if he needs to buff both warriors and immortals should the situation call for it.
It can also speed ahead for objectives, or help wraiths reroll charges as he can keep up with them.
It's a character, so doesn't really contribute to QC spam the same way as another vehicle would.
Moosatronic Warrior wrote: I find it slightly hilarious if that list made it to 20th place. It's just a balanced Necron list, the only thing remarkable about it is that someone having the patience to assemble 5 Arks.
QS is designed to protect against the most powerful weapons so I assume the meta has shifted towards lascannons and meltas rather than auto cannons.
I thought Ark spam had potential even before CA, but there's just no way I'd invest in it.
78 wounds behind quantum shielding is nothing to be sniffed at, especially with 6 wraiths along for the ride. There isn't much that gives up an easy kill point in this list, especially if you load the warriors up on the Arks.
Personally I'd be tempted to drop the Destroyers for another Ark and a Stalker, just to really ruin a Castellan's day.
As to building 5 Arks, yeah that can go to hell. I've entered a tournament in May and need to build three DDAs by then, I've just about finished one and already hate my life.
I would advise you to build the Arks with the ribs pointing up (ghost ark style). If you don't stick the broken warrior stuff in it still looks fine as a Ghost Ark, but you can put the Doomsday Cannon in there when you want a DDA - best of both worlds with no magnets required.
I am very glad I did this with my two, even though DDAs were terrible at the time I built them. The DDA looks better like this anyway as you can see the big gnarly gun.
This list probably only „works“ in ITC and in the meta we are currently in.
Dont expect to rock your local gaming stores playing GW missions.
At least I dont see the causal player winning with this list.
This is worth keeping in mind. My local friendly gaming group maintains a friendly hatred towards anything Necron after 7th edition. They never bring anything above D3 damage and munch quantum shielding for breakfast
I played a 1300pt friendly game against the new Genestealer Cult this Sunday. I won 10-2 on kill points, and it was quite fun. (Well he went to 1304 so I did too, adding a few more things to the tomb blades)
He was getting to know the codex and I was trying out the Zahndrekh/Obyron combo for the first time (and I loved it!)
2x 12 neophytes (guard-like only not)
2x 6 acolytes (better in cc)
4x biktes + 1x 4wheeler
1x bike sniper character
2x leman russes
1x rock grinder (carrying acolytes)
2x 10 guardsmen (battle brothers)
2x psykers
1x guy with hologram on a drone
1x warlord with 3 arms i think
I rolled to go first, but as his entire deployment was all red blip markers, I let him go first.
Deployment:
Spoiler:
GSC can be frustrating to deploy against(!)
I deployed so that I could shift everything to the right quite fast. blades would dart across, blazing at whatever in the process, hopefully flying under the radar wtih 1- to hit. Zahndrekh advances on the right flank, Obyron jumps to him with the lychguard who then by turn 3'ish if things go well could be further jumped into cc with a leman russ. The CTan will plough the fields so to speak in front of Zahndrekh, keeping scarabs between him and the enemy. The Cryptek then veil over the 10 center immortals when the time is right, and the remaining 5 immortals in the center will get picked up by obyron or will just have to foot slog or do a desperate last stance.
Seeing the blips I was up against, I let him go first, to try to not reveal how I was going to try to get to his leman russes. My main thought was to silence those somehow. Tag them enough turns to not let them kill me most likely, perhaps kill one.
His deployment and turn 1 movement
Spoiler:
He went first. His tanks emerged in the middle ruin, a character protecting from teleporting between them, the rock grinder speeding onto my left flank tomb blades. 2x12 neophytes and 10 guardsmen buffed by HQs came up there as well.
He then went on to poor into my tomb blades who survived with a single wound remaining, to see 2 come back in my turn only to get wiped after that, doing little
He ran his bikes onto my right flank, interstingly, and shot at my immortals in cover, killing one that would come back, his sniper (BS2+) shooting at Zahndrekh but failing to wound.
My turn the right immortals moved up to get an angle to take out the sniper biker. The C'Tan and catapulted lychguard took out all bikes, flat 2 warscythe damage being a god sent as they were 2W and 4W models.
15 immortals took position in the ruin in the center to start wearing down the neophytes threatening the left flank with some nasty heavy weapons.
As turns went by:
* The 3++ C'Tan with D3 regenerating wounds ate all overwatch in the game. And healed all.
* Acolytes with blasting charges and then a following charge took out 4 out of 5 lychguard, so they camped in the ruin to recover and prevent giving away kill points. The acolytes were then killed by heroic intervention from the C'Tan and one remaining lychguard.
* Obyron moved back to fetch the last 5 immortals while the lychguard took a rest.
* The C'Tan moved from there to charge the first Leman russ in turn 2. Dealing no damage (5+ to wound it after all), but stopping the cannons.
* Turn 3 the Cryptek veiled in 10 fresh immortals into the right flank ruin from where they helped clean up the remaining infantry across the middle, leaving the rock grinder without targets and only its 2 heavy weapons hitting on 5+ after moving.
* the right flank 5x immortals moved up through the ruin, shot and charged and wiped 10 guardsmen, and ended up being the ones who tagged the right leman russ after consolidating into it off an enemy psyker, allowing the C'Tan to tag the other leman russ.
* Lychguard came back and 3 models made glowing minced meat of a psyker, but never got to touch a leman russ. The Acolytes effectively seeing to that.
After I tagged both his tanks and he had no infantry left, except 4 HQs, we called it at the bottom of turn 3. I was 8-2 ahead on kill points and had first blood and line breaker. he had line breaker too.
All in all a quite comfortable win. It was a nice little game with a fun list. It was risky with that little AT, but the Zahndrekh/Obyron combo definitely was fun to play (will try it more often). His list probably didn't play into the strengths of the new GSC codex (he had only had the book for a day), but it was meant to be and also was a good learning experience (though none of us was pulling any punches).
The Kill points mission really played into my hands as he had several squishy targets for my immortals, while the reanimating immortals were being tough nuts to crack with 2+ cover save.
v0iddrgn wrote: Has anyone used Reclaim A Lost Empire on Wraiths before? If so, how'd it work out?
It's amazing on paper, but in reality very situational. They'll never sit still, so you need to rush them up to an objective (charging something most likely). At that point, most people will just ignore them for a turn or Smite the crap out of them. No one wants to play with a 2+ invul, so they won't shoot them, which sounds great. But really your wraiths are there to get shot and draw firepower away from the rest of your army. Making them too tough to kill means people won't bother, massively neutering their effectiveness.
Reclaim the lost empire is best used on Vaults and Shield Lychguard (neither of which is great right now). So it's a great stratagem with no good targets sadly.
You could use Reclaim the Lost Empire (RtLE) on a Tesseract Ark which grants it 2+/4++ and for more shenanigans you can use Quantum deflection to make the Tark have -1 to QS rolls.
I did all that once. I quite enjoyed my Tark tanking nearly everything shoot at it but my opponent was not best pleased.
Especially when I was on an objective he needed, charged me. I overwatched, killed half his unit than he failed the charge by rolling 3 dice and discarding the highest (he needed a 7" charge and rolled 2 2s + 1 6). Easily one of my favorite highlights.
The best way to use RtLE on Wraiths is to have them charge a unit on an objective, surround the enemy unit with the Wraiths and some Scarbs (to prevent fall ball and to soak any smite ) so that your opponent is now stuck in CC with a 3+/2++ unit doing 4 attacks as S6 -2 D2.
I played the Seraptek Heavy Construkt with NIhilakh to give it 2+/4++ , really came in handy.
Otherwise I agree with the wraiths argument, IanVanCheese, very insightful.
If you have good reason to keep the wraiths alive longer than normal, I'm not sure what that would be, perhaps to kill a handful of AM characters in CC the following turn? Or get to some critical hard to reach gunline or shield drones in the back. Regardless, its situational. He'll just wait with killing them one more turn, and suffer the extra damage that comes with a few more wraiths being alive a bit longer (not much, really)
The Wraiths thing is interesting; when I play them these days my opponent typically targets them as a priority *because* of the 3++ making them difficult to shift.
But ultimately, it's not something I would do. Mainly because going Nihilakh means losing out on more consistently useful traits like Nephrekh or Novokh. It's certainly situational, would you be able to use the Nihilakh Strat on your first turn if you deployed them on an objective?
I look at it is this, Wraiths charging deep into enemy territory to score an objective after pushing an enemy unit off of it then pop RaLE. With the missions being ITC style score as you go now that would actually be useful to make your opponent shift you off. Beachhead mission is a good example of getting some serious points for this. Besides, I don't care how disciplined you are I've never seen anyone just ignore a CC unit in their lines.
v0iddrgn wrote: I look at it is this, Wraiths charging deep into enemy territory to score an objective after pushing an enemy unit off of it then pop RaLE. With the missions being ITC style score as you go now that would actually be useful to make your opponent shift you off. Beachhead mission is a good example of getting some serious points for this. Besides, I don't care how disciplined you are I've never seen anyone just ignore a CC unit in their lines.
Very true. If you're fighting a castle, target priority #1 is anything that would keep you from shooting. #2 is long range artillery. So i think its niche, but has a place.
Honestly i prefer wraiths with Novokh (More Punch) or Nephrekh (For Speed)
v0iddrgn wrote: I look at it is this, Wraiths charging deep into enemy territory to score an objective after pushing an enemy unit off of it then pop RaLE. With the missions being ITC style score as you go now that would actually be useful to make your opponent shift you off. Beachhead mission is a good example of getting some serious points for this. Besides, I don't care how disciplined you are I've never seen anyone just ignore a CC unit in their lines.
Very true. If you're fighting a castle, target priority #1 is anything that would keep you from shooting. #2 is long range artillery. So i think its niche, but has a place.
Honestly i prefer wraiths with Novokh (More Punch) or Nephrekh (For Speed)
One the beautiful things about using RaLE on Wraiths is that they get that +1A in addition. I see your point, though.
In a few weeks I will attend a tournament which will be 1250 points, single codex and no lords of war allowed. The idea behind my list is to have some MSU troops to hold objectices as well as a big block of warriors for some board control.
The wraiths should be able to screen for my destroyers and get into their backline while the destroyers provide AT support.
The list runs 0 vehicles making big anti tank guns relatively low value against me while having enough of a punch with the wraiths and destroyers to do damage. Will this work?
Spoiler:
+++ Golden dread 2 (Warhammer 40,000 8th Edition) +++
So I just wrote the quickest list ever. I just made a checklist of all the things I liked in a list:
A battalion, so 3x 10 Tesla Immortals Gotta have DDAs. I own 2. 6 Wraith 6 Destroyers 10 Scythe Guard Zhandrek, Obyron and a Veil HQ combo for super fun mobility options.
I threw all that in and it came to exactly 2000pts right away! Always nice when that happens.
The list has all the heavy hitters, but I think the lack of screening units to hold off deepstrikers will be a problem. I could drop an immortal unit to 5 to fit in a unit of 5 scarabs (would gain me a CP too). Or drop one Wraith for a unit of 3 Scarabs. Thoughts?
Barnie25 wrote: In a few weeks I will attend a tournament which will be 1250 points, single codex and no lords of war allowed.
Spoiler:
The idea behind my list is to have some MSU troops to hold objectices as well as a big block of warriors for some board control.
The wraiths should be able to screen for my destroyers and get into their backline while the destroyers provide AT support.
The list runs 0 vehicles making big anti tank guns relatively low value against me while having enough of a punch with the wraiths and destroyers to do damage. Will this work?
[spoiler]+++ Golden dread 2 (Warhammer 40,000 8th Edition) +++
-I currently see little reason for this list to be Sautekh. Shave a couple of points somewhere and turn the Overlord into Immotekh.
Or change your dynasty to either Nephrekh or Novokh, whichever you prefer for your Wraiths ( they are the most affected by dynasty choice of your units).
-id also turn the immortals into a 10-man and 5-man squad. You usually need two units who sit on your backline objective (one of which is the scarabs) so the min-squad can sit in the backline.
My Tomb World is slowly reviving, where is the Silent King? These primitive races should not be here, what is this new galaxy?(8th edition)
Hello guys getting back into the game, I need some help I need some good sources on command points. I want as many as possible anyone know where I should look. I will eventually become ULTRON just watch even though at the moment I am this! lol
Tomb Blades [14 PL, 312pts] . Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
Tomb Blades [14 PL, 312pts] . Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
++ Total: [121 PL, 1997pts] ++
List 1 grants me 9 CPs, 3x5 Immortals to go onto objectives and score points and a lot of anti tank dakka.
List 2 grants me 6 CPs, no immortals but the list has an extra Tark and 3 scrabs . Plus, it's more flexibe with all the vehicles in Sautekh instead of Mephrit.
My main question is, is it better to have the 3 extra CPs from list 1. Or should I go for the 6CPs and more flexible list.
I like my 1st list as all tournament where I live we count buildings and ruins as LoSB for infantry units meaning the 3 x5 immos can't be seen so will be able to camp on objectives. And it gives me more 3 more CPs so I don't have to be as stingy when using them.
I like my 2nd list because apparently the vehicles in Sautekh get no -1 to hit with heavy weapons and if I advance any of them I still get to shoot albeit with -1 for advancing. And I'll also have a 2nd Tark which is very handy.
I think both lists are good but I'm just at a loss at which one I would prefer to take .
Tomb Blades . Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
Local meta is all over the place.
Gauss Immortals and Scarabs sit on back objectives or taking up space to deny deepstrikers.
Tomb Blades can be all tesla or gauss if better served.
Szeras was chosen because 1) can buff the Immortals (specifically Tesla, Gauss depending on placement), 2) 36" range plinker for stuff behind the front lines, 3) Heroic Interventions with the melee Lord for the eventual Slay the Warlord attempts.
Cloaktek goes with the Destroyers.
No 3rd DDA option, but dropping the TArk and Spearhead for a Stalker, 2nd Tesla Immortal squad and upgrading the Overlord to Imotekh is possible.
Brigade is 12, has been changed in the big FAQ 2 2018, you guys should check the FAQS.
However, a brigade usually isn't worth the tax it brings, which is 3 fast attack and 3 elites, compared to two battalions Two battalions is more point efficient.
p5freak wrote: Brigade is 12, has been changed in the big FAQ 2 2018, you guys should check the FAQS.
However, a brigade usually isn't worth the tax it brings, which is 3 fast attack and 3 elites, compared to two battalions Two battalions is more point efficient.
Thanks for the advice on the FAQS, I am litterally getting back into the game last time playing was 7th Ed. If I go two battalions I will have 9 command points instead of 12 and I will have to pay for an extra hq slot as the tax, correct? However I can pick my other units as I please, that is something to think about and great advice, thank you.
p5freak wrote: Brigade is 12, has been changed in the big FAQ 2 2018, you guys should check the FAQS.
However, a brigade usually isn't worth the tax it brings, which is 3 fast attack and 3 elites, compared to two battalions Two battalions is more point efficient.
Thanks for the advice on the FAQS, I am litterally getting back into the game last time playing was 7th Ed. If I go two battalions I will have 9 command points instead of 12 and I will have to pay for an extra hq slot as the tax, correct? However I can pick my other units as I please, that is something to think about and great advice, thank you.
Depends on the C'tan doings the power and the target unit.
If playing Deceiver/Nightbringer/Trascedant C'tan than Antimatter Meteor, Cosmic Fire and Times Arrow.
On a vault nearly all powers are good.
Against a horde army you would want to pick Seismic Assault
Are Ctan worth fielding? The Deceiver has a great trick with grand illusion but the other two seem quite strange to me. If you play a block of Wraiths and move them up with a Ctan does that work?
Depends on the C'tan doings the power and the target unit.
If playing Deceiver/Nightbringer/Trascedant C'tan than Antimatter Meteor, Cosmic Fire and Times Arrow.
On a vault nearly all powers are good.
Against a horde army you would want to pick Seismic Assault
Are Ctan worth fielding? The Deceiver has a great trick with grand illusion but the other two seem quite strange to me. If you play a block of Wraiths and move them up with a Ctan does that work?
I think all the c'tan are pretty good. My favorite ATM is The Nightbringer as he wounds on 2+ for non vehicle units. And is the only C'tan with a shooting.
Deceiver is pretty good but a bit expensive.
T C'tan is more flexible than the other 2 and isn't named so can be brought 3 times.
So apparently at LVO there was some debate about whether the veil cancels MWBD and the judges ruled that it does. I know it's been discussed here before, what was the consensus? As far as I can see, other things have been FAQ'd but the VOD specifically (and artifacts in general) has not, so it's still fair game
Cynista wrote: So apparently at LVO there was some debate about whether the veil cancels MWBD and the judges ruled that it does. I know it's been discussed here before, what was the consensus? As far as I can see, other things have been FAQ'd but the VOD specifically (and artifacts in general) has not, so it's still fair game
I mean...thats blatantly incorrect. VoD has no effect on MWBD.
Regarding the VoD and MWBD, this was posted on Reddit by Xachariah:
"The biggest ITC tournaments that FLG hosts (inc. LVO) have ruled that Veil is affected after GW developers told them directly ([source](https://imgur.com/a/qP19yYQ)), and I have heard that ETC agrees as well but cannot personally verify.
People like to focus on the word 'stratagem' in the FAQ ruling, and miss that games workshop writers answered about stratagems because they were asked about stratagems. IIRC, this was when Blood Angel 'Upon Wings of Fire' and Chaos 'Tide of Traitors' were at peak strength. If they were asked about relics or about psychic, there is no reason to believe that wouldn't have given the exact same ruling about those too.
This is like if someone tried to fight with assault weapons in the fight phase, and then GW said, "guys, you obviously can't use assault weapons in melee," then they counter with "great, that means rapidfire weapons are fine in melee until the next FAQ!" The rules aren't meant to be a computer program that you search for bugs for, where FAQs are patches. Rules are a shared understanding with your opponent, and FAQs clarify issues in the edge cases.
It is perfectly valid to assume that a rule which causes you to "remove a model from the battlefield and set it up again" does the exact same thing with the exact same wording regardless of it being a stratagem/relic/psychic power causing the effect. In the absence of a FAQ or rule that says "treat stratagems this way and relics another way", the correct way is to treat them the same. Which sucks because it breaks MWBD + Veil and that's one of the few cool combos that Necrons have.
I'm really hoping for some badass formations in Vigilus 2 to make up for some of the depth that was taken away from Necrons. Instead of needing MWBD+Veil to (maybe) get them in, maybe something like the Valkyrie rule would allow them to deep-strike turn 1 like bullgryn can."
Except you are not allowed to shoot while within 1" of an enemy model with any weapon but a pistol, unless given a rule specifically stating otherwise.
The FAQ Targeted (Stratagems) not (Relics). There is no ruling that exists stating it should not operate as written considering they were not included in that list, despite being a known relic at that time.
Cynista wrote: So apparently at LVO there was some debate about whether the veil cancels MWBD and the judges ruled that it does. I know it's been discussed here before, what was the consensus? As far as I can see, other things have been FAQ'd but the VOD specifically (and artifacts in general) has not, so it's still fair game
I heard about this in another group, it's clearly stated in the Errata but TO is gonna rule how they want. Someone QQ cause they were getting beat by Necrons?
Noticed a couple of threads over on that Reddit page that people were saying something to the effect that since that particular set of judges have direct contact with the developers, that must be the correct ruling.
So far of the two issues, the judge was wrong on both of them.
Draco765 wrote: Noticed a couple of threads over on that Reddit page that people were saying something to the effect that since that particular set of judges have direct contact with the developers, that must be the correct ruling.
So far of the two issues, the judge was wrong on both of them.
Yeah that was mentioned over on Reddit too. Having an unconfirmed hotline to some unspecified guy at GW.... is not going to cut it in my book
A TO can rule whatever he wants (house rule), but that doesnt change RAW, or the FAQs. If GW means that any temporary buffs are canceled by setting up a unit again, they have to say so in the FAQs.
p5freak wrote: A TO can rule whatever he wants (house rule), but that doesnt change RAW, or the FAQs. If GW means that any temporary buffs are canceled by setting up a unit again, they have to say so in the FAQs.
They affect permanent buffs too, not just temporary
I came 14th in this weekend's 50 man UK North East event with the list below. The lists were limited to no more than 1 of each type of detachment and the missions were quite heavy on victory points for the tertiary STW, LB and FS. VOD Destroyers meant I was pretty much guaranteed to kill something on my first turn with the other unit arriving from deep strike when I needed it. Warriors were also put in reserve to take obj and kill their back line chaff. The lychguard guardian protocols meant I essentially had to be tabled before my warlord could be killed.
I was the only Necron player in the field unfortunately. Victories were against Imperial Knights and Death Guard before losing to Ynnarri
wuestenfux wrote: Congratulations for the placement.
Not a bad list.
Lynchguard could have been replaced by Wraiths or not?
yeah I'd probably recommend wraiths in 75% of cases, you could include them in the Nephrekh batallion and get that crazy advance and change distance.
My lychguard were Sautekh to be able to protect the Warlord but consequently they were just so damn slow.
Hyperphase swords being only 1 DMG also means they kinda suck at killing things in close combat, particularly without MWBD.
Some games my hyperlogical strategist roles were great so I could've afforded to pay for wraiths to re-animate but in other games where my CP was really low I was grateful for the lychguard having it without having to use the strategem.
They are almost impossible to shoot off objectives as well, every game when they eventually died it was in close combat.
wuestenfux wrote: Congratulations for the placement.
Not a bad list.
Lynchguard could have been replaced by Wraiths or not?
yeah I'd probably recommend wraiths in 75% of cases, you could include them in the Nephrekh batallion and get that crazy advance and change distance.
My lychguard were Sautekh to be able to protect the Warlord but consequently they were just so damn slow.
Hyperphase swords being only 1 DMG also means they kinda suck at killing things in close combat, particularly without MWBD.
Some games my hyperlogical strategist roles were great so I could've afforded to pay for wraiths to re-animate but in other games where my CP was really low I was grateful for the lychguard having it without having to use the strategem.
They are almost impossible to shoot off objectives as well, every game when they eventually died it was in close combat.
Couple of the guys in my local play group have been playing since like 3rd/4th and when I field Lychgaurd or scarabs they always get focused cause of past truama in previous editions. I get a kick out of it when they are running a blaneblade or a Knight and put all their shots into totally inefficient targets cause of a personal hatred against some Necron units. So I make sure to take full advantage of such plays.
Is the Tesseract Vault good? It has the dynasty rule does that mean it is affected by the stratagems? I know it says c'tan shard units cannot benefit from dynastic codes but it doesn't mention stratagems.
Because Damage Control Override looks mighty good if it can use it!
Is the Tesseract Vault good? It has the dynasty rule does that mean it is affected by the stratagems? I know it says c'tan shard units cannot benefit from dynastic codes but it doesn't mention stratagems.
Because Damage Control Override looks mighty good if it can use it!
Yes stratagems are fine, the point reductions affecting other units since Chapter approved combined with the points increase of the tesseract vault means we'll certainly be seeing less of them going forward though.
One point I was going to make about relics. Overall I think the lightning field is a poor choice for anything except the Command Barge. In my practice games I was running the Abyssal staff and kept losing my warlord so at the last minute before list submission I panicked and changed the relic to the lightning field for the tournament. I regretted it a bit, I should've just stuck with the staff or sacked off a 2nd relic altogether and kept the CP. With only 4 wounds and toughness 4, the Cryptek still dies to any meaningful attack with or without a 4++.
Barnie25 wrote: What is the best way to use a Catacomb command barge? Use it with a Gauss cannon to fly up the board with destroyers? Hang back with your troops?
Its a shame it only has 3 attacks as the potential in close combat is not bad.
None of our HQs want to be in melee aside from Anrakyr, or a Overlord/CCB with the Blood Scythe both of which are subpar. Our HQs are one of our weakest points. I wouldn't use them purposefully as melee beatsticks..
iGuy91 wrote: None of our HQs want to be in melee aside from Anrakyr, or a Overlord/CCB with the Blood Scythe both of which are subpar. Our HQs are one of our weakest points. I wouldn't use them purposefully as melee beatsticks..
For a fairly casual 1250 point, single codex, no lords of war tournament, I thought about running a bunch of wraiths with a melee orientated destroyer lord but didnt know whether it would work or not.
The immortals are general objective baby sitters. The lord and wraiths do their best death ball impression. The cryptek and the destroyers hide turn 1 and unload into something turn 2.
This is version 2:
Spoiler:
+++ Golden dread 2 (Warhammer 40,000 8th Edition) +++
I am new to this edition but I believe I can call myself a 40k vet 15+ years of experience. I have visited several threads, watched necron games in person, and youtube videos https://www.youtube.com/channel/UCnafXGuFn4DDwSkejCwRQEQ (this guy helped alot) all in search of knowledge. I believe I have created a good list that best suit my play style. I am in love with command points and I want as many as possible because stratagems are like psychic powers that work automatically! My favorite is Methodical Destruction, my entire army now hits that unit on 2+, if I do MWBD and the stratagem we are talking about needing a 4+ to trigger tesla and my destroyers are shooting with a 2+ re-rolling 1's!
Troops
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
I believe the 1st one is more 'go for broke' which might surprise people. However the 2nd is certainly more well rounded.
What sort of meta might you expect?
There will be probably a grey wolves player who will probably play lots of wulfen, a dark eldar player with venoms and planes, an ork player who I think will run lootas and mek guns. Maybe a nids player.
Mostly its fairly casual. I agree that the second list is much more balanced.
But if I wanted a more balanced list I would probably run this:
Spoiler:
+++ EL 2019 (Warhammer 40,000 8th Edition) +++
++ Battalion Detachment +5CP (Necrons) ++
+ No Force Org Slot +
Dynasty Choice: Dynasty: Mephrit
Use Beta Rules
+ HQ +
Cryptek: Artefact: The Veil of Darkness, Canoptek Cloak, Staff of Light
A fearless block of warriors, some AT and 5 wraiths to harass the backline of my opponent. This is probably the safer choice but also the expected one.
You will chew through hoards like butter. Against heavy armor list like knights you will really struggle. You only have the destroyers which will die turn one easily.
Also as much as I love Lytchguard (they are one of my favorite units) they just have no place in the codex. Everything they want to do Wrathes do better.
If you are loving that Dynasty consider running Stormlord. I have found him worth it. Popping those dastardly Dark Reapers with mortal wounds really help save my bacon a few times.
CKO wrote: My crownworld and I are fully operational!
I am new to this edition but I believe I can call myself a 40k vet 15+ years of experience. I have visited several threads, watched necron games in person, and youtube videos https://www.youtube.com/channel/UCnafXGuFn4DDwSkejCwRQEQ (this guy helped alot) all in search of knowledge. I believe I have created a good list that best suit my play style. I am in love with command points and I want as many as possible because stratagems are like psychic powers that work automatically! My favorite is Methodical Destruction, my entire army now hits that unit on 2+, if I do MWBD and the stratagem we are talking about needing a 4+ to trigger tesla and my destroyers are shooting with a 2+ re-rolling 1's!
Troops
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
Fast Attack
3xDestroyers upgraded to Heavy Gauss Cannon
3xDestroyers upgraded to Heavy Gauss Cannon
3xScarabs
Heavy Support
Annihilation Barge Twin Tesla Destructor Gauss Cannon
Annihilation Barge Twin Tesla Destructor Gauss Cannon
Canoptek Spyder Claw Array, Gloom Prism, Particle Beamer
What do you guys think?
Your list is tier 4 or casual or just generally pretty bad. You should try to get more use out of Resurrection Protocols and avoid taking trash units like the Canoptek Spyder and Lychguard, the Deceiver is bad if you are not building your list around him and while Annihilation Barges are no longer trash they are nowhere near as good as Doomsday Arks. You are going to run out of models before you run out of CP with your list, that is very bad list design, you would be better off running the exact same list as a Battalion (with 3x10 Immortals 1x10 Lychguard 1x6 Destroyers) to make better use of your abilities (Resurrection Protocols, Wave of Command with the Catacomb Command Barges and Grand Illusion with the Deceiver). The main thing that makes Destroyers as effective as they can be is the Extermination Protocols Stratagem for 1 CP letting you re-roll failed hit and wound rolls for one turn for one unit, by splitting up your 6 Destroyers into two units you are not getting the most value out of this Stratagem. Your army may be able to use a Stratagem many times but it will rarely get the full devastating effect. Heavy Destroyers are never really that good, take a single unit of 6 Destroyers instead, not only are they better in most circumstances, they benefit to a much larger degree from the Extermination Protocols Stratagem.
Don't take that to mean you should never run a Necron Brigade, I'm sure it would be fun (mostly against other tier 3-5 lists) and you will probably still be winning a large fraction of games you would have won by bringing a Battalion with the same units and a decent fraction of the games a list without the Spyder and Lychguard would, but your list is IMO bad.
Vict is correct, even if the comments he(?) makes are in need of a little salt
Spyders have a Place, that place is babysitting artillery, hiding behind it. Smite is a good way around Quatum Shields, so having a deny unit close to our heavy hitters help mitigate that.
That, and the model itself isnt a huge liability in combat, but for 75 points you get repairs and psychic denial, which isnt bad to look after a DDA
A.Barges are generally bad this edition, because GW have denied us the common decency of a 2-damage weapon...
C.Barges arent terrible, but argueably require a lot of support relatively speaking
I would suggest cutting down to a Battlalion as Vict says, and if you can, use some saved points to switch out the ABs for DDAs.
I'd also say ditch one of the CCBs (keep the Relic Staff), and run 2x 10 Teslamortals with Imotekh (if you're sticking Sautehk), and 1x 10 Guass Immortals with a Viel Lord
EDIT: Regarding Lychguard, they're absolutely great. a unit of 10 Shieldguard in the same central brick as your TeslaImmortals and Imotekh (plus a Cryptek if you decide to drop bothCCBs*) may actually dissuade anything short of a dedicated CC Beatstick even attempting that combat (and I'm talking the Smash Trio, or a Gallant)
*If you did decide to drop both CCBs, a Cryptek with a cloak and the Relic Staff can sit in the middle gunline, and fly forward to hit someone with the staff and immediately proc the Stratagem, which is argueably the best stratagem in the book (also saves on Extermination Protocols every turn)
Yeah CKO it's obvious you've started the list wanting to make a brigade but sadly with Necrons this forces you to make a ton of inefficient choices to meet the requirements.
Slim down to a Batallion (or 2) and you'll get a stronger list. Many of our bread and butter units like Immortals and Destroyers demand to be run at max strength to get the most out of them, like Vict says there's a big difference in using Extermination Protocols on 3 destroyers and on 6 destroyers.
Similarly, using Methodical Destruction and My Will Be Done can make Tesla go off on 4+ for your Immortals but... it's kind of toothless to do this on a unit of 5.
I'd suggest, in order to fine tune, going for a double battalion instead, it lets you save some points on the elite slots.
Lychguard CAN have a place in an army, but, you need to build around them on purpose to make them work. Wraiths need no support. Lychguard do, but once they're in they're nasty.
Good lord. if only we could mix and match shields and warscythes. I'd run them every game.
-I can never decide whether to take Syctheguard or Shieldguard.
-They hog the Veil of Darkness, which I prefer to be used with my Destroyers.
Very true on both accounts.
I prefer the sword and board look, and thankfully my meta generally allows me to run them.
Eh, i only use the VoD to pull the rug out from under assault units who make it into my fearless infantry blobs, and very very rarely as a late game objective grabber.
CKO wrote: My crownworld and I are fully operational!
Wow, I love this so much feedback at once! I will be making a new list because I like all of your suggestions, before I present my new list I would like to defend my old list while also informing the reader of the changes I am thinking about making hopefully you guys will continue to help me. But before we get started can we all agree the idea of my Warlord being Ultron is amazing!
I am new to this edition but I believe I can call myself a 40k vet 15+ years of experience. I have visited several threads, watched necron games in person, and youtube videos https://www.youtube.com/channel/UCnafXGuFn4DDwSkejCwRQEQ (this guy helped alot) all in search of knowledge. I believe I have created a good list that best suit my play style. I am in love with command points and I want as many as possible because stratagems are like psychic powers that work automatically! My favorite is Methodical Destruction, my entire army now hits that unit on 2+, if I do MWBD and the stratagem we are talking about needing a 4+ to trigger tesla and my destroyers are shooting with a 2+ re-rolling 1's!
I have always won my games by presenting a casual list and winning with less known strategies. Of course you take the best units (destroyers) despite everyone knowing about them and planning for them which is problematic but you generally don't care because the unit is to good to leave home without them. I like to do things like turning 75 points into 18 str 5 hits, which catches your opponent off guard. Than they look at the board and realize you have 6 of those units spread around the field than their target priority skills start to get shaky. When your opponent doesn't know what to shoot at because all the units are not threatening enough or they simply have never seen the unit before you have the advantage. With that being said the list is not perfect and it will never be but the pursuit goes on, and the more data I collect from you guys the better so I appreciate your feedback!
Spoiler:
2000 Sautekh Brigade Detachment 15 COMMAND POINTS
WHICH DETACHMENTS TO TAKE? This is a tough one because I agree that 2 battalions is better but I will have to get another hq or change my hqs around completely. I like Imotekh for the 2 MWBD a turn and Lord of the Storm to trigger the stratagem with mortal wounds. I also may be add a cryptek for 1 of the 4 hqs but that mainly depends on which route I choose.
HQ Command Barge Gauss Cannon Voidreaper
Command barges have an effective 27 inch MWBD range and with the stratagem I can touch multiple units it's simply an excellent buffer. It also has a gauss cannon, I know your like so what? The gauss cannons on the Barges means the list has the equivalent of 2 5 man destroyer squads worth of gauss cannons. However thanks to Vict I realized a mistake. The stratagem makes Destroyer's cannons hit way harder than the four cannons on the barges. At the time I was thinking these individual cannons can cause the first wound to trigger and activate the stratagem Methodical Destruction. Lastly voidreaper plus entropic strike stratagem equals 3 wounds in cc especially considering you have a re-roll!
Wanted another MWBD and the abyssal staff usually causes mortal wounds which can trigger the stratagem.
Lord Warscythe (Veil)
Troops
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
18 Str 5 hits and they are durable and require more than expected to take them out.
Elite
Deceiver
Mainly for Grand Illusion and to be a distraction unit, I mean he does mortal wounds but in the wrong phase!
I like this unit for their durability 140 points for 10 wounds 4++ and reanimation but I agree with IHateNids it needs to be 1 large squad to truly get the most out of the unit! The thing I need you to keep in mind is that because of the design of my list units are rarely have the majority of their wounds when they reach charge range. I mean going through the sea of tesla to bang your head against this durable unit can be frustrating and often times they underestimate str 7 swords and lose.
Fast Attack
3xDestroyers upgraded to Heavy Gauss Cannon
3xDestroyers upgraded to Heavy Gauss Cannon
Do I even have to explain? I understand why larger squads are needed to get the most out of the stratagem and I will definitely figure out a way to do that
3xScarabs
Self Destruction Stratagem activate, Methocical Destruction activate in the assault phase! Didn't see that one coming did you?
Heavy Support
Annihilation Barge Twin Tesla Destructor Gauss Cannon
Annihilation Barge Twin Tesla Destructor Gauss Cannon
These guys with the stratagem and gauss cannon do more damage than you would expect. However I think I will be using flyers, what do you guys think about the scythes? Forget a gauss cannon give me a death ray that will trigger Methodical Destruction for sure!
Fixes Barges and helps against psychic powers and he may get a scarab back up. (lol) Most likely not making the cut for the new list but its not that bad!
I will be making a new list hopefully it will not be tier 4 according to Vict! Although I would actually prefer it to look tier 4 but be tier 1 strong!
CKO wrote: My crownworld and I are fully operational!
Wow, I love this so much feedback at once! I will be making a new list because I like all of your suggestions, before I present my new list I would like to defend my old list while also informing the reader of the changes I am thinking about making hopefully you guys will continue to help me. But before we get started can we all agree the idea of my Warlord being Ultron is amazing!
I am new to this edition but I believe I can call myself a 40k vet 15+ years of experience. I have visited several threads, watched necron games in person, and youtube videos https://www.youtube.com/channel/UCnafXGuFn4DDwSkejCwRQEQ (this guy helped alot) all in search of knowledge. I believe I have created a good list that best suit my play style. I am in love with command points and I want as many as possible because stratagems are like psychic powers that work automatically! My favorite is Methodical Destruction, my entire army now hits that unit on 2+, if I do MWBD and the stratagem we are talking about needing a 4+ to trigger tesla and my destroyers are shooting with a 2+ re-rolling 1's!
I have always won my games by presenting a casual list and winning with less known strategies. Of course you take the best units (destroyers) despite everyone knowing about them and planning for them which is problematic but you generally don't care because the unit is to good to leave home without them. I like to do things like turning 75 points into 18 str 5 hits, which catches your opponent off guard. Than they look at the board and realize you have 6 of those units spread around the field than their target priority skills start to get shaky. When your opponent doesn't know what to shoot at because all the units are not threatening enough or they simply have never seen the unit before you have the advantage. With that being said the list is not perfect and it will never be but the pursuit goes on, and the more data I collect from you guys the better so I appreciate your feedback!
Spoiler:
2000 Sautekh Brigade Detachment 15 COMMAND POINTS
WHICH DETACHMENTS TO TAKE? This is a tough one because I agree that 2 battalions is better but I will have to get another hq or change my hqs around completely. I like Imotekh for the 2 MWBD a turn and Lord of the Storm to trigger the stratagem with mortal wounds. I also may be add a cryptek for 1 of the 4 hqs but that mainly depends on which route I choose.
HQ Command Barge Gauss Cannon Voidreaper
Command barges have an effective 27 inch MWBD range and with the stratagem I can touch multiple units it's simply an excellent buffer. It also has a gauss cannon, I know your like so what? The gauss cannons on the Barges means the list has the equivalent of 2 5 man destroyer squads worth of gauss cannons. However thanks to Vict I realized a mistake. The stratagem makes Destroyer's cannons hit way harder than the four cannons on the barges. At the time I was thinking these individual cannons can cause the first wound to trigger and activate the stratagem Methodical Destruction. Lastly voidreaper plus entropic strike stratagem equals 3 wounds in cc especially considering you have a re-roll!
Wanted another MWBD and the abyssal staff usually causes mortal wounds which can trigger the stratagem.
Lord Warscythe (Veil)
Troops
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
5xImmortals Tesla Carbine
18 Str 5 hits and they are durable and require more than expected to take them out.
Elite
Deceiver
Mainly for Grand Illusion and to be a distraction unit, I mean he does mortal wounds but in the wrong phase!
I like this unit for their durability 140 points for 10 wounds 4++ and reanimation but I agree with IHateNids it needs to be 1 large squad to truly get the most out of the unit! The thing I need you to keep in mind is that because of the design of my list units are rarely have the majority of their wounds when they reach charge range. I mean going through the sea of tesla to bang your head against this durable unit can be frustrating and often times they underestimate str 7 swords and lose.
Fast Attack
3xDestroyers upgraded to Heavy Gauss Cannon
3xDestroyers upgraded to Heavy Gauss Cannon
Do I even have to explain? I understand why larger squads are needed to get the most out of the stratagem and I will definitely figure out a way to do that
3xScarabs
Self Destruction Stratagem activate, Methocical Destruction activate in the assault phase! Didn't see that one coming did you?
Heavy Support
Annihilation Barge Twin Tesla Destructor Gauss Cannon
Annihilation Barge Twin Tesla Destructor Gauss Cannon
These guys with the stratagem and gauss cannon do more damage than you would expect. However I think I will be using flyers, what do you guys think about the scythes? Forget a gauss cannon give me a death ray that will trigger Methodical Destruction for sure!
Fixes Barges and helps against psychic powers and he may get a scarab back up. (lol) Most likely not making the cut for the new list but its not that bad!
I will be making a new list hopefully it will not be tier 4 according to Vict! Although I would actually prefer it to look tier 4 but be tier 1 strong!
All warfare is based on deception. Sun Tzu
Some minor details to fix from your notes in the spoiler:
Due to using three artifacts, your 15cp is down to 12. Which is still okay.
Being new to this edition I can understand why you are so excited by Stratagems and CPs, they are a really cool addition to the game!
As well as being great to use in game they also make list building more interesting, because you have to weigh up the benefit of having access to lots of CPs against the cost of taking detachments which restrict unit choices.
Finding a balance of CP generation vs taking the best units is key to building a good list. I tend to have 9 CPs in most lists (Battalion + a 1CP detachment) which is enough CPs to have lots of fun using stratagems, while not being overly restrictive on unit choices. 2x Battalions gives plenty of CPs but starts to feel quite restrictive. A Brigade is probably going too far with Necrons, not only is it too restrictive on unit selection, but it becomes self defeating: A lot of stratagems enhance 1 unit, so are more efficient on larger units, but a Brigade forces you to take smaller units.
MWBD and and resurection Protocols are also better on larger units. There's also stuff like using a Veil of Darkness to teleport Destroyers, then playing the Extermination Protocols strat on them- it's a great hammer blow with a unit of 6, but an inefficient use of resources on a unit of 3.
Automatically Appended Next Post: Lychguard
I feel like Lychguard of in a good place right now. As others have said, they do compete with Wraith to a certain extent, but need more support. Sheild Guard are slightly more durable than Wraith (with buffs), Scytheguard are far more killy than Wraith (with buffs). Wraith will do what they do more reliably, Lychguard will have a much bigger impact on the game IF they get to do what they do.
10 Scytheguard charging out of Deepstrike with MWBD and Disruption fields can be game winning.
I actually got a very impressive performance out of them last night:
-2x10 Flashgitz mobbed up and Da Jumped into my face, played the dakka dakka strat, and rolled a lucky 6 to shoot twice. With a little help from the rest of the Orks this wiped out 30 Tesla Immortals and 6 destroyers. Bad times. I hadn't even had a turn!
-In response I used Zhandrek and Obyron to teleport 10 Scytheguard at the Gitz. I shot the grot screen, denied overwatch with some fancy footwork from Obyron, and wiped them out with 20, 2's to hit, 2's rerolled to wound AP-4 D2 attacks.
-30 Boyz then Da jumped and charged the Wraith I'd used to screen the Lychguard, wiping them out.
-The Lychguard countercharged and killed all the Boyz. The following turn they wiped a unit of bikes.
I lost the game as I had no way to score objectives, but the Lychguard were slaughtering everything they touched, and the Orks didn't have enough damage output left to get past Reanimation Protocols.
listylist88 wrote: Now that we've had a chance to test the units since CA can we further discuss the competitive viability of the Triarch Stalker?
I very recently acquired one in a job lot but the work required to repair it will be quite significant.
In my view it's points price as a standalone unit looks somewhat lacking even after the significant drop.
Targeting relay is decent ability though and quantum shielding is very welcome.
If you had access to every Necron unit in the codex would you include a Stalker in your 2000 points lists?
It is a solid unit to be honest. Not a total slouch in melee. Heat Ray is a good weapon, especially vs horde armies....2d6 auto hits on overwatch at str 5, ap-1.
Twin Heavy Gauss is at a great price point. A single Heavy Destroyer is 50 points. Gives you 1 shot.
The Twin Gauss is 125. Gives you two shots, Reroll 1s for the whole army, better in melee, has quantum shielding, and more wounds, and has decent mobility, which does however reduce its firepower.
If you compare it to 2 Heavy Destroyers, its a clear winner. 3 heavy destroyers despite the firepower is still a contest.
It's designed to be speedy. And fun and not competitive. Tanks will have to be dealt with by the Acanthrites or silenced by tomb blades and wraiths. The rest just... Jump around and create noise.
I feel like Lychguard of in a good place right now. As others have said, they do compete with Wraith to a certain extent, but need more support. Sheild Guard are slightly more durable than Wraith (with buffs), Scytheguard are far more killy than Wraith (with buffs). Wraith will do what they do more reliably, Lychguard will have a much bigger impact on the game IF they get to do what they do.
10 Scytheguard charging out of Deepstrike with MWBD and Disruption fields can be game winning.
One point on this, if you use the veil of darkness and MWBD they ruled at LVO that you lose the MWBD buffs. So its pretty much impossible to do this anymore. You can still give the character the reroll charges warlord trait, but thats investing a lot into it.