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Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 07:22:21


Post by: p5freak


IanVanCheese wrote:

It does fill out his roll, but with half the wounds, half the attacks and both MWBD units need to be within 3" of him at the start of the turn. 2 Overlord gives a ton more flexibility. I like Imotek, but he's still too expensive for what he brings imo.


1CP is already worth the 66 points. Imotekh has phaerons will for free (for sautekh). A regular overlord needs to pay 1CP to do that. Imotekh saves you 5CP if you use that every turn. In addition he gets D3 living metal, 2+ sv, the storm, 1 more wound, a better weapon, an auto hitting flamer.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 08:19:34


Post by: IanVanCheese


 p5freak wrote:
IanVanCheese wrote:

It does fill out his roll, but with half the wounds, half the attacks and both MWBD units need to be within 3" of him at the start of the turn. 2 Overlord gives a ton more flexibility. I like Imotek, but he's still too expensive for what he brings imo.


1CP is already worth the 66 points. Imotekh has phaerons will for free (for sautekh). A regular overlord needs to pay 1CP to do that. Imotekh saves you 5CP if you use that every turn. In addition he gets D3 living metal, 2+ sv, the storm, 1 more wound, a better weapon, an auto hitting flamer.


I'm not denying that he's better than an Overlord, I just don't think he's better than two, which you can get for a few points more.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 09:22:16


Post by: torblind


IanVanCheese wrote:
 p5freak wrote:
IanVanCheese wrote:

It does fill out his roll, but with half the wounds, half the attacks and both MWBD units need to be within 3" of him at the start of the turn. 2 Overlord gives a ton more flexibility. I like Imotek, but he's still too expensive for what he brings imo.


1CP is already worth the 66 points. Imotekh has phaerons will for free (for sautekh). A regular overlord needs to pay 1CP to do that. Imotekh saves you 5CP if you use that every turn. In addition he gets D3 living metal, 2+ sv, the storm, 1 more wound, a better weapon, an auto hitting flamer.


I'm not denying that he's better than an Overlord, I just don't think he's better than two, which you can get for a few points more.


It's going to be specifically situational.

If you build a list on having two overlords on different parts of the field, then Imotekh isn't going to be your go-to guy

If you don't plan on building on the flexibility from two models with an Overlords abilities give you, then do consider him.

Also I would like to reiterate that his shooting weapon is really good. 3 shots 18" S6 -3 D2 really means something. You kill 3 squishy things or sevearly damage 1-2 medium bad-ass things. That helps, great for clearing things out of cover. To finish of that sentinel that otherwise would charge to keep your immortals out of the game he can even charge in and save the day. And with 2+/D3 heal each turn you can afford to play risky with him.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 09:46:05


Post by: IanVanCheese


torblind wrote:
IanVanCheese wrote:
 p5freak wrote:
IanVanCheese wrote:

It does fill out his roll, but with half the wounds, half the attacks and both MWBD units need to be within 3" of him at the start of the turn. 2 Overlord gives a ton more flexibility. I like Imotek, but he's still too expensive for what he brings imo.


1CP is already worth the 66 points. Imotekh has phaerons will for free (for sautekh). A regular overlord needs to pay 1CP to do that. Imotekh saves you 5CP if you use that every turn. In addition he gets D3 living metal, 2+ sv, the storm, 1 more wound, a better weapon, an auto hitting flamer.


I'm not denying that he's better than an Overlord, I just don't think he's better than two, which you can get for a few points more.


It's going to be specifically situational.

If you build a list on having two overlords on different parts of the field, then Imotekh isn't going to be your go-to guy

If you don't plan on building on the flexibility from two models with an Overlords abilities give you, then do consider him.

Also I would like to reiterate that his shooting weapon is really good. 3 shots 18" S6 -3 D2 really means something. You kill 3 squishy things or sevearly damage 1-2 medium bad-ass things. That helps, great for clearing things out of cover. To finish of that sentinel that otherwise would charge to keep your immortals out of the game he can even charge in and save the day. And with 2+/D3 heal each turn you can afford to play risky with him.


Good points, especially on his gun. I'll consider him if these lists don't work out, but atm I can't spare the points for him.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 10:59:51


Post by: dapperbandit


Also, he can give MWBD to Praetorians if that's at all relevant.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/02 00:18:52


Post by: Moosatronic Warrior


IanVanCheese wrote:

Long story short, I got spanked. Dice betrayed me in the turn after his stuff ambushed in (should have cleared my lines easily, but just wiffed hard. But regardless of that I noticed some shortcomings of the list, most notably the lack of screening.

Thinking of dropping the night bringer and replacing him with all the scarabs. Open to any other suggestions.



I often find the lack of screening units to be an issue in my lists. A slightly unorthodox solution which makes sense in some match ups is to screen with the DDAs! If you find that you are up against mostly infantry (so the Doomsday Cannon aren't much use), or that the enemy deep strikers will struggle to kill one in hth, put them at the front! Use enhanced QS to try and survive, and use fly to fall back and still shoot.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 11:29:38


Post by: tneva82


Moosatronic Warrior wrote:
IanVanCheese wrote:

Long story short, I got spanked. Dice betrayed me in the turn after his stuff ambushed in (should have cleared my lines easily, but just wiffed hard. But regardless of that I noticed some shortcomings of the list, most notably the lack of screening.

Thinking of dropping the night bringer and replacing him with all the scarabs. Open to any other suggestions.



I often find the lack of screening units to be an issue in my lists. A slightly unorthodox solution which makes sense in some match ups is to screen with the DDAs! If you find that you are up against mostly infantry (so the Doomsday Cannon aren't much use), or that the enemy deep strikers will struggle to kill one in hth, put them at the front! Use enhanced QS to try and survive, and use fly to fall back and still shoot.



Nice thinking! What targets could be worthwhile? Ork infantry swarm checks the DDA's not much use but can't really survive full mob of choppa boyz. Shoota boyz in mix and you should escape with seriously damaged(30 choppa boyz will result 13 wounds but 4 of those will be generally 3 big choppas or power klaws). Certainly 3 dooms day arks would cause quite a big screen...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 11:43:57


Post by: dapperbandit


I've seen someone do this with Ghost Arks to block Tyranid charges. Quite funny to look at on the table


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 12:07:51


Post by: IanVanCheese


Yeah that was one of my misplays. I intended to screen with the DDA's, but ended up sitting still to pop a Leman Russ and some Ridgerunners. DDA survived for three turns against the Patriarch in combat thanks to QS, so it would have been perfect for eating his charge.

If I had the time to build them before the tournament, I'd consider just putting a Ghost Ark in the list to act as the charge blocker. The footprint of the Ark model is massive, they're a fantastic roadblock.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 12:08:22


Post by: vict0988


tneva82 wrote:
Moosatronic Warrior wrote:
IanVanCheese wrote:

Long story short, I got spanked. Dice betrayed me in the turn after his stuff ambushed in (should have cleared my lines easily, but just wiffed hard. But regardless of that I noticed some shortcomings of the list, most notably the lack of screening.

Thinking of dropping the night bringer and replacing him with all the scarabs. Open to any other suggestions.



I often find the lack of screening units to be an issue in my lists. A slightly unorthodox solution which makes sense in some match ups is to screen with the DDAs! If you find that you are up against mostly infantry (so the Doomsday Cannon aren't much use), or that the enemy deep strikers will struggle to kill one in hth, put them at the front! Use enhanced QS to try and survive, and use fly to fall back and still shoot.



Nice thinking! What targets could be worthwhile? Ork infantry swarm checks the DDA's not much use but can't really survive full mob of choppa boyz. Shoota boyz in mix and you should escape with seriously damaged(30 choppa boyz will result 13 wounds but 4 of those will be generally 3 big choppas or power klaws). Certainly 3 dooms day arks would cause quite a big screen...

Consider whether you want Ork Boyz to charge your Immortals or your DDAs. DDAs are more fragile against Orks compared to Immortals pt for pt and they have less Overwatch but they cannot get locked in combat/taken hostage and can fall back and shoot if they do survive.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 12:09:57


Post by: tneva82


 vict0988 wrote:
Consider whether you want Ork Boyz to charge your Immortals or your DDAs. DDAs are more fragile against Orks compared to Immortals pt for pt and they have less Overwatch but they cannot get locked in combat/taken hostage and can fall back and shoot if they do survive.


True that. And against pure infantry ork armies losing DDA's could be more than worthwhile tradeoff seeing the main gun isn't really good vs orks. Hopefully local necron player doesn't come up with this! Because that sure makes reaching those immortals tricky.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 15:09:13


Post by: Shaelinith


On Imotekh :
Last game, first turn he storm a 5 shied drone unit killing all of them with a lucky roll, and then my DDA and Stalker smoked a Broadside and wounded another one (bad luck on those rolls though).
Later in the game he finished Longstrike, and another Broadside with his staff.

I don't know if he's better than two Overlords, but the storm is a tool you don't find anywhere on the codex, dishing mortal wound at great range without line of sight (unless you take 3 doomscythes). It's random but so far i had luck with him.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 19:15:21


Post by: arhurt


I'm running a C'tan list at a local tournament and wanted to hear what my fellow overlords can share as for tips, tricks and comments.

Now the event is going to be pretty out of the standard:
1.500pts
1 detachment limit
Single Codex only

So that kind of kills a lot of the usual meta lists and brings some new challenges for mostly everyone but us! Now I was tempted to just run a standard 2xDDA and Immortals but I wanted to think of something else I could do. I know I'll be fighting Death Guard, Knights, Custodes, Imperial Guard (pask and friends likely), Dark Eldar and Innari.

Well onto the proposed C'tan/melee list

Spoiler:

Novokh Outrider Detachment

Catacomb Command Barge (Gauss Cannon, Lightning Field, Warscythe)
Destroyer Lord (Nanoscarab Casket, Warscythe, Enduring Will)

Nightbringer
Transcendant C'tan
Transcendant C'tan

5x Scarabs
5x Scarabs
3x Wraiths
3x Wraiths
6x Tomb Blades (Loom, Shieldvanes, Tesla Carbines)


The strategy is pretty straightforward, use the Tomb Blades and Scarabs to protect the characters and make distance quickly. Once we are in range, and granted we get the charges with our choice characters, we can probably kill whatever we need.

Problems arise if enemies have extreme ranges, force us to split forces or have enough hordes that our MW and Tesla can't effectively cut trough them.

Wonder what you guys think I could do to improve my odds despite the gimmicky build. Low CPs is a hindrance but I should be able to dish out damage as long as my Blades hold the lines with their -1 mod to hit. Reanimation Protocols for them are going to be key as the Wraiths will likely be priority targets for most players. I'd bring more Tomb Blades if I had them to be honest...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 19:35:19


Post by: iGuy91


arhurt wrote:
I'm running a C'tan list at a local tournament and wanted to hear what my fellow overlords can share as for tips, tricks and comments.

Now the event is going to be pretty out of the standard:
1.500pts
1 detachment limit
Single Codex only

So that kind of kills a lot of the usual meta lists and brings some new challenges for mostly everyone but us! Now I was tempted to just run a standard 2xDDA and Immortals but I wanted to think of something else I could do. I know I'll be fighting Death Guard, Knights, Custodes, Imperial Guard (pask and friends likely), Dark Eldar and Innari.

Well onto the proposed C'tan/melee list

Spoiler:

Novokh Outrider Detachment

Catacomb Command Barge (Gauss Cannon, Lightning Field, Warscythe)
Destroyer Lord (Nanoscarab Casket, Warscythe, Enduring Will)

Nightbringer
Transcendant C'tan
Transcendant C'tan

5x Scarabs
5x Scarabs
3x Wraiths
3x Wraiths
6x Tomb Blades (Loom, Shieldvanes, Tesla Carbines)




Its not my kind of list, but its legal.
I don't think i trust the c'tan to brute force their way through in melee, keeping in mind they don't benefit from dynasty codes. Also. I'm gonna say it. Our characters just totally suck in melee with their whopping 3 melee attacks.
The looms on the TBs is a waste in most cases. I'd run 1 with a loom, and the rest with scopes, save some points.




Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 19:39:12


Post by: arhurt


I agree with you we lack power in melee. my reasoning would be that the Mortal Wounds from the 3 C'tan would make up for it but I can be widely wrong. i plan to test this week against a friend and see how bad it does and report back.

I'm aware C'tan don't benefit from Dynastic codes, the Novokh is there more for the characters and Canoptek, really.

I wonder if I just built more Destroyer lords they'd do better for cheaper.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 20:34:08


Post by: torblind


 iGuy91 wrote:
arhurt wrote:
I'm running a C'tan list at a local tournament and wanted to hear what my fellow overlords can share as for tips, tricks and comments.

Now the event is going to be pretty out of the standard:
1.500pts
1 detachment limit
Single Codex only

So that kind of kills a lot of the usual meta lists and brings some new challenges for mostly everyone but us! Now I was tempted to just run a standard 2xDDA and Immortals but I wanted to think of something else I could do. I know I'll be fighting Death Guard, Knights, Custodes, Imperial Guard (pask and friends likely), Dark Eldar and Innari.

Well onto the proposed C'tan/melee list

Spoiler:

Novokh Outrider Detachment

Catacomb Command Barge (Gauss Cannon, Lightning Field, Warscythe)
Destroyer Lord (Nanoscarab Casket, Warscythe, Enduring Will)

Nightbringer
Transcendant C'tan
Transcendant C'tan

5x Scarabs
5x Scarabs
3x Wraiths
3x Wraiths
6x Tomb Blades (Loom, Shieldvanes, Tesla Carbines)




Its not my kind of list, but its legal.
I don't think i trust the c'tan to brute force their way through in melee, keeping in mind they don't benefit from dynasty codes. Also. I'm gonna say it. Our characters just totally suck in melee with their whopping 3 melee attacks.
The looms on the TBs is a waste in most cases. I'd run 1 with a loom, and the rest with scopes, save some points.




Be that as it may, 4 out of his 5 characters have more than 3 attacks

Novokh opens up the exploding 6s warlord trait that the CTans may benefit from, and the fight again stratagem which they also would like very much.

I think the lack of S8+ in CC may become a problem. Perhaps pay up for something voidscythe for the CCB (weapon or relic)

6tb blades feels weak, encourages him to take them on. 9 might have deferred him just long enough that they get to make a real difference.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 21:43:17


Post by: arhurt


Ah the promises of Crimson Haze. I have yet to test it but relying on getting 6's always leaves me wanting at the end.

The prospect of using 9 Tomb Blades is indeed interesting, I can easily drop the amount of scarabs and ditch the upgrades to get to 9 TBs that will be a major deterrent, then I'd also field the wraiths as a single 6-man unit as all the enemy firepower will drift to either targets.

I'm leaning towards using Gauss Blades for the extra shots I'll likely get if I am charged and I have to waste Tesla Shots when I'm advancing them upfield.

Now If the Nanoscarab Basket + Enduring Will or Crimson Haze + Blood Scythe combo are better is something I keep swinging back and forth on, I guess I need to devote more playing with both to know for sure.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 21:50:47


Post by: torblind


arhurt wrote:
Ah the promises of Crimson Haze. I have yet to test it but relying on getting 6's always leaves me wanting at the end.

The prospect of using 9 Tomb Blades is indeed interesting, I can easily drop the amount of scarabs and ditch the upgrades to get to 9 TBs that will be a major deterrent, then I'd also field the wraiths as a single 6-man unit as all the enemy firepower will drift to either targets.

I'm leaning towards using Gauss Blades for the extra shots I'll likely get if I am charged and I have to waste Tesla Shots when I'm advancing them upfield.

Now If the Nanoscarab Basket + Enduring Will or Crimson Haze + Blood Scythe combo are better is something I keep swinging back and forth on, I guess I need to devote more playing with both to know for sure.


Arguably Crimson Haze wants to pair up with something that gets the reroll hits too, wraiths are nice for that. 6s trigger new hits, that gets rerolled. Their first rerolls may trigger 6's that trigger new hits, that also gets rerolls. It's.. complicated but hugely effective. Relatively speaking.

If you go to www.dice-hammer.com, add the wraiths stats and switch to melee mode and check Expl 6 and Hit Re you get to see for yourself. Dont remember exactly from when I last checked, but should be >50% damage output


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 23:01:07


Post by: arhurt


You are not kidding! With the combination of Awakened by Murder and Crimson Haze both Wraiths and Scarabs get scary!

I agree I may be lacking on S8 attacks but I am planning to have one of the C'tan take Cosmic Tyrant and both Transdimensional Thunderbolt and Antimatter Meteor so that guy can theoretically dish out some mortal wounds before attacking.

The more I think about it the more I like running the big 9 tomb blades and the wraiths together. It's basically a deathstar army that can't really afford to get too spread out otherwise opponents can easily pick off targets here and there.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/18 23:14:39


Post by: torblind


One more thing, the nine blades is about bodies as well as weapons, if tight, you could run some cheapo particle blades to fill it all up


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 11:38:32


Post by: vict0988


arhurt wrote:
I'm running a C'tan list at a local tournament and wanted to hear what my fellow overlords can share as for tips, tricks and comments.

Now the event is going to be pretty out of the standard:
1.500pts
1 detachment limit
Single Codex only

So that kind of kills a lot of the usual meta lists and brings some new challenges for mostly everyone but us! Now I was tempted to just run a standard 2xDDA and Immortals but I wanted to think of something else I could do. I know I'll be fighting Death Guard, Knights, Custodes, Imperial Guard (pask and friends likely), Dark Eldar and Innari.

Well onto the proposed C'tan/melee list

Spoiler:

Novokh Outrider Detachment

Catacomb Command Barge (Gauss Cannon, Lightning Field, Warscythe)
Destroyer Lord (Nanoscarab Casket, Warscythe, Enduring Will)

Nightbringer
Transcendant C'tan
Transcendant C'tan

5x Scarabs
5x Scarabs
3x Wraiths
3x Wraiths
6x Tomb Blades (Loom, Shieldvanes, Tesla Carbines)


The strategy is pretty straightforward, use the Tomb Blades and Scarabs to protect the characters and make distance quickly. Once we are in range, and granted we get the charges with our choice characters, we can probably kill whatever we need.

Problems arise if enemies have extreme ranges, force us to split forces or have enough hordes that our MW and Tesla can't effectively cut trough them.

Wonder what you guys think I could do to improve my odds despite the gimmicky build. Low CPs is a hindrance but I should be able to dish out damage as long as my Blades hold the lines with their -1 mod to hit. Reanimation Protocols for them are going to be key as the Wraiths will likely be priority targets for most players. I'd bring more Tomb Blades if I had them to be honest...

The CCB isn't worth it when you don't have Teslamortals, using one of your four CP before the game is also really pricy just to make the CCB work. The Deceiver would allow you to pick two powers twice, making a smaller proportion of your overall powers useless (you'll find that usually, 1-3 powers are bad), he also allows you to put himself and the Nightbringer into your opponents face so they can both use the 9" power T1 which gives you a chance of winning against Tau which is otherwise a bad matchup for melee centric lists.

So something like Destroyer Lord with the same gear, 4 C'tan, 2x3 Wraiths, 1x7 Scarabs, 1x3 Scarabs, rest of points spent on TBs with a mix of wargear and all with tesla. It's quite strong, but it can be a little tricky to use, the C'tan are relatively squishy and the list is more reliant on dice than most I feel. If you don't have a Deceiver I'd replace the CCB with Wraiths or TBs or replace the TBs and Wraiths with Teslamortals.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 12:23:39


Post by: p5freak


torblind wrote:

Novokh opens up the exploding 6s warlord trait that the CTans may benefit from, and the fight again stratagem which they also would like very much.


Ctans dont benefit from crimson haze. And they cant use the fight again stratagem.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 12:37:43


Post by: IHateNids


Hey guys, I just had a really stupid idea that I can't check because I'm away from my codex.

Can a Nephrekh list put a Seraptekh in the Translocation Crypt?

becuase I think that would be a hilarious and top-heavy list to try out if it's legal


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 12:43:23


Post by: arhurt


 p5freak wrote:
torblind wrote:

Novokh opens up the exploding 6s warlord trait that the CTans may benefit from, and the fight again stratagem which they also would like very much.


Ctans dont benefit from crimson haze. And they cant use the fight again stratagem.


You are correct, C'tan don't get the Dynastic Code and they do not have Dynasty faction keyword.

 vict0988 wrote:
The CCB isn't worth it when you don't have Teslamortals, using one of your four CP before the game is also really pricy just to make the CCB work. The Deceiver would allow you to pick two powers twice, making a smaller proportion of your overall powers useless (you'll find that usually, 1-3 powers are bad), he also allows you to put himself and the Nightbringer into your opponents face so they can both use the 9" power T1 which gives you a chance of winning against Tau which is otherwise a bad matchup for melee centric lists.

So something like Destroyer Lord with the same gear, 4 C'tan, 2x3 Wraiths, 1x7 Scarabs, 1x3 Scarabs, rest of points spent on TBs with a mix of wargear and all with tesla. It's quite strong, but it can be a little tricky to use, the C'tan are relatively squishy and the list is more reliant on dice than most I feel. If you don't have a Deceiver I'd replace the CCB with Wraiths or TBs or replace the TBs and Wraiths with Teslamortals.


Putting it that way I have to agree that the CCB is not paying that much for what it's worth, and putting 4 C'tan is something I can do!

With this in mind I think my first test is going to be:

Spoiler:

Novokh Outrider Detachment

Destroyer Lord (Blood Scythe, Crimson Haze)

Nightbringer
Deceiver
Transcendant C'tan
Transcendant C'tan

7x Scarabs
6x Wraiths
8x Tomb Blades (Tesla)


That allows me to double down on C'tan powers and indeed, getting a 3 on deceiver's grand illusion can allow me to position 3 C'tan and a Wraith wrapping right onto my opponents face. Just that possibility makes my metallic heart race!


Automatically Appended Next Post:
 IHateNids wrote:
Hey guys, I just had a really stupid idea that I can't check because I'm away from my codex.

Can a Nephrekh list put a Seraptekh in the Translocation Crypt?

becuase I think that would be a hilarious and top-heavy list to try out if it's legal


Only Infantry and Swarms


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 13:30:51


Post by: ImPhaeronWeasel


Necrons had a 18th placing in the Warhammer GT.

Anybody seen the list?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 13:39:39


Post by: iGuy91


ImPhaeronWeasel wrote:
Necrons had a 18th placing in the Warhammer GT.

Anybody seen the list?


Sauce?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 14:11:03


Post by: ImPhaeronWeasel


 iGuy91 wrote:
ImPhaeronWeasel wrote:
Necrons had a 18th placing in the Warhammer GT.

Anybody seen the list?


Sauce?


Warhammer World Facebook page posted all results.

1# Tau
2# GSC
3#Aeldari


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 15:38:39


Post by: torblind


 p5freak wrote:
torblind wrote:

Novokh opens up the exploding 6s warlord trait that the CTans may benefit from, and the fight again stratagem which they also would like very much.


Ctans dont benefit from crimson haze. And they cant use the fight again stratagem.


Ah yes they lack the keyword entirely


Automatically Appended Next Post:
arhurt wrote:
 p5freak wrote:
torblind wrote:

Novokh opens up the exploding 6s warlord trait that the CTans may benefit from, and the fight again stratagem which they also would like very much.


Ctans dont benefit from crimson haze. And they cant use the fight again stratagem.


You are correct, C'tan don't get the Dynastic Code and they do not have Dynasty faction keyword.

 vict0988 wrote:
The CCB isn't worth it when you don't have Teslamortals, using one of your four CP before the game is also really pricy just to make the CCB work. The Deceiver would allow you to pick two powers twice, making a smaller proportion of your overall powers useless (you'll find that usually, 1-3 powers are bad), he also allows you to put himself and the Nightbringer into your opponents face so they can both use the 9" power T1 which gives you a chance of winning against Tau which is otherwise a bad matchup for melee centric lists.

So something like Destroyer Lord with the same gear, 4 C'tan, 2x3 Wraiths, 1x7 Scarabs, 1x3 Scarabs, rest of points spent on TBs with a mix of wargear and all with tesla. It's quite strong, but it can be a little tricky to use, the C'tan are relatively squishy and the list is more reliant on dice than most I feel. If you don't have a Deceiver I'd replace the CCB with Wraiths or TBs or replace the TBs and Wraiths with Teslamortals.


Putting it that way I have to agree that the CCB is not paying that much for what it's worth, and putting 4 C'tan is something I can do!

With this in mind I think my first test is going to be:

Spoiler:

Novokh Outrider Detachment

Destroyer Lord (Blood Scythe, Crimson Haze)

Nightbringer
Deceiver
Transcendant C'tan
Transcendant C'tan

7x Scarabs
6x Wraiths
8x Tomb Blades (Tesla)


That allows me to double down on C'tan powers and indeed, getting a 3 on deceiver's grand illusion can allow me to position 3 C'tan and a Wraith wrapping right onto my opponents face. Just that possibility makes my metallic heart race!


Automatically Appended Next Post:
 IHateNids wrote:
Hey guys, I just had a really stupid idea that I can't check because I'm away from my codex.

Can a Nephrekh list put a Seraptekh in the Translocation Crypt?

becuase I think that would be a hilarious and top-heavy list to try out if it's legal


Only Infantry and Swarms


Note, neither the haze nor the stratagem were the code


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 18:47:06


Post by: Werekill


ImPhaeronWeasel wrote:
Necrons had a 18th placing in the Warhammer GT.

Anybody seen the list?


Impressive. I'm glad to hear that we are no longer bottom of the pack. Mid tier is comfortable, although obviously I'd prefer high tier.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 19:53:55


Post by: Slayer-Fan123


 iGuy91 wrote:
ImPhaeronWeasel wrote:
Necrons had a 18th placing in the Warhammer GT.

Anybody seen the list?


Sauce?

It was posted on Facebook I think. I'm interested in any list as well that makes it far. We don't have a lot to work with after all.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/19 20:58:46


Post by: H


If it was the person who they showed on the stream, who's Necrons were painted red, I recall he had Imotekh, a bunch of Immortals (of course), some Scarabs and at least two Doom Scythes. I only tuned in near the end of the game, so I didn't see much else.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 07:54:40


Post by: Techpriestsupport


How do people like the tesseract ark? Looks good on paper and I might want to convert a DDA into one. They use he same rear section after all.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 09:11:51


Post by: IHateNids


I think the general concensus is they're extremely survivable, but not really sure what they want to be shotting at given their different armaments

I am also considering making that Conversion, but I dont know what other bits to add, so it might be easier (for me personally) to just save a little and buy it outright

it's 64 over here, which is cheaper than a duplicate kit to fuel/repair botches while chopping


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 11:42:34


Post by: torblind


The fleshbane flamer will blast ugliness that charges it, and fails due to throw 3 pick 2 worst, and otherwise blast other uglinesses if you are in the lower brackets or otherwise suffer to hit.

The medium profile clears things from ruins or incinerates elite infantry with its -4 and flat 3 dmg. The big thing is for.. well big things, though it's a tad on the weak side with "only" S8 and only -3.

I have fielded it many times, though in the early index days where it was a go-to choice, but we were getting increasingly out gunned as codexer creeped in so it got killed more often as time progressed.

These days it struggles with the hefty price reduction and the favorable range and weapon profile of the DD Cannon. But a mixed heavy support unit could serve a purpose. 2 DDAs and a TA to be first in line if things get too close.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 12:39:16


Post by: elook


Been playing 40K now for half a year and there are some notices with Necrons. I feel there needs to be a good counter stratagem for us. Many other armies I've played against get nice counter stratagems/abilities like a -1 to hit aura or buffed up toughness or some other trickery. We don't have any of that at all.

In my games I have noticed that we can hit hard, but fall apart after taking hits back.

One idea I had for a while was the use of the Necron teleportation tech. Such stratagem could allow a Necron player to be able to teleport a unit to another location after it has taken a hit during the enemy shooting phase.

This gives us a chance to save one of our badly wounded units to then gain a nice RP benefit. For the opposing player, they would need to either guarantee that the unit will go down by his first shooting unit or to bait the Necron player to using the stratagem.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 12:50:26


Post by: Draco765


The Warhammer world GT used the newer Chapter Approved 2018 missions and here is an image of a breakdown of the points earned:

https://www.facebook.com/GWWarhammerWorld/photos/ms.c.eJwzMjE0MTQ1MDA3NTI3NDQy1TOCCphZmBmYmJhawgVMISrMAf2JCfY~-.bps.a.2414149968604469/2414150075271125/?type=3&theater

Googling around for the lists turns up no results past the top few.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 13:36:11


Post by: iGuy91


elook wrote:
Been playing 40K now for half a year and there are some notices with Necrons. I feel there needs to be a good counter stratagem for us. Many other armies I've played against get nice counter stratagems/abilities like a -1 to hit aura or buffed up toughness or some other trickery. We don't have any of that at all.

In my games I have noticed that we can hit hard, but fall apart after taking hits back.
One idea I had for a while was the use of the Necron teleportation tech. Such stratagem could allow a Necron player to be able to teleport a unit to another location after it has taken a hit during the enemy shooting phase.
This gives us a chance to save one of our badly wounded units to then gain a nice RP benefit. For the opposing player, they would need to either guarantee that the unit will go down by his first shooting unit or to bait the Necron player to using the stratagem.


I can only think of how hilariously good that stratagem would be for melee units. Take a unit, teleport it closer to the things shooting it, out of LOS, and then get first turn charges all over the place. But alas, we have to resign ourselves that this isn't gonna be our edition. We shouldn't expect much until our next codex.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 14:16:59


Post by: IanVanCheese


 iGuy91 wrote:
. But alas, we have to resign ourselves that this isn't gonna be our edition. We shouldn't expect much until our next codex.


I think we're firmly in the middle of the pack now, which is a damn sight better than we were before. Campaign books could give us another little boost, if we ever get a campaign that involves the Necrons.

Anyway, we waited millions of years, we can wait for another codex.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 15:27:23


Post by: Shaelinith


 Draco765 wrote:
The Warhammer world GT used the newer Chapter Approved 2018 missions and here is an image of a breakdown of the points earned:

https://www.facebook.com/GWWarhammerWorld/photos/ms.c.eJwzMjE0MTQ1MDA3NTI3NDQy1TOCCphZmBmYmJhawgVMISrMAf2JCfY~-.bps.a.2414149968604469/2414150075271125/?type=3&theater

Googling around for the lists turns up no results past the top few.


Another thing to note is that the necron player is tied for worst Total Gaming Score of the Top 30 (with 18 points, the winner is at 36 points). You will actually see a lot of player with 18 points between the 31th and 60th place.
He gained a lot of points with "Favourite Game Votes" and "Favourite Army Votes" (4 + 5, best total of the top 30).

So yeah, i don't know what we can conclude from this event.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/20 15:38:19


Post by: IanVanCheese


Shaelinith wrote:
 Draco765 wrote:
The Warhammer world GT used the newer Chapter Approved 2018 missions and here is an image of a breakdown of the points earned:

https://www.facebook.com/GWWarhammerWorld/photos/ms.c.eJwzMjE0MTQ1MDA3NTI3NDQy1TOCCphZmBmYmJhawgVMISrMAf2JCfY~-.bps.a.2414149968604469/2414150075271125/?type=3&theater

Googling around for the lists turns up no results past the top few.


Another thing to note is that the necron player is tied for worst Total Gaming Score of the Top 30 (with 18 points, the winner is at 36 points). You will actually see a lot of player with 18 points between the 31th and 60th place.
He gained a lot of points with "Favourite Game Votes" and "Favourite Army Votes" (4 + 5, best total of the top 30).

So yeah, i don't know what we can conclude from this event.


Yeah, I don't see anything mind-blowing about the list from what we know. I think it's just a case of a good player, with a reasonable list, who was also a good dude and got good dude points.

Now the mechrons list from the LVO on the other hand...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/21 00:14:01


Post by: Draco765


Shaelinith wrote:
 Draco765 wrote:
The Warhammer world GT used the newer Chapter Approved 2018 missions and here is an image of a breakdown of the points earned:

https://www.facebook.com/GWWarhammerWorld/photos/ms.c.eJwzMjE0MTQ1MDA3NTI3NDQy1TOCCphZmBmYmJhawgVMISrMAf2JCfY~-.bps.a.2414149968604469/2414150075271125/?type=3&theater

Googling around for the lists turns up no results past the top few.


Another thing to note is that the necron player is tied for worst Total Gaming Score of the Top 30 (with 18 points, the winner is at 36 points). You will actually see a lot of player with 18 points between the 31th and 60th place.
He gained a lot of points with "Favourite Game Votes" and "Favourite Army Votes" (4 + 5, best total of the top 30).

So yeah, i don't know what we can conclude from this event.


Yup, it is so odd. The armies that did the best in game score also were ones that had the lowest "favourite" votes. Having those "personal opinion points" count as placing score really does skew the event placement.

Breaking down the actual scores, he only gained 5 points from the actual missions, 13 points were from the secondary points. He killed something within his first turn each game, but only killed 3 warlords and 4 times got into the opponent's deployment zone at the end of the game and averaged about 1030 points of models killed each game.

Does not sound like a very good event for him over all. The popularity points are his saving grace.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/21 08:21:54


Post by: vict0988


elook wrote:
Been playing 40K now for half a year and there are some notices with Necrons. I feel there needs to be a good counter stratagem for us. Many other armies I've played against get nice counter stratagems/abilities like a -1 to hit aura or buffed up toughness or some other trickery. We don't have any of that at all.

In my games I have noticed that we can hit hard, but fall apart after taking hits back.

One idea I had for a while was the use of the Necron teleportation tech. Such stratagem could allow a Necron player to be able to teleport a unit to another location after it has taken a hit during the enemy shooting phase.

This gives us a chance to save one of our badly wounded units to then gain a nice RP benefit. For the opposing player, they would need to either guarantee that the unit will go down by his first shooting unit or to bait the Necron player to using the stratagem.

This sort of post belongs in suggested rules, it doesn't have anything to do with the actual tactics of how to play the faction. Doomsday Arks, Ghost Arks, Tomb Blades, Tesseract Arks (not Tesseract Vaults), Canoptek Wraiths (without any wargear) and Canoptek Scarabs are probably our most durable units in terms of how much they cost, they are all good maybe take a look at those if you feel your are getting shot off the board too often, the Quantum Deflection Stratagem is extremely good against things like the Castellan's volcano lance or lascannons. Putting Destroyers and Immortals in cover doubles their survivability against AP- weaponry, so if you are facing a lot of that you want to make sure you stick at least half your unit in cover so you can pull off the models outside cover first, then hopefully survive with enough models to let you reanimate. Building your army so you have enough CP and figuring out how you might be wasting your CP can let you use the Stratagem to automatically pass a Leadership tests more often, if you have a big unit close to a Cryptek then you can save a lot of pts for 2 CP, maxing out your unit sizes will let you make the most of RP. Stay away from Monoliths and Spyders, they are surprisingly fragile despite their looks, they also output a relatively tiny amount of damage compared to some of your other options. Stop using reinforcements and try to deal as much damage to your opponent as early as possible, killing a unit turn 5 will stop it from shooting 1-2 turns, killing a unit turn 1 will stop it from shooting 5-6 turns. Put more terrain on your tables, you should have at least one giant piece of terrain that can block terrain or two smaller but still large pieces. If you can see from one corner corner to every other corner of the table then there isn't enough terrain.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 00:11:56


Post by: Facisminthe41m


What do you all think is the best use of ghost arks? I love the models but just bringing 1 to babysit a squad of 20 warriors seems like a point sink. Having 2 to babysit three squads of 20 warriors seems.... like they won't be hitting very hard either.

Also what's the deal with death marks?? They seem like they are wielding the least powerful weapon in our entire list.. I don't see how they are even that great at sniping characters with a strength 4 0 AP gun...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 01:05:35


Post by: Slayer-Fan123


Deathmarks almost require Mephrit. Then suddenly they make a little more sense.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 07:49:41


Post by: p5freak


Ghost arks are ridiculous. They can only transport warriors or characters, except dlords. Why cant they transport immortals ?? Because they are bigger than warriors, you might say. But, if it can transport 10 overlords (lets ignore the suggestion of 3), why not 5 immortals ? An overlord is even bigger than an immortal.

Deathmarks need to drop 2-3 points to become usable.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 08:35:54


Post by: torblind


 p5freak wrote:
Ghost arks are ridiculous. They can only transport warriors or characters, except dlords. Why cant they transport immortals ?? Because they are bigger than warriors, you might say. But, if it can transport 10 overlords (lets ignore the suggestion of 3), why not 5 immortals ? An overlord is even bigger than an immortal.

Deathmarks need to drop 2-3 points to become usable.


10 warriors is 110 points
1 GA is 145 points

Same damage output.

Is "ridiculous" the right way to describe the Ghost Ark?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 09:00:34


Post by: Facisminthe41m


I was thinking mephrit for the death marks, but even then that still doesn't seem impressive. The stats of the gun seemingly don't reflect a sniper in anyway.

Also I was reading the fluff page about the Necron Doom Scythe in the codex and had a facepalm moment looking at how the unit itself has no rules that mess with leadership or cause any sort of aura debuffs as you'd expect from the way it was described. Paragraphs on paragraphs of lore about how entire squads are fleeing in terror from just the sound of it or scratching out their eyes or something crazy like that. Anybody else find that weird?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 09:23:50


Post by: p5freak


torblind wrote:

10 warriors is 110 points
1 GA is 145 points

Same damage output.

Is "ridiculous" the right way to describe the Ghost Ark?


I dont care about damage output. AFAIK every transport in the game can transport every troop choice. Only necrons cant.

Facisminthe41m wrote:
I was thinking mephrit for the death marks, but even then that still doesn't seem impressive. The stats of the gun seemingly don't reflect a sniper in anyway.


Snipers suck for all factions. They are pretty much worthless against characters with T4+. Only exception is the vindicare assassin.

Facisminthe41m wrote:

Also I was reading the fluff page about the Necron Doom Scythe in the codex and had a facepalm moment looking at how the unit itself has no rules that mess with leadership or cause any sort of aura debuffs as you'd expect from the way it was described. Paragraphs on paragraphs of lore about how entire squads are fleeing in terror from just the sound of it or scratching out their eyes or something crazy like that. Anybody else find that weird?


Fluff has nothing to do with the game itself.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 09:26:35


Post by: dapperbandit


Deathmarks are wildly inconsistent; the Mortal Wounds on 6s is utterly unreliable but sometimes amazing things happen. I have used them in games against Aeldari/Drukhari/Ynaari as well as Guard and the wounding on 3s and inherent low save characteristic makes it very easy to kill their characters/warlords in one salvo.

Using them to deepstrike and snipe characters often derails any plans your opponent may have had for their shooting phase as they seek to preserve aura abilities/psykers/etc. As such they are good as a sacrificial distraction that takes heat off your other units.

Their Ethereal Interception rule is situational but can be incredibly useful. The last game I played was against Dark Eldar and the guy put his Warlord in the Webway... knocking several wounds off him out of phase again disrupted his plans a fair bit.

Mephrit is of course the only way to rock them. What I haven't tried is simply deploying them on the board turn one. When not character sniping, Deathmarks are one of our few sources of mortal wounds and can bypass things like storm/slabshields or 2+ saves that we generally struggle with.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 09:32:01


Post by: p5freak


Necrons are probably the only faction in the game that cant get +1 to wound rolls. Which would be handy for deathmarks, because the rule says a wound roll of 6+. With +1 to wound rolls this would trigger on a roll of 5+.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 12:05:58


Post by: Draco765


The old Sniper USR was good. Wounding non-vehicles on 4+ (6 to vehicle) and along with precision shot on 6s let you target that character or special geared guy in the group.

Why that was changed to ST4 and mortal wounds on 6s is beyond me, the only thing carried over correctly is the ability to pick a target, but you still have to wound it.

At first people thought that the Rapid Fire sniper gun we got was too powerful. But, in reality, it is just mediocre.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 12:11:44


Post by: Maelstrom808


 vict0988 wrote:
Stop using reinforcements and try to deal as much damage to your opponent as early as possible, killing a unit turn 5 will stop it from shooting 1-2 turns, killing a unit turn 1 will stop it from shooting 5-6 turns.


While this has some merit, reinforcements serve a purpose. I almost always reserve an Immortals unit and a Destroyers unit or two. The reason being, most opponents worth their salt will make sure anything worth shooting at with the Destroyers is out of range or hidden turn one. The immortals are great at killing backfield objective holders. Letting the game develop a bit and dropping a reasonable hammer on their weak spots can cripple an army. Without reserves, too many games turn into "however goes first, wins".


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 12:18:23


Post by: Red Corsair


Primaris also cannot ride in rhinos or any other mini marine vehicle and the repulser can only transport primaris.

GSC brood bros can't get in trucks and GSC infantry can no longer get into Chimeras.

So no, Necrons are not singled out for that sort of stupidity.


Automatically Appended Next Post:
 Maelstrom808 wrote:
 vict0988 wrote:
Stop using reinforcements and try to deal as much damage to your opponent as early as possible, killing a unit turn 5 will stop it from shooting 1-2 turns, killing a unit turn 1 will stop it from shooting 5-6 turns.


While this has some merit, reinforcements serve a purpose. I almost always reserve an Immortals unit and a Destroyers unit or two. The reason being, most opponents worth their salt will make sure anything worth shooting at with the Destroyers is out of range or hidden turn one. The immortals are great at killing backfield objective holders. Letting the game develop a bit and dropping a reasonable hammer on their weak spots can cripple an army. Without reserves, too many games turn into "however goes first, wins".


^This

Often in these tactics forums folks just assume the opponent is a mindless NPC I feel. Your plan is going to need to adapt starting from when you draw an opponent. Reserves can be very useful, especially in formats that use progressive scoring and have less emphasis on kill points.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 13:17:33


Post by: torblind


 p5freak wrote:
torblind wrote:

10 warriors is 110 points
1 GA is 145 points

Same damage output.

Is "ridiculous" the right way to describe the Ghost Ark?


I dont care about damage output. AFAIK every transport in the game can transport every troop choice. Only necrons cant.



Well damage output is a, pardon me, bloody important of a units quality.

Disregarding something because of your preconceived ideas on what it should be and not is hardly the best way to discuss a unit in a tactical forum.

It can give a bonus reroll to realistically 2 nearby warrior blobs, move 12", has +4 wounds, has Fly, has QS, and all those things it gets for +35 points. Again, this is *not* ridiculous. At least nobody else is laughing. If the damage and utility it brings is something you can make use of, then it's a fairly good unit for its price. (This was also discussed back in the days when that Ghost Ark list made top 20 in LVO)


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/22 13:55:22


Post by: Maelstrom808


torblind wrote:
 p5freak wrote:
torblind wrote:

10 warriors is 110 points
1 GA is 145 points

Same damage output.

Is "ridiculous" the right way to describe the Ghost Ark?


I dont care about damage output. AFAIK every transport in the game can transport every troop choice. Only necrons cant.



Well damage output is a, pardon me, bloody important of a units quality.

Disregarding something because of your preconceived ideas on what it should be and not is hardly the best way to discuss a unit in a tactical forum.

It can give a bonus reroll to realistically 2 nearby warrior blobs, move 12", has +4 wounds, has Fly, has QS, and all those things it gets for +35 points. Again, this is *not* ridiculous. At least nobody else is laughing. If the damage and utility it brings is something you can make use of, then it's a fairly good unit for its price. (This was also discussed back in the days when that Ghost Ark list made top 20 in LVO)


Exactly this. If it could fill a troops slot or be objective secured, it would be one of the best units in the codex. Another function often overlooked is the size of our arks make great blocking pieces. I've used them numerous times to block off an objective or as a screen for assault units to great effect.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 17:32:22


Post by: IHateNids


So, what's peoples' opinion on this that just happened?



Mobile Auto-Havocs, Slaaneshed-up to fire twice...

I think this will be a colossal issue for our only viable Heavy Support

translation: I think we just got a lot worse. Again.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 18:04:28


Post by: Slayer-Fan123


You clearly missed a bunch of the new stuff being released. Their Dinobot Leader is a bloody monster while avoiding the main defense of Quantum Shielding.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 19:13:13


Post by: Arachnofiend


 IHateNids wrote:
So, what's peoples' opinion on this that just happened?



Mobile Auto-Havocs, Slaaneshed-up to fire twice...

I think this will be a colossal issue for our only viable Heavy Support

translation: I think we just got a lot worse. Again.

I can baaasically guarantee you that nobody is gonna build their havocs with autocannons. The new rotor cannon is all that glitters in terms of a high ROF heavy weapon and for quality of shots the autocannon still just isn't very good against anything that isn't a Necron. As Slayer said, the Doomsday Ark has a lot more to worry about from the Lord Discordant.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 19:34:52


Post by: Slayer-Fan123


 Arachnofiend wrote:
 IHateNids wrote:
So, what's peoples' opinion on this that just happened?



Mobile Auto-Havocs, Slaaneshed-up to fire twice...

I think this will be a colossal issue for our only viable Heavy Support

translation: I think we just got a lot worse. Again.

I can baaasically guarantee you that nobody is gonna build their havocs with autocannons. The new rotor cannon is all that glitters in terms of a high ROF heavy weapon and for quality of shots the autocannon still just isn't very good against anything that isn't a Necron. As Slayer said, the Doomsday Ark has a lot more to worry about from the Lord Discordant.

Keep in mind though:
1. Rotor Cannons are like 20 points I think, which is twice the Autocannon.
2. Autocannons have twice the range.

You're right the Rotor Cannons are an awesome tool though.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 21:23:29


Post by: IanVanCheese


I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/23 23:06:53


Post by: torblind


IanVanCheese wrote:
I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


Anyone who gets 'something', likely moves up, passing us in the pecking order, if they were unfortunate enough to be below us at first.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/24 01:12:49


Post by: iGuy91


On the upside. Its not...that hard to kill a havoc or an obliterator for Necrons.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/24 06:51:16


Post by: torblind


 iGuy91 wrote:
On the upside. Its not...that hard to kill a havoc or an obliterator for Necrons.


What are their stats?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/24 07:06:23


Post by: elook


Well, didn't they get some -1 (even -2) to hit auras or stratagems? That would really hurt our Tesla units.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 12:12:18


Post by: IanVanCheese


elook wrote:
Well, didn't they get some -1 (even -2) to hit auras or stratagems? That would really hurt our Tesla units.


The Dark Apostle can make a single unit -1 to hit. The Fallen also have a -1 to hit stratagem if they're in cover, but Fallen are pretty niche.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 12:44:18


Post by: Draco765


The only precedence that this newer Chaos updated Codex sets is that they are willing to revisit older codices and update them.

Gives minor hope to a necron codex revamp.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 12:49:19


Post by: IHateNids


Minor being the operative word there...

some small naieve(?) part of me wants to think they might mess with the timeline a little bit and move Sanctuary 101 up-to-date, so that the Sisters and Necrons get a duel re-release.

Or at the very least, the sisters tie in to that bit of fluff, even if it's just as a huge counter-push type of thing...

but, I am probably being stupid


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 13:25:29


Post by: tneva82


IanVanCheese wrote:
I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


I very much doubt GW intentionally changed both unit size and point cost in shadowspear and then intentionally 2 weeks later decided to keep old. It's pretty much quaranteed FAQ to fix copy&paste error.

Of course if in Vigilus book 2 cost and unit size are old it might be more of point but...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 16:25:30


Post by: IanVanCheese


tneva82 wrote:
IanVanCheese wrote:
I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


I very much doubt GW intentionally changed both unit size and point cost in shadowspear and then intentionally 2 weeks later decided to keep old. It's pretty much quaranteed FAQ to fix copy&paste error.

Of course if in Vigilus book 2 cost and unit size are old it might be more of point but...


Tabletop tactics had access to both books (new codex and vigilus) and they ran it as old cost. It's possible they missed it, or that GW misprinted in both books, but it's also possible that Oblits are cheap again. I wouldn't buy 9 just yet, but I think we should prepare for the cheap obliterator world just in case.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 18:31:34


Post by: Red Corsair


IanVanCheese wrote:
elook wrote:
Well, didn't they get some -1 (even -2) to hit auras or stratagems? That would really hurt our Tesla units.


The Dark Apostle can make a single unit -1 to hit. The Fallen also have a -1 to hit stratagem if they're in cover, but Fallen are pretty niche.


The DA can make them -1, mark then Nurgle and cast miasma for another -1, then you can play alpha legion for a third -1. Bare in mind the only hit mod that is not limited to a single squad is the alpha legion trait which is nothing new, and can be avoided by getting within 12" of the target.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 18:31:36


Post by: dapperbandit


Played a 1250 point game over the weekend, my Necrons vs Genestealer Cults.

Took a bit of a weird list but wanted to experiment with some freshly painted stuff:

Spoiler:
Mephrit Dynasty Battallion

Overlord with Warscythe
Lord with Hyperphase Sword - Veil of Darkness

10 Tesla Immortals
10 Tesla Immortals
10 Warriors

8 Praetorians with Voidblades and Particle Casters
8 Praetorians with Voidblades and Particle Casters
10 Deathmarks
1 Triarch Stalker


First time I'd ever played Genestealer Cult (and to be honest, my opponent was still learning them so made some mistakes). We played Vital intelligence, the Eternal War mission from Chapter Approved where you have 5 objectives on the board and roll to decide which is activated at the start of each battle round.

I learnt a few things playing Genestealer Cults. First, it is utterly pointless to go first against them unless you have some way of pulling off a turn one charge or have lots of fast, long range shooting. The majority of his army simply wasn't there yet and what was could be easily hidden behind LoS blocking terrain. I was only able to get First Strike by redeploying some Immortals with the Veil of Darkness.

The second thing I learnt is that Deathmarks will utterly, utterly ruin the GSC's day. Without them I could have been in serious trouble. Using a strategem he was able to deploy a 10 man unit of Neophytes with flamers 3" away from my backlines. Without the deathmarks he would have had 10D6 automatic hits on my Immortals/Warlord which could have really screwed me over. Instead, the Deathmarks used their Ethereal Interception ability to drop down in response (and grab an objective in the process) then blast them off the table in one burst of out-of-sequence shooting. In the subsequent turn they then kicked out enough wounds and mortal wounds to kill his Patriarch. These guys were really decisive and get TinMan of the Match for me.

Lastly, the Psychic Power "Mental Onslaught" is absolutely broken. He did 8 successive mortal wounds to my Triarch Stalker with it by buffing the leadership on his Patriarch to 12 and getting consistently good rolls. Bearing in mind I already have Leadership 10, this would demolish stuff with bad leadership. My opponent explained this is his only reliable way to deal with big vehicles/knights. Seems like the target player should be able to win the rolloff with a 6 as their only hope to deal with this is that they deny the power/the power fails to manifest or kill the Psyker before he can attempt it... which is unlikely if the Psyker is in Ambush.

Overall the game was good. I think at lower point levels Necrons can be really tough for squishy factions with a lot of Strength/Toughness 3 to deal with. Because basically all my stuff kicked out more shots at higher strength and AP anything I shot at died basically. Meanwhile he was wounding my weakest units on 5s and 6s with much of his army. There was a bit where I killed 3 of his HQs in one round of combat with 6 Praetorians, putting 6 voidblade attacks into each target. Granted I'd used the +1 strength strategem to wound them on 2s but it felt like he was at a massive disadvantage most of the game.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 18:33:22


Post by: Red Corsair


IanVanCheese wrote:
tneva82 wrote:
IanVanCheese wrote:
I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


I very much doubt GW intentionally changed both unit size and point cost in shadowspear and then intentionally 2 weeks later decided to keep old. It's pretty much quaranteed FAQ to fix copy&paste error.

Of course if in Vigilus book 2 cost and unit size are old it might be more of point but...


Tabletop tactics had access to both books (new codex and vigilus) and they ran it as old cost. It's possible they missed it, or that GW misprinted in both books, but it's also possible that Oblits are cheap again. I wouldn't buy 9 just yet, but I think we should prepare for the cheap obliterator world just in case.



It's a clear typo. The data slate lists them at power level 6 for one with the option to run 1-3 while the points listing in the back has them set at units of 3 at 65pts each which is literally the same entry from the last edition. Expect that to be remedied in 2 weeks from Saturday.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 18:42:25


Post by: torblind


dapperbandit wrote:
Played a 1250 point game over the weekend, my Necrons vs Genestealer Cults.

Took a bit of a weird list but wanted to experiment with some freshly painted stuff:

Spoiler:
Mephrit Dynasty Battallion

Overlord with Warscythe
Lord with Hyperphase Sword - Veil of Darkness

10 Tesla Immortals
10 Tesla Immortals
10 Warriors

8 Praetorians with Voidblades and Particle Casters
8 Praetorians with Voidblades and Particle Casters
10 Deathmarks
1 Triarch Stalker


First time I'd ever played Genestealer Cult (and to be honest, my opponent was still learning them so made some mistakes). We played Vital intelligence, the Eternal War mission from Chapter Approved where you have 5 objectives on the board and roll to decide which is activated at the start of each battle round.

I learnt a few things playing Genestealer Cults. First, it is utterly pointless to go first against them unless you have some way of pulling off a turn one charge or have lots of fast, long range shooting. The majority of his army simply wasn't there yet and what was could be easily hidden behind LoS blocking terrain. I was only able to get First Strike by redeploying some Immortals with the Veil of Darkness.

The second thing I learnt is that Deathmarks will utterly, utterly ruin the GSC's day. Without them I could have been in serious trouble. Using a strategem he was able to deploy a 10 man unit of Neophytes with flamers 3" away from my backlines. Without the deathmarks he would have had 10D6 automatic hits on my Immortals/Warlord which could have really screwed me over. Instead, the Deathmarks used their Ethereal Interception ability to drop down in response (and grab an objective in the process) then blast them off the table in one burst of out-of-sequence shooting. In the subsequent turn they then kicked out enough wounds and mortal wounds to kill his Patriarch. These guys were really decisive and get TinMan of the Match for me.

Lastly, the Psychic Power "Mental Onslaught" is absolutely broken. He did 8 successive mortal wounds to my Triarch Stalker with it by buffing the leadership on his Patriarch to 12 and getting consistently good rolls. Bearing in mind I already have Leadership 10, this would demolish stuff with bad leadership. My opponent explained this is his only reliable way to deal with big vehicles/knights. Seems like the target player should be able to win the rolloff with a 6 as their only hope to deal with this is that they deny the power/the power fails to manifest or kill the Psyker before he can attempt it... which is unlikely if the Psyker is in Ambush.

Overall the game was good. I think at lower point levels Necrons can be really tough for squishy factions with a lot of Strength/Toughness 3 to deal with. Because basically all my stuff kicked out more shots at higher strength and AP anything I shot at died basically. Meanwhile he was wounding my weakest units on 5s and 6s with much of his army. There was a bit where I killed 3 of his HQs in one round of combat with 6 Praetorians, putting 6 voidblade attacks into each target. Granted I'd used the +1 strength strategem to wound them on 2s but it felt like he was at a massive disadvantage most of the game.


Tin man of the match... Hehe

How did you like the praetorians?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 18:56:55


Post by: dapperbandit


The Praetorians were good!

The fastest things in the list, did some good work getting to objectives and then they tied up his rock grinders for much of the game. The pistols were perfect for softening up T3 enemies with poor saves and weight of dice with the Voidblades meant I was doing moderate damage in melee to his vehicles. It was overkill when they got into combat with any of his infantry. So yeah all told they did a great job.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/25 19:13:13


Post by: Badablack


Necrons actually do pretty well against GSC. But don’t underestimate their melee potential, one of their basic troop units can very easily wound your dudes on 2’s with base infantry and a stratagem, or throw a ton of Powerfists at you.

At range yeah you will outshoot him handily.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 08:54:48


Post by: tneva82


 Red Corsair wrote:
IanVanCheese wrote:
tneva82 wrote:
IanVanCheese wrote:
I don't think anyone is building their lists to beat Necrons (which is nice, it means they're less prepared for QS etc).

I think the buff to Oblits is worse news for us, seeing as how they're back to their old cost again> Also those Rotary cannons are tasty. My warrior blobs am cry..


I very much doubt GW intentionally changed both unit size and point cost in shadowspear and then intentionally 2 weeks later decided to keep old. It's pretty much quaranteed FAQ to fix copy&paste error.

Of course if in Vigilus book 2 cost and unit size are old it might be more of point but...


Tabletop tactics had access to both books (new codex and vigilus) and they ran it as old cost. It's possible they missed it, or that GW misprinted in both books, but it's also possible that Oblits are cheap again. I wouldn't buy 9 just yet, but I think we should prepare for the cheap obliterator world just in case.



It's a clear typo. The data slate lists them at power level 6 for one with the option to run 1-3 while the points listing in the back has them set at units of 3 at 65pts each which is literally the same entry from the last edition. Expect that to be remedied in 2 weeks from Saturday.


And why on earth GW would change point costs and month before first book even gets released change the price again. If that's not obvious misprint by forgetting to change values I don't know what is. Well albeit GW is not professional games company so guess there's chance...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 11:24:33


Post by: dapperbandit


Wasn't this a thing with Forgebane? The points in that did not reflect the actual Codex points


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 11:27:29


Post by: torblind


dapperbandit wrote:
Wasn't this a thing with Forgebane? The points in that did not reflect the actual Codex points


The rules too I think, didnt' the wraiths get upgraded in the codex shortly after?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 12:04:43


Post by: dapperbandit


Yes this was it, the Forgebane booklet still had Wraiths doing AP-1 D1


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 14:08:54


Post by: Shaelinith


dapperbandit wrote:
Yes this was it, the Forgebane booklet still had Wraiths doing AP-1 D1


Yeah. I think the production time of a box and a codex is different (if i had to bet, i'll say that a box need at least 2 or 3 more months), thus a booklet in a box and a codex released simultaneously could be written at totally different times.

It could be the same with Shadowspear and the codex, or maybe not, but it must be rather difficult to be consistent with so many releases.
If they want to be consistent with all the products, they must lock everything very early. At that point a codex 2.0 is already 3 to 6 months obsolete. Maybe they chose to have discrepancies (like for Forgebane and the Necron Codex) ?

Pure speculation on my part of course.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 16:20:11


Post by: dan2026


So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 16:52:39


Post by: Gwyn chan 'r Gwyll


Had a decent game with teleporting Lychguard on Saturday versus Guilliman and Primaris. Zanhdrekh was easily MVP of the game.

Deceiver C'Tan + Obyron/Zahndrekh + Cryptek with Veil of Darkness + Monolith was the core of the plan. Got first turn, teleported C'tan to one side of the board and Zahndrekh and the Cryptek to the other. Zahndrekh summoned Obyron and the 10 Scytheguard, and then easy first-turn charged to kill a Captain and a 5-man Intercessor squad right off the bat, while the C'tan popped a Lieutenant on the other side. I had put slow units in the center though so I couldn't get one of my objectives in time. My only VPs then were First Blood and a single captured objective.

His turn 1, he managed to get 6 VPs, which ended up putting me behind the entire rest of the game.

My turn 2 I Veiled up the Cryptek and Zahndrekh, then used them to bounce the unharmed Lychguard right into Guilliman's face. (I had rolled hot on my saves for them earlier, only losing one model which RPed right back). I was ooooone wound away from killing Guilliman gosh darnit. But I ended up with no good spot to drop my Monolith, and his turn 2 he destroyed the Lychguard and Obyron altogether, even though Zahndrekh removed Guilliman's aura that turn (which he absolutely hated).

After that the game got pretty slow. Monolith did absolutely nothing except threaten the center of the board and keep his foot soldiers on his side, but his tank was able to cross fast enough to get into my deployment zone. Monolith at the end went forward when he mistakenly put Guilliman slightly ahead of the cover with only 3 wounds left after regenerating (can't remember what dropped him the first time, but it alas wasn't my scarab swarm that crept up the side of the board). But an entire volley from the Monolith right into him couldn't do a single wound. So ended up losing by 2-3 VP.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 18:03:48


Post by: p5freak


 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


I dont think any necron character is worth 140 points of "protection". There are plenty other ways to do it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 18:36:00


Post by: torblind


 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


On average he'll damage your character every other turn (against 3+ save), which means the character gets to heal back up with living metal before he's shot again.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 18:48:28


Post by: p5freak


torblind wrote:
 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


On average he'll damage your character every other turn (against 3+ save), which means the character gets to heal back up with living metal before he's shot again.


A vindicare assassin can one shot kill an overlord. He hits and wounds infantry on 2+, regardless of toughness, and does d3 damage. His gun is AP-3, and no inv is allowed. When he inflicts damage he rolls a D6, on 3+ the target gets 1 MW, then roll another D6, on a 4+ its another MW, etc. You really need to read the rules. I have caught you twice already giving wrong advice.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 18:58:22


Post by: torblind


 p5freak wrote:
torblind wrote:
 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


On average he'll damage your character every other turn (against 3+ save), which means the character gets to heal back up with living metal before he's shot again.


A vindicare assassin can one shot kill an overlord. He hits and wounds infantry on 2+, regardless of toughness, and does d3 damage. His gun is AP-3, and no inv is allowed. When he inflicts damage he rolls a D6, on 3+ the target gets 1 MW, then roll another D6, on a 4+ its another MW, etc. You really need to read the rules. I have caught you twice already giving wrong advice.


Oh ok then. Twice already? Shiit. Good thing you are watching over me, keeping tally of things and all.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 21:20:04


Post by: dan2026


And that is 1 Vindicare.
Say the opponent has 2 or even 3.

I think you need the Lychguard defence. Because I don't really see another way of reliable protection.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 21:39:47


Post by: IanVanCheese


This raises a further problem for us them, because we're needing to field a 140 point unit (minimum) to defend against an 85 point character.

I guess this swings things back in favour of sword and board though, since their primary goal is to tank hits now, not do damage.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 21:42:47


Post by: JNAProductions


 p5freak wrote:
torblind wrote:
 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


On average he'll damage your character every other turn (against 3+ save), which means the character gets to heal back up with living metal before he's shot again.


A vindicare assassin can one shot kill an overlord. He hits and wounds infantry on 2+, regardless of toughness, and does d3 damage. His gun is AP-3, and no inv is allowed. When he inflicts damage he rolls a D6, on 3+ the target gets 1 MW, then roll another D6, on a 4+ its another MW, etc. You really need to read the rules. I have caught you twice already giving wrong advice.


A Vindicare has a slightly under 60% chance of hitting, wounding, and inflicting damage on a 3+ Infantry character.

With the Mortal Wounds, they have a 1.25% chance of killing an Overlord. Note that this math does NOT take into account the d6 damage on 6s to-wound, and also assumes that the d3 damage base is always a 2.
However, even with using 3 as base damage, that only pops the odds of one-rounding an Overlord to 6.46%.

The truth is probably somewhere in between, but safe to say that against one Vindicare, an Overlord is pretty safe for at least one turn.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/26 21:52:50


Post by: dan2026


 JNAProductions wrote:
 p5freak wrote:
torblind wrote:
 dan2026 wrote:
So I'm thinking Lychguard have become kinda essential to protect against Vindicare assassins.
They will absolutely wreck Necron characters otherwise.


On average he'll damage your character every other turn (against 3+ save), which means the character gets to heal back up with living metal before he's shot again.


A vindicare assassin can one shot kill an overlord. He hits and wounds infantry on 2+, regardless of toughness, and does d3 damage. His gun is AP-3, and no inv is allowed. When he inflicts damage he rolls a D6, on 3+ the target gets 1 MW, then roll another D6, on a 4+ its another MW, etc. You really need to read the rules. I have caught you twice already giving wrong advice.


A Vindicare has a slightly under 60% chance of hitting, wounding, and inflicting damage on a 3+ Infantry character.

With the Mortal Wounds, they have a 1.25% chance of killing an Overlord. Note that this math does NOT take into account the d6 damage on 6s to-wound, and also assumes that the d3 damage base is always a 2.
However, even with using 3 as base damage, that only pops the odds of one-rounding an Overlord to 6.46%.

The truth is probably somewhere in between, but safe to say that against one Vindicare, an Overlord is pretty safe for at least one turn.

I wasn't just thinking Overlords but regular Lords and Crypteks as well. Who die even easier.
Not that you can feasably give everyone a LG bodyguard. But if you feel Vindicares as a possibility then having some LG near your important characters seems like a good idea.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:00:23


Post by: Shaelinith


IanVanCheese wrote:
This raises a further problem for us them, because we're needing to field a 140 point unit (minimum) to defend against an 85 point character.

I guess this swings things back in favour of sword and board though, since their primary goal is to tank hits now, not do damage.


As you take a MW by tanking damage, i would probably go the other way and take scytheguard. I'm not sold on the sword and board sadly because they "only" tank and are not even great at tanking without investing CP.

One of the unique feature of the Lychguard versus other faction bodyguards is the RP, so the bodyguard tends to come back if you don't focus fire them, and you probably have other priority targets.
But is an overlord such an important target that it needs 140 pts of protection ? If you take the lychguard you will probably want them in melee (i find them too expensive just to be ablative wounds). Do you want your Overlord close to melee ?

For me the answer is no. If i face Vindicare i guess i'll try to be out of line of sight ...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:05:53


Post by: Arachnofiend


Lychguard feel more like an elite melee unit that just has the bodyguard ability tacked on... It doesn't really help much to have a unit that's more powerful/a greater investment to be taking hits for an HQ. Compare to say, Genestealer Cults, who can pass wounds off of a truly badass HQ model and onto a cheap piece of garbage they don't really care about losing.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:10:45


Post by: Shaelinith


 Arachnofiend wrote:
Lychguard feel more like an elite melee unit that just has the bodyguard ability tacked on... It doesn't really help much to have a unit that's more powerful/a greater investment to be taking hits for an HQ. Compare to say, Genestealer Cults, who can pass wounds off of a truly badass HQ model and onto a cheap piece of garbage they don't really care about losing.


And they are not even that great in melee ... Unless you put a lot to make them work and even then you can totally get wiped by an Tau overwatch ... True story

I am sad because i own 20 of those.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:20:03


Post by: IanVanCheese


The more optimal solution, if you need to keep your overlord safe is to just bring a CCB. Way cheaper than overlord and bodyguards.

Cryptek is screwed, but meh.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:24:16


Post by: Arachnofiend


Shaelinith wrote:
 Arachnofiend wrote:
Lychguard feel more like an elite melee unit that just has the bodyguard ability tacked on... It doesn't really help much to have a unit that's more powerful/a greater investment to be taking hits for an HQ. Compare to say, Genestealer Cults, who can pass wounds off of a truly badass HQ model and onto a cheap piece of garbage they don't really care about losing.


And they are not even that great in melee ... Unless you put a lot to make them work and even then you can totally get wiped by an Tau overwatch ... True story

I am sad because i own 20 of those.

They're one of my favorite models in the line so I feel you there. I've certainly made my own efforts at getting lychguard to work, but they just aren't durable enough for their points to be a proper distraction and they require too much support to function as a primary aggressive force.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:26:57


Post by: IanVanCheese


 Arachnofiend wrote:
Shaelinith wrote:
 Arachnofiend wrote:
Lychguard feel more like an elite melee unit that just has the bodyguard ability tacked on... It doesn't really help much to have a unit that's more powerful/a greater investment to be taking hits for an HQ. Compare to say, Genestealer Cults, who can pass wounds off of a truly badass HQ model and onto a cheap piece of garbage they don't really care about losing.


And they are not even that great in melee ... Unless you put a lot to make them work and even then you can totally get wiped by an Tau overwatch ... True story

I am sad because i own 20 of those.

They're one of my favorite models in the line so I feel you there. I've certainly made my own efforts at getting lychguard to work, but they just aren't durable enough for their points to be a proper distraction and they require too much support to function as a primary aggressive force.


I feel like you need to go all out with them, just tons of them along with wraiths and other combat units. Go full killbots. Not super competitive, but enough to ruin someones day at your local gaming store.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:31:46


Post by: Arachnofiend


Yeah, I've tried that, the amount of support you need to actually be that aggressive in CC in Necrons requires so many points in HQ's that it just isn't worth it anymore. That kind of thing is a lot more efficient with GSC or Chaos.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 00:38:36


Post by: IanVanCheese


 Arachnofiend wrote:
Yeah, I've tried that, the amount of support you need to actually be that aggressive in CC in Necrons requires so many points in HQ's that it just isn't worth it anymore. That kind of thing is a lot more efficient with GSC or Chaos.


Yeah. I feel like 18 wraiths is a super valid CC strategy, but lychguard aren't the extra backup we need them to be. I'm interested to try a Canoptek list though. All out on scarabs and wraiths with some support units (sorry spyders, you still suck)


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 03:00:49


Post by: Facisminthe41m


I feel like a couple units in the codex could stand for an invulnerable save added. Particularly the Monolith... It doesn't have quantum shielding or even a good armor save which you aren't gonna be buffing with cover anytime soon. It just feels way too vulnerable given most dedicated anti tank weapons are gonna blow past the armor save and just rack up the multiple damage rolls with no counter play beyond living metal... which seems really underwhelming for big vehicles.

I've been going through the codex for the past month or so now, can't help shake the feeling that it feels incomplete or uninspired. Like they ran out of ideas for the project and just sorta pushed it through and onto the next.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 05:46:16


Post by: elook


I know a lot of people say the following units are bad, but I'm willing to attempt this:

Using the C'Tan Deceiver to teleport himself plus screening Scarabs and a Monolith carrying 10 Shield Lychguard to flank the opponent up close. The Monolith will be in a Nihilakh detachment so will get re-roll hits of 1.

Drops off the Lychguard 3" closer to enemy units, which then move 5" to get a 4"/5" charge. Meanwhile C'Tan will be doing his business on the other flank whilst 2 DDAs (Nihilakh) take shots into Heavy units. Destroyers, Immortals and HQ units press up the board taking objectives. It sounds convincing and really want to give it a try.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 06:05:05


Post by: p5freak


dan2026 wrote:And that is 1 Vindicare.
Say the opponent has 2 or even 3.

I think you need the Lychguard defence. Because I don't really see another way of reliable protection.


CCB (with 2+ sv), Dlord with nanoscarab casket, Nihilakh overlord with timesplinter cloak for 5+ FNP. Imotekh gets D3 wounds back from living metal. A cloaktek can give himself, or another character, D3 wounds back. Even if your character dies you can revive him for 1 CP on a 4+.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 06:17:32


Post by: torblind


elook wrote:
I know a lot of people say the following units are bad, but I'm willing to attempt this:

Using the C'Tan Deceiver to teleport himself plus screening Scarabs and a Monolith carrying 10 Shield Lychguard to flank the opponent up close. The Monolith will be in a Nihilakh detachment so will get re-roll hits of 1.

Drops off the Lychguard 3" closer to enemy units, which then move 5" to get a 4"/5" charge. Meanwhile C'Tan will be doing his business on the other flank whilst 2 DDAs (Nihilakh) take shots into Heavy units. Destroyers, Immortals and HQ units press up the board taking objectives. It sounds convincing and really want to give it a try.


Relying on Deceiver always has the problem of what to do if you go second, and what to do with his screening units.

Secondly a skilled enemy will take down the monolith in one turn, which means you won't get to emergency beam the lychguard because there is no deep striking turn one. Though in a more friendly game he might not.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 06:25:37


Post by: elook


torblind wrote:

Secondly a skilled enemy will take down the monolith in one turn, which means you won't get to emergency beam the lychguard because there is no deep striking turn one. Though in a more friendly game he might not.


Oh isn't it considered as disembark for the Monolith? Could have sworn it mentions disembark in the abilities. If not then that does really really suck. And pretty much stops that strategy right away


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 06:40:33


Post by: Badablack


I remember Necrons had a pretty cool FW Necron army based around flayed ones. How (if at all) did they make the transition to 8th? I wouldn’t mind making a horrible zombie horde, no matter how bad it might be.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 09:13:27


Post by: Arachnofiend


 Badablack wrote:
I remember Necrons had a pretty cool FW Necron army based around flayed ones. How (if at all) did they make the transition to 8th? I wouldn’t mind making a horrible zombie horde, no matter how bad it might be.

They didn't, not really. The Maynarkh Dynasty doesn't have any special rules in the same way other Dynasties do. They do have datasheets for a couple HQ's that are tagged <Maynarkh> and one of them has melee synergy but he's honestly much better with lychguard than flayed ones because his main deal is advance-and-charge.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 09:36:56


Post by: torblind


elook wrote:
torblind wrote:

Secondly a skilled enemy will take down the monolith in one turn, which means you won't get to emergency beam the lychguard because there is no deep striking turn one. Though in a more friendly game he might not.


Oh isn't it considered as disembark for the Monolith? Could have sworn it mentions disembark in the abilities. If not then that does really really suck. And pretty much stops that strategy right away


It's a situation that desperately needs a FAQ, as they obviously went to some efforts to improve the situation. But GW has been quite consistent that anything that is not deployed on the table, or in a transport on the table, does not get to get in on turn 1, and there is nothing in the new wording that suggests that tomb world units are "on the table" when the battle starts.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 10:16:57


Post by: Cynista


 Arachnofiend wrote:
 Badablack wrote:
I remember Necrons had a pretty cool FW Necron army based around flayed ones. How (if at all) did they make the transition to 8th? I wouldn’t mind making a horrible zombie horde, no matter how bad it might be.

They didn't, not really. The Maynarkh Dynasty doesn't have any special rules in the same way other Dynasties do. They do have datasheets for a couple HQ's that are tagged <Maynarkh> and one of them has melee synergy but he's honestly much better with lychguard than flayed ones because his main deal is advance-and-charge.

If he was below 150 points I'd definitely give him a go as I run combat crons. 200 is just far too much though


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 11:43:10


Post by: IHateNids


I actually think both of the Maynarkh characetrs + Anrakyr makes for a potent force multiplier in any given Novokh list

The outrider of Wraiths and stuff will be wave 1, and then the Lychguard / Flayers with Characters come in wave 2

I agree though, I havent yet found a way to make him work

*but*

I am on the line to be able to get another two units of lychguard, so I might be experimenting with that combination before long


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 18:24:43


Post by: dapperbandit


torblind wrote:
elook wrote:
torblind wrote:

Secondly a skilled enemy will take down the monolith in one turn, which means you won't get to emergency beam the lychguard because there is no deep striking turn one. Though in a more friendly game he might not.


Oh isn't it considered as disembark for the Monolith? Could have sworn it mentions disembark in the abilities. If not then that does really really suck. And pretty much stops that strategy right away


It's a situation that desperately needs a FAQ, as they obviously went to some efforts to improve the situation. But GW has been quite consistent that anything that is not deployed on the table, or in a transport on the table, does not get to get in on turn 1, and there is nothing in the new wording that suggests that tomb world units are "on the table" when the battle starts.


Worse is the inability to deploy units from the Monolith the turn it arrives if you put it in Deep Strike.

Turn 3 is far too late for such an expensive unit to fulfil it's primary purpose - getting slow and expensive units into combat


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 19:01:45


Post by: torblind


dapperbandit wrote:
torblind wrote:
elook wrote:
torblind wrote:

Secondly a skilled enemy will take down the monolith in one turn, which means you won't get to emergency beam the lychguard because there is no deep striking turn one. Though in a more friendly game he might not.


Oh isn't it considered as disembark for the Monolith? Could have sworn it mentions disembark in the abilities. If not then that does really really suck. And pretty much stops that strategy right away


It's a situation that desperately needs a FAQ, as they obviously went to some efforts to improve the situation. But GW has been quite consistent that anything that is not deployed on the table, or in a transport on the table, does not get to get in on turn 1, and there is nothing in the new wording that suggests that tomb world units are "on the table" when the battle starts.


Worse is the inability to deploy units from the Monolith the turn it arrives if you put it in Deep Strike.

Turn 3 is far too late for such an expensive unit to fulfil it's primary purpose - getting slow and expensive units into combat


Definitely, by turn three it's usually pretty decided, so you've been missing out on some 300 points worth of your army while that went down, and it's a tall order for any slow melee unit to come in turn three to turn the battle around.

For a friendly game you almost have to take the Deceiver and hope the monolith lives if you go second


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 19:49:02


Post by: IHateNids


Could Always GI the mono into reserve and the unit it was going to pull back out to be used in some other way


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 21:17:01


Post by: Gwyn chan 'r Gwyll


Plus placing the Monolith on the table can be tricky: that 12" instead of the 9" SUA really hurts, especially for a large model, depending on terrain it can be really hard. That was my trouble in the game I played recently (Lychguard + Deceiver + Obyron + Zahndrekh + Cryptek w/ VoD). First turn charge absolutely decimated from the redeploy. Second turn VoD and charge, absolute decimated. But then my Monolith was stuck in a useless corner.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/27 22:27:39


Post by: IHateNids


Hey, I offer ideas, not gospel :p

I still dont think the monolith's that bad

It's nowhere near what it used to be, and it is horrifically undergunned for it's points cost, but with even a minor bit of support it can be a very survivable pain in your opponant's ass


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 00:29:24


Post by: RogueApiary


I feel Lychguard would benefit massively by being able to mix warscythes and sword/shields. It doesn't break the no kit, no rules policy and just about every other unit in the game with shields can already mix and match (Bullgryn/Deathwatch being the two big ones). Plus, a rank of five shields in front of a rank of five warscythes would look rad and add to the ancient army in space vibe.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 00:43:26


Post by: Cynista


RogueApiary wrote:
I feel Lychguard would benefit massively by being able to mix warscythes and sword/shields. It doesn't break the no kit, no rules policy and just about every other unit in the game with shields can already mix and match (Bullgryn/Deathwatch being the two big ones). Plus, a rank of five shields in front of a rank of five warscythes would look rad and add to the ancient army in space vibe.

This came up on reddit yesterday and I have to agree. Lychguard are the only unit in our army that I'd be happy to see mix weapons. It makes enough sense to be fluffy and would look great


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 12:38:09


Post by: dapperbandit


At first I thought you guys were talking about a single model wielding both a dispersion shield and a warscythe but having both loadouts available in a squad makes more sense.

Wielding a sword and shield would look awesome though, quite Egyptian/Ancient World


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 13:23:33


Post by: iGuy91


I've been wanting mixed Warscythe and Sword/Shield Lychguard since i fell in love with the models in 5th ed when I started playing Necrons. I have no idea what the rationale for not allowing it could possibly be. The unit would REALLY benefit from it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 13:48:24


Post by: CthuluIsSpy


Facisminthe41m wrote:
What do you all think is the best use of ghost arks? I love the models but just bringing 1 to babysit a squad of 20 warriors seems like a point sink. Having 2 to babysit three squads of 20 warriors seems.... like they won't be hitting very hard either.

Also what's the deal with death marks?? They seem like they are wielding the least powerful weapon in our entire list.. I don't see how they are even that great at sniping characters with a strength 4 0 AP gun...


On the contrary, they hit really hard. Or rather, they will be hitting a lot.
Ghost arks have the same gun as a warrior. A ghost ark + 20 warriors will be firing 30 shots long, 60 shots short. In addition, those warriors will be hard to remove due to the ark providing RP buffs, and if the warrior squad takes too much damage you can hide them in the Ark and escape with its high mobility. Even if the warrior squad gets destroyed, you still have a surprisingly durable, quick vehicle that can fly around the board, harassing enemy units or stealing objectives.

If you are sitting still with the warriors and ark you are using them wrong. You are supposed to advance up the board, laying down continuous small arms fire. Ghost arks are not simply baby sitters, and they can deal surprising amounts of damage at short range.

In theory, deathmarks are supposed to get most of their damage from mortal wounds. In practice, it doesn't really work.
In the past, they had a marking ability (hence the name "DeathMARK") that would permit them to wound on 2+ against a single target. However, GW decided not to give them that in 8th ed, for reasons.

Automatically Appended Next Post:
 iGuy91 wrote:
I've been wanting mixed Warscythe and Sword/Shield Lychguard since i fell in love with the models in 5th ed when I started playing Necrons. I have no idea what the rationale for not allowing it could possibly be. The unit would REALLY benefit from it.


Because GW doesn't like necrons. Oh sure, imperials and every other flavor of xenos can mix and match, but Necrons? No, gotta make it all uniform.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 21:27:15


Post by: Facisminthe41m


Looks like GW would like our feedback again on April 15th. I think it would be great if we could get them to look at some of the changes to Necrons that have been discussed in this thread.

What would be the top three things you'd like to see changed to the army?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 21:53:01


Post by: barontuman


Facisminthe41m wrote:
Looks like GW would like our feedback again on April 15th. I think it would be great if we could get them to look at some of the changes to Necrons that have been discussed in this thread.

What would be the top three things you'd like to see changed to the army?


Feedback where/how?

1) A fix for resurrection protocols.
2) Make resurrection protocols work.
3) Change resurrection protocols.

Adding more in case those aren't enough :

4) Extend the range of Chronometron to 6" from 3"
5) Improve Toughness and Save of all non-flyer Necron vehicles by 1 (especially the monolith).
6) Change Amalgamated Targeting data to work with 2 or 3 Doom Scythes, much like a Fire Prism.
7) Increase the strength and attacks of the Destroyer Lord, or make his buff to destroyers be a re-roll


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 21:56:39


Post by: RogueApiary


Facisminthe41m wrote:
Looks like GW would like our feedback again on April 15th. I think it would be great if we could get them to look at some of the changes to Necrons that have been discussed in this thread.

What would be the top three things you'd like to see changed to the army?


Some way of using reanimation protocols on a wiped unit, as a Strat/unit ability/wargear/something. Maybe do a two for one and repurpose enhanced reanimation protocols with being able to res from a fully wiped unit.

Mixed Lychguard weapons.

Final clarification on MWBD + Veil to confirm or overrule the LVO judges.

Cleaning up the wording on Invasion Beams, Emergency Invasion Beams, and Enhanced Invasion Beams.Even if the intent is that you can't use Enhanced Invasion Beams with Emergency Invasion Beams, they should make that a little more clearer or create an 'INVASION BEAM' keyword or something.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 22:30:34


Post by: Cynista


1. Fix RP and clarify any rules inconsistencies

2. Bring our terrible units (Spyder, Monolith, Flayed Ones, Obelisk, Destroyer Lord) up to scratch or hugely down in points

3. Bring back Pariahs as characters


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/28 23:26:52


Post by: Facisminthe41m


For those asking about the Community Survey Post, it is located over halfway down this page and also includes a prize drawing for participants who can win new sisters of battle units. This is the same survey that gave us plastic sisters of battle, apparently.

https://www.warhammer-community.com/2019/03/28/breaking-news-dark-power-unleashed/


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 02:38:49


Post by: ImPhaeronWeasel


1) Fix RP. Change it to something new. Allow wiped units to do RP. Just gives us more control over our faction rule (right know it can just be straight out denied by the opponent without us being able to do anything).

2) Change some buffs auras etc. Why only 3“ auras? Why restrictions like „reroll 1s for INFANTRY ONLY“, why does Imothek buff Flayed Ones? Destroyer Lord?? Why are all of our dynasties very niche buffs, benefiting only small/single units in our codex?

3) Fix our teleportation! Why Deciever more than 12“ away and NO charge afterwards? Why Monolith 12“ away and no immediate disembarking of units? Is it actually disembarking or are our units coming from reserve meaning not before turn 2?

3.5) Have a look at some (weapons) profiles and point costs. We habe tons of S5/6 weapons but almost no D2/3 S7/8

Edit: But it all starts 15. April? Does GW provide some „special“ survey email or how is this survey supposed to work?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 07:33:06


Post by: vict0988


barontuman wrote:

5) Improve Toughness and Save of all non-flyer Necron vehicles by 1 (especially the monolith).
6) Change Amalgamated Targeting data to work with 2 or 3 Doom Scythes, much like a Fire Prism.
7) Increase the strength and attacks of the Destroyer Lord, or make his buff to destroyers be a re-roll

I think asking for stat changes to every single vehicle is a little ridiculous, DDAs are already extremely good, I'd also prefer to prioritize a cost reduction for the Monolith compared to a Toughness change and then having to wait even further for another points increase in case GW waits and sees if a T change is enough.

Amalgamated Targeting works just like the Vindicator Stratagems for Marines, should those be changed as well? Is it really that important, you might not be able to use the Strat if you lose one of your D-Scythes, but the Strat isn't that strong in the first place so losing access matters relatively little in most games outside of going second against a castle, but most castles will be able to shoot down 2 D-Scythes turn 1 anyway, so it matters an extremely small amount.

The Destroyer Lord is already one of our better units, he is already sharing first place our HQ with the most attacks, a buff to all our aura abilities would be rather fair to bring our HQs more in line with those of other armies and the D-Lord could be included in that.

1) Make Emergency Invasion Beams an exception to the rules for reinforcements not being able to come in before turn 2 in matched play.

2) Change Invasion Beams to be reinforcements at the end of the Movement phase and Eternity Gate to end of the Movement phase even if the Monolith plopped down that same turn. No transport bullcrap. Or just change it to work entirely like transports, putting multiple units on the Tomb World is suicidal anyways, our "transports" would be much better as actual transports. Units should basically never be destroyed before setting up on the table for Necrons.

3) Write down all our abilities that go away when a unit is removed from the table and say whether going into a transport counts as well. Really just remove this BS, it wasn't in the rules before they made that gak FAQ (who asked this question, no one? Because nobody I ever played thought it was the case before they released the FAQ, it was an Errata in FAQ's clothing and how broadly it should be interpreted also infuriates me) and I'm not sure if I'm going to start playing again if they don't remove it and I definitely won't if they don't write out that the FAQ affects non-Stratagems as well and exactly what abilities are affected by the FAQ.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 08:40:28


Post by: IanVanCheese


I guess I'm in the minority, but I think RP is in a good place right now. I think a stratagem to let a unit that died roll RP would be cool, other than that, leave it.

Agree that our aura's need fixing. Lord should affect everything, not just infantry.

Fix our transports.

Monolith 2+ save, or 5+ Inv, or another 50-75 points drop. Points drops for our other, expensive sub-par units.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 08:44:31


Post by: torblind


Spyder getting Character could spice things up. Alongside a cryptek you're now looking at healing a vehicle 2D3 a turn which could make a real difference.

Monolith at T9 would be interesting too. It could arguably be tougher than a modern cheap flimsy AM tank .


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 10:23:52


Post by: IHateNids


just out of interest, what do people think would happen to MWBD if it became an Aura?

6" bubble as it is, and then Immotekh's version being changed to +2, or 9" instead? Leave the CCB's version compltetely untouched, being a case of 12" bubble?

All of our buffs need to be 6" to start with, and we can discuss form there


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 10:45:13


Post by: p5freak


This is a tactics thread not a wishlist. I think we all know what's wrong with Necrons. Will our issues be fixed ? I don't think so. GW already announced minor changes, whatever that means


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 10:57:52


Post by: Cynista


 vict0988 wrote:
The Destroyer Lord is already one of our better units

Do you really think so? For its points it's a super average beatstick with un-optimised rules. If it was say, 90 points I might agree with you.

And I don't think the DDA is really good. T6 and 4+ save for a model that big is poor. It only stays alive because we keep them right at the back out of range of most damage 2 weapons and they rarely get targeted. Then gun is also 10 times the size of a lascannon but only +1 STR. Call me old fashioned but I do like rules to be representing models, the Doomsday Cannon could easily be STR 12.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 11:09:36


Post by: torblind


Cynista wrote:
 vict0988 wrote:
The Destroyer Lord is already one of our better units

Do you really think so? For its points it's a super average beatstick with un-optimised rules. If it was say, 90 points I might agree with you.

And I don't think the DDA is really good. T6 and 4+ save for a model that big is poor. It only stays alive because we keep them right at the back out of range of most damage 2 weapons and they rarely get targeted. Then gun is also 10 times the size of a lascannon but only +1 STR. Call me old fashioned but I do like rules to be representing models, the Doomsday Cannon could easily be STR 12.


I guess it can be one of our better units still without being particularly good. And you certainly can build something around what he does.

As for the DDC its AP is also part og the picture.. and we have to pick our flights, don't think S12 would give us much.. T6 targets aren't a consistent threat in the meta currently?

But it should have 3+ and perhaps T7, like the Ark.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 11:51:45


Post by: ImPhaeronWeasel


 p5freak wrote:
This is a tactics thread not a wishlist. I think we all know what's wrong with Necrons. Will our issues be fixed ? I don't think so. GW already announced minor changes, whatever that means


minir changes to necrons specifically or to the game?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 12:12:57


Post by: Darsath


ImPhaeronWeasel wrote:
 p5freak wrote:
This is a tactics thread not a wishlist. I think we all know what's wrong with Necrons. Will our issues be fixed ? I don't think so. GW already announced minor changes, whatever that means


minir changes to necrons specifically or to the game?


We're not sure at this point, since the statement was made as a general overview of the changes they're going to be making. But again, Games Workshop do think that Necrons are in a good spot as is, so I wouldn't hold your breath for any larger changes regardless.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 12:23:02


Post by: Draco765


torblind wrote:
Spyder getting Character could spice things up. Alongside a cryptek you're now looking at healing a vehicle 2D3 a turn which could make a real difference.

Monolith at T9 would be interesting too. It could arguably be tougher than a modern cheap flimsy AM tank .


Spyder getting Character AND Scarabs getting Troop would be a good thing.



Automatically Appended Next Post:
 p5freak wrote:
This is a tactics thread not a wishlist. I think we all know what's wrong with Necrons. Will our issues be fixed ? I don't think so. GW already announced minor changes, whatever that means


The recent flood of wish listing in in preparation for the April 15th feedback.

It would be a good thing if every Necron player had at least similar things to say when they open that up.

As I said the other day, with the "updates" caused by the recent codex re-releases maybe this will kick the rules writers in the gut with how much Necrons need to get a little better.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 14:23:47


Post by: barontuman


 vict0988 wrote:

The Destroyer Lord is already one of our better units, he is already sharing first place our HQ with the most attacks, a buff to all our aura abilities would be rather fair to bring our HQs more in line with those of other armies and the D-Lord could be included in that.


I disagree that the Destroyer Lord is a one of our better units. I've played him (often 2) the majority of my games and found that he doesn't really have a place in our list.

With his stats and abilities, I see primarily 2 useful roles :
1) Running with Wraiths/Scarabs as an additional damage threat
2) Babysitting destroyers

For #1, the issue is simply the size of his base and his speed. He's incredibly difficult to get into a good position against a skilled opponent. He moves 2" slower than Wraiths, meaning that he won't be keeping up (particularly when paired with the Adaptive Subroutines stratagem). You can give him Implacable Conqueror, but that comes at the opportunity cost of Crimson Haze, or Eternal Madness, and again doesn't really stack with Adaptive Subroutines. I know it seems absurd, but 10" is just too slow.

For #2, destroyers can already use Extermination Protocols with is all around better. Given their relatively short range, the enemy will immediately eliminate the destroyers after their first volley anyway, so you're better off buying another 2 destroyers rather than paying the HQ tax for a Destroyer Lords buff.

Not to mention fluff-wise, a destroyer lord hanging back with a 12" 3 shot gun makes no sense at all: "those few that do favour slaughtering from afar train their deathly beams upon enemies with cold, dispassionate precision. The resultant annihilation - though often spectacular - ..." Where do I sign up for deathly beams with spectacular destruction? All I see is a staff of light.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 14:38:14


Post by: dapperbandit


I would say that any message reading some variation of "fix RP" is going to be forgotten instantly.

My top request would be to change wording on Eternity Gate/Invasion Beams so it happens at the end of the movement phase. Either that or allow the Monolith to use the Eternity Gate immediately after using Death Descending.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 14:40:04


Post by: p5freak


barontuman wrote:

I disagree that the Destroyer Lord is a one of our better units. I've played him (often 2) the majority of my games and found that he doesn't really have a place in our list.

With his stats and abilities, I see primarily 2 useful roles :
1) Running with Wraiths/Scarabs as an additional damage threat


He is the only unit in the entire game who can come back twice after being slain. With a voidreaper he can wound anything that isnt a vehicle on 2+. A T8 tyranid monster ? 2+. Mortarion ? Magnus ? 2+. Play a 1 CP stratagem, and your voidreaper dlord is almost guaranteed to make 3 damage with his first attack against a non vehicle unit, because no inv can be used, and its AP-4. He is pretty good for his points.

barontuman wrote:

For #1, the issue is simply the size of his base and his speed. He's incredibly difficult to get into a good position against a skilled opponent. He moves 2" slower than Wraiths, meaning that he won't be keeping up (particularly when paired with the Adaptive Subroutines stratagem). You can give him Implacable Conqueror, but that comes at the opportunity cost of Crimson Haze, or Eternal Madness, and again doesn't really stack with Adaptive Subroutines. I know it seems absurd, but 10" is just too slow.


Looks like you have no idea how to move him around. As nephrekh he can auto advance 16", or he can deepstrike for 1 CP, more than 9" away from enemy models. With the obyzahn combo he can be ghostwalked within 4" of enemy models. The deceiver can GI him more than 12" away anywhere on the battlefield.

I agree that he is useless for babysitting destroyers.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 15:28:49


Post by: barontuman


 p5freak wrote:
barontuman wrote:

I disagree that the Destroyer Lord is a one of our better units. I've played him (often 2) the majority of my games and found that he doesn't really have a place in our list.

With his stats and abilities, I see primarily 2 useful roles :
1) Running with Wraiths/Scarabs as an additional damage threat


He is the only unit in the entire game who can come back twice after being slain. With a voidreaper he can wound anything that isnt a vehicle on 2+. A T8 tyranid monster ? 2+. Mortarion ? Magnus ? 2+. Play a 1 CP stratagem, and your voidreaper dlord is almost guaranteed to make 3 damage with his first attack against a non vehicle unit, because no inv can be used, and its AP-4. He is pretty good for his points.

T8 is typically not an issue unless it's a Knight, which comprises the majority of the competitive meta, at which point, he's pretty pathetic.

barontuman wrote:

For #1, the issue is simply the size of his base and his speed. He's incredibly difficult to get into a good position against a skilled opponent. He moves 2" slower than Wraiths, meaning that he won't be keeping up (particularly when paired with the Adaptive Subroutines stratagem). You can give him Implacable Conqueror, but that comes at the opportunity cost of Crimson Haze, or Eternal Madness, and again doesn't really stack with Adaptive Subroutines. I know it seems absurd, but 10" is just too slow.
Looks like you have no idea how to move him around.

Nice insulting assumption. Remember to at least compare him to his own codex, not to mention what's available in other codecii.
As nephrekh he can auto advance 16",

Big deal. Advance 16", when the wraiths have already moved 12" advanced 3, then charged 7 inches (average 20" which can use a CP reroll if necessary) . He still can't charge after that, and can't buff the wraiths as nephrekh anyway, and they will be much less useful than being Novokh. I'd rather take another 2 wraiths with points to spare. 6 WS3 S6 AP-2 D2 vs 4 WS3 S7 AP-4 D2. Typically they will do much more damage, and are more survivable without spending CP.

or he can deepstrike for 1 CP, more than 9" away from enemy models.

So spending our scarce CP, he can then charge chaff units on turn 2? Or maybe being annihilated by Tau overwatch? The wraiths will have already charged and killed/hopped over the chaff units. 2 more wraiths would be better and more survivable.

With the obyzahn combo he can be ghostwalked within 4" of enemy models. The deceiver can GI him more than 12" away anywhere on the battlefield.

Spending how many good points to improve a mediocre/bad unit? I'm not convinced. I ran 2 DLords most of last edition and love the models. After really analyzing how they work on the tabletop, unfortunately, they just aren't work their points.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 16:08:49


Post by: tneva82


Soooo...Local group is starting summer escalation. Good excuse to finally get Necrons to playing stage! I have little orks to be painted for the league in spirit of "getting things ready" especially as I just been finishing things. Imperium also more or less done without investing in new models and if I'm going to invest might just as well invest in the start of necron army I have!

So far have the forgebane contents + bunch of necrons I got 2nd handed(more immortals, 3 wraiths, command barge, I think there was that legged walker from elite slot, not sure what else). Also planning to pick up the dominion spearhead from FLGS since they have one. Assuming it doesn't sell in meanwhile...That I will try to get by until august.

League will start with 500 pts, monthly rounds with 300 pts added each round so 500, 800, 1100, 1400, 1700 and finally 2000. First round patrol, then patrol or battallion and then further being added options(note this obviously means no knights etc will be coming my way). First round also max 1 vehicle unit.

How do these steps look roughly?

Spoiler:
500:

overlord

10xtesla immortal
3xtomb blades w/tesla's
doomsday arks

800:

Add:

cryptek
7xtesla immortal
5xtesla immortal
3xscarab

1100:

Add: 6xwraith(1 with coils)

1400 & 1700

Add 6 destroyers. Maybe 2 doom scythes. Not sure order.

2000: No big ideas yet apart filling immortals. Probably 2nd doomsday ark.


Biggest ??? I have is with doom scythes but like the models so was tempted to put in some in. Guess just 1 would be option as well.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 16:18:50


Post by: IanVanCheese


Can't understand people knocking the DDA. Yeah it could be tougher, yeah it could be less random but for 160 pts it's an absolute steal.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 16:30:35


Post by: IHateNids


I think you'd way better served starting with

Overlord
10 x Tesla Immortals
Triarch Stalker - Heat Ray
Fill on Guass Tomb Blades (Shieldvanes if you have points for upgrades but not bodies)

Run as Mephrit, you have access to a point-click-mark-unload (basically a mini Methodical Destruction), your 1 vehicle is much less specialised but can do most things, and you have a very good mobile firebase.

Also a decent kite.

I'm not sure how to move upwards from there though. At 800 points I would honestly suggest a Cryptek and 20 Warriors, just because Silver Tide works very well at lower points
This also allows for a transition to a Battalion if you arent against running 2x10

After that though, it depends on your rules, if you have to keep the previous models in your list or not. DDA is mandatory for 1100+ though, and I would consider taking the wraiths at that point as well, or get more Immortals

Spoiler:

500
Overlord
10 Tesla Immortals
Triarch Heat Stalker
Guass Tomb Blades

800
Overlord
Cryptekh
10 Tesla Immortals
2x 10 Warriros
Triarch Heat Stalker
Guass Tomb Blades

1100
Overlord
Cryptek
2x 10 Tesla Immortals
20 Warriros
Triarch Heat Stalker
Guass Tomb Blades
DDA


Something like that maybe


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 16:50:57


Post by: tneva82


That could also work. Not sure what weapon the stalker I have has though. Need to check(The flipside of buying 2nd handed. Good deal money wise, equipments might not be optimal).

Not sure about rule about previous units! Have to check. Main reason why I try to keep is pure practical. I'm trying to get this 2k in reasonable price(low on budget money) for which helps if I use as much models as I already have rather than buying new ones.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 17:24:24


Post by: IHateNids


fully agreed, broke-ass student over here


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 19:02:09


Post by: p5freak


tneva82 wrote:
That could also work. Not sure what weapon the stalker I have has though. Need to check(The flipside of buying 2nd handed. Good deal money wise, equipments might not be optimal).

Not sure about rule about previous units! Have to check. Main reason why I try to keep is pure practical. I'm trying to get this 2k in reasonable price(low on budget money) for which helps if I use as much models as I already have rather than buying new ones.



If you buy new models, get more tomb blades, they are really good. Fast, hard to kill because of 9 models in a unit, T5 W2, -1 to hit, and can reanimate. They can fly, cant be tied up in melee, and can still shoot after falling back.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/29 22:50:27


Post by: barontuman


IanVanCheese wrote:
Can't understand people knocking the DDA. Yeah it could be tougher, yeah it could be less random but for 160 pts it's an absolute steal.


Perhaps it just my local meta, but against competitive players it doesn't have good targets. Things like Land Raiders and our Monoliths which rely on high T and armor are typically left on the shelf. Knights have such a high invulnerable save that Scarabs, Wraiths, and even Tesla Immortals will statistically do much more damage per point than a DDA. The gauss flux arks seem to be a huge added bonus until you realize that it's best sitting in the back corner taking pot shots, otherwise small arms fire will take it down quickly.

It's got a lot of utility, and situationally it can be amazing. Or, it can roll 1 for its number of shots followed by a 1-2 to hit all game long. It all depends on the matchup and the dice, which is what makes me not enamored with it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 01:38:33


Post by: IanVanCheese


barontuman wrote:
IanVanCheese wrote:
Can't understand people knocking the DDA. Yeah it could be tougher, yeah it could be less random but for 160 pts it's an absolute steal.


Perhaps it just my local meta, but against competitive players it doesn't have good targets. Things like Land Raiders and our Monoliths which rely on high T and armor are typically left on the shelf. Knights have such a high invulnerable save that Scarabs, Wraiths, and even Tesla Immortals will statistically do much more damage per point than a DDA. The gauss flux arks seem to be a huge added bonus until you realize that it's best sitting in the back corner taking pot shots, otherwise small arms fire will take it down quickly.

It's got a lot of utility, and situationally it can be amazing. Or, it can roll 1 for its number of shots followed by a 1-2 to hit all game long. It all depends on the matchup and the dice, which is what makes me not enamored with it.


That's fair. I generally run them with support (Stalker for reroll 1s + play them as Sautekh for Methodical Destruction). 3 DDAs hitting on 2s, rerolling 1s is no joke. Sure inv saves on big targets suck some of the wind out of your sails, but you'll still do big damage to a knight even with average rolls.

If you're lacking good targets, resist the urge to hang back and be aggressive with them. Get those flayers in range.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 01:50:38


Post by: torblind


barontuman wrote:
 p5freak wrote:
barontuman wrote:

I disagree that the Destroyer Lord is a one of our better units. I've played him (often 2) the majority of my games and found that he doesn't really have a place in our list.

With his stats and abilities, I see primarily 2 useful roles :
1) Running with Wraiths/Scarabs as an additional damage threat


He is the only unit in the entire game who can come back twice after being slain. With a voidreaper he can wound anything that isnt a vehicle on 2+. A T8 tyranid monster ? 2+. Mortarion ? Magnus ? 2+. Play a 1 CP stratagem, and your voidreaper dlord is almost guaranteed to make 3 damage with his first attack against a non vehicle unit, because no inv can be used, and its AP-4. He is pretty good for his points.

T8 is typically not an issue unless it's a Knight, which comprises the majority of the competitive meta, at which point, he's pretty pathetic.

barontuman wrote:

For #1, the issue is simply the size of his base and his speed. He's incredibly difficult to get into a good position against a skilled opponent. He moves 2" slower than Wraiths, meaning that he won't be keeping up (particularly when paired with the Adaptive Subroutines stratagem). You can give him Implacable Conqueror, but that comes at the opportunity cost of Crimson Haze, or Eternal Madness, and again doesn't really stack with Adaptive Subroutines. I know it seems absurd, but 10" is just too slow.
Looks like you have no idea how to move him around.

Nice insulting assumption. Remember to at least compare him to his own codex, not to mention what's available in other codecii.
As nephrekh he can auto advance 16",

Big deal. Advance 16", when the wraiths have already moved 12" advanced 3, then charged 7 inches (average 20" which can use a CP reroll if necessary) . He still can't charge after that, and can't buff the wraiths as nephrekh anyway, and they will be much less useful than being Novokh. I'd rather take another 2 wraiths with points to spare. 6 WS3 S6 AP-2 D2 vs 4 WS3 S7 AP-4 D2. Typically they will do much more damage, and are more survivable without spending CP.

or he can deepstrike for 1 CP, more than 9" away from enemy models.

So spending our scarce CP, he can then charge chaff units on turn 2? Or maybe being annihilated by Tau overwatch? The wraiths will have already charged and killed/hopped over the chaff units. 2 more wraiths would be better and more survivable.

With the obyzahn combo he can be ghostwalked within 4" of enemy models. The deceiver can GI him more than 12" away anywhere on the battlefield.

Spending how many good points to improve a mediocre/bad unit? I'm not convinced. I ran 2 DLords most of last edition and love the models. After really analyzing how they work on the tabletop, unfortunately, they just aren't work their points.


What you can do is run your DLord as your Warlord and give the Novokh wraiths exploding 6s, they really love that.

But you risk losing your WL


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 07:37:28


Post by: barontuman



What you can do is run your DLord as your Warlord and give the Novokh wraiths exploding 6s, they really love that.

But you risk losing your WL



Assuming you could keep up (you can't), and manage to get a full squad of wraith into combat, then on average you'll get 3 additional attacks. Or, you could just take 2 more wraiths, and get 6 additional attacks plus some points back.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 09:25:42


Post by: p5freak


Has anyone considered running a crimson haze dlord with 3x9 novokh scarabs ? That's 108 attacks, re-rolling failed hits, with additional attacks on 6s, again re-rolling all failed hits ?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 14:37:46


Post by: barontuman


 p5freak wrote:
Has anyone considered running a crimson haze dlord with 3x9 novokh scarabs ? That's 108 attacks, re-rolling failed hits, with additional attacks on 6s, again re-rolling all failed hits ?


It's fun. Wraiths and scarabs are our best units imo with cost per point off damage to knights. It's unlikely that you'll ever gain the full benefit just due to the size of the bases and units though. Hard to get thst many large bases into comtact with the enemy.

Crimson haze doesn't add that much, but when you're taking most of your points in fast attack anyway, you might as well take a dlord.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 15:14:15


Post by: ImPhaeronWeasel


We‘re running a small 35PL campaign in my local GW store.

My list:
Spoiler:

++ Battalion Detachment +5CP (Necrons) [35 PL, 687pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Lord [5 PL, 109pts]: Resurrection Orb, Warscythe

Overlord [6 PL, 128pts]: Artefact: The Veil of Darkness, Resurrection Orb, Warscythe
. Warlord: Warlord Trait (Codex 3): Immortal Pride

+ Troops +

Immortals [8 PL, 150pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 150pts]: 10x Immortal, Tesla Carbine

Immortals [8 PL, 150pts]: 10x Immortal, Tesla Carbine

++ Total: [35 PL, 687pts] ++

Created with BattleScribe


1st game against admech plasma spam and one dragoon.
My Immortals got completely annihilated. He played Metalica doctrine for no -1 while advancing. I also got no cover because upgrades are free for PL so every squad had the ignore cover upgrade.
I still managed to win because I killed his 3 units that could score (scenario mission). Was kind of a hilarious win. I had only the Overlord and the Lord left.

2nd game was against TSons.
He played 3 MSU squads rubric marines. 1 squad full flamer. Ahriman and a generic sorcerer captain.
Even though I could kill his squads with Tesla I again got destroyed. I tried to at least farm some points but every round he reliably killed one full Immortal squad and significantly damaged another one.

IF there is something I could wishlist from GW it would be „please don‘t advertise Necrons as a „tough“ faction“


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 16:03:08


Post by: p5freak


Next time try this list, almost impossible to kill :

Spoiler:

++ Outrider Detachment +1CP (Necrons) [33 PL, 733pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Cryptek [5 PL, 85pts]: Canoptek Cloak, Staff of Light, Warlord

+ Fast Attack +

Tomb Blades [14 PL, 324pts]
. 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: 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 Blades [14 PL, 324pts]
. 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: 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

++ Total: [33 PL, 733pts] ++

Created with BattleScribe


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 17:22:57


Post by: torblind


barontuman wrote:

What you can do is run your DLord as your Warlord and give the Novokh wraiths exploding 6s, they really love that.

But you risk losing your WL



Assuming you could keep up (you can't), and manage to get a full squad of wraith into combat, then on average you'll get 3 additional attacks. Or, you could just take 2 more wraiths, and get 6 additional attacks plus some points back.


Oh it's better than that. Those rerolls spawn extra attacks, the extra attacks themselves get rerolls.

Don't remember the figure but you're looking at more than 50% increase.

EDIT: exploding 6s is close to but not as good as bringing two more wraiths of you already have six (so you'd have to add three then to a new unit)

But you might noy afford more, and you need to have HQs anyway. Force multiplying the existing wraiths might still be the better option.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 19:14:53


Post by: ImPhaeronWeasel


 p5freak wrote:
Next time try this list, almost impossible to kill :

Spoiler:

++ Outrider Detachment +1CP (Necrons) [33 PL, 733pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Cryptek [5 PL, 85pts]: Canoptek Cloak, Staff of Light, Warlord

+ Fast Attack +

Tomb Blades [14 PL, 324pts]
. 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: 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 Blades [14 PL, 324pts]
. 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: 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

++ Total: [33 PL, 733pts] ++

Created with BattleScribe


Yeee i like this list...the thing is...during list building I totally forgot about the existence of tomb blades

Luckily we can raise our PL and right now I‘m going for 5PL to get 3 tomb blades (and then another 5 to get a 6 squad).


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 19:19:37


Post by: p5freak


ImPhaeronWeasel wrote:

Yeee i like this list...the thing is...during list building I totally forgot about the existence of tomb blades


I dont know whether to laugh or to cry


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 19:38:29


Post by: tneva82


Since tomb blades came into mention gaus or tesla? Also what upgrades are generally good or mix? Some 5++ and some 3+ to have different models vs different hits coming seems more efficient than everybody having 3+/5++ or just one.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 19:58:33


Post by: ImPhaeronWeasel


tneva82 wrote:
Since tomb blades came into mention gaus or tesla? Also what upgrades are generally good or mix? Some 5++ and some 3+ to have different models vs different hits coming seems more efficient than everybody having 3+/5++ or just one.


In normal 40k format I usually go for Gauss if I want to play aggressively or Tesla if they are more of a quick distress unit to pick obj.

All with shieldveins and if Tesla the ignore cover upgrade (but not always) and if Gauss no upgrade.

I don‘t think the 5++ is necessary. Apart from the campaign I was writing about and/or plasma spam in your local meta the 5++ will never be used.
If still unsure just mix 2:4 or 3:3


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 20:03:30


Post by: IHateNids


I swear by Guass, Shields & Nebs. Sprinkle some Particles just to have some higher strength to make things look twice at the unit

Makes the Tomb Blade a budget Destroyer, and they have the bonus of being our only access to ignores cover.

And if the Vanguard Primaris catch on, cover will become a relevant thing again.


Most recent list I wrote has 9 blades, 6 guass 3 particle, all with shields and nebs


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 20:03:36


Post by: tneva82


Well plasma spam is pretty common spam...Plus lascannons etc. Orks' have plenty of -3 or more firepower in form of mek guns.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/30 20:57:13


Post by: Kahi the Uncertain


Aside from tomb blades, we can also use the solar pulse strat to ignore cover


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/03/31 05:10:15


Post by: Blndmage


 p5freak wrote:
Has anyone considered running a crimson haze dlord with 3x9 novokh scarabs ? That's 108 attacks, re-rolling failed hits, with additional attacks on 6s, again re-rolling all failed hits ?


This is my core army, but add in 6 Spyders.

My general list is:

Crimson Haze DLord with either the Casket, or a fancy scythe
3x9 Scarabs
Cloaktek
3x 2 Spyders with Fabricator Claws and Twin Particle Beamers
3x 2 Sentry Pylons, one set has a Teleportation Matrix
1995pnts


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 00:10:01


Post by: IHateNids


Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 05:43:58


Post by: ImPhaeronWeasel


Anyone seen a necron player in adepticon doing well?

I haven‘t, even though the diversity is quite impressive compared to the usual ITC AM/Knight & Ynari.

I hope GW sees this and does some minor tweak in the next FAQ, but I can not think what it should be (probably something with RP and/or how our teleportation works).


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 21:10:12


Post by: Werekill


 IHateNids wrote:
Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see


To be fair, that's an extremely effective core that also creates a Battalion. It's hard to turn that down.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 21:23:27


Post by: IHateNids


 Werekill wrote:
 IHateNids wrote:
Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see


To be fair, that's an extremely effective core that also creates a Battalion. It's hard to turn that down.
yeah, that tends to be one of the prime factors in keeping it around

It doesnt help that I tend to be shot off the board a lot though, because GW seem to think RP is worth so much more than it is

That, and of course who can compare with "my Catachan Earthshakers roll 3d6 and pick the highest for number of sots, and then have reroll ones to hit because this particular chap is standing next to them", x3


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 21:43:08


Post by: Facisminthe41m


So I have 3 ark box’s on the way. I am for sure going to build 2 of them into doomsday arks but am on the fence for the third. I like the idea of a ghost ark I’m just unsure of its fortitude. Having it on the front lines makes me think it will be rapid fired by fire warriors or charged in combat by gene stealers and be torn to pieces. Unless it’s a target priority thing and most people expect them to die and are thankful it wasn’t their squad of warriors or immortals instead?

Is three doomsday arks just no fun to play against? I was thinking a monolith would be cool for my third heavy support slot but they seem to be panned pretty poorly atm.

Thanks for the tactical advice all, haven’t had a chance to play test a lot of these units as my usual opponents won’t come around until April


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 21:54:04


Post by: IHateNids


a Third DDA is basically crucial if you expect lots of Knights/Tanks/Big Scary Monsters (i.e. a tournement)

2 DDAs is more than sufficient against most other tourney lists, and can cary against a Knight Soup list with good rolls, but 3 is better for Redundancy

a Ghost Ark carrying 10 dudes will happily kite around for the entire game, mostly unopposed, until your bigger stuff is taken care of, and that's basically all that caan be said. 20 Warriors + Cryptek + GA can be a right pig to shift, but it's nearly 50 points, so be wary


the monolith, I actively wish I could find away to make it good. Leaning on Decievering it up the board, then beaming a load of stuff out turn 1, but YMMV


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/01 21:56:04


Post by: necr0n


Facisminthe41m wrote:
So I have 3 ark box’s on the way. I am for sure going to build 2 of them into doomsday arks but am on the fence for the third. I like the idea of a ghost ark I’m just unsure of its fortitude. Having it on the front lines makes me think it will be rapid fired by fire warriors or charged in combat by gene stealers and be torn to pieces. Unless it’s a target priority thing and most people expect them to die and are thankful it wasn’t their squad of warriors or immortals instead?

Is three doomsday arks just no fun to play against? I was thinking a monolith would be cool for my third heavy support slot but they seem to be panned pretty poorly atm.

Thanks for the tactical advice all, haven’t had a chance to play test a lot of these units as my usual opponents won’t come around until April


3 Doomsday Arks is considered staple. Not including them is kind of a handicap. They're not "unfun" to play against, more than any other meta unit in the game, like any Knight, BA captains, Wyverns, Mortar squads, Riptides etc. Monolith, unfortunately, (and I say this having played some games with it this edition) is in its worst place. It does not have any shooting to pose threat, it is not tactically sound (like pulling units out of combat with teleports). Damn, it doesn't actually even let you teleport for free, you have to pay a CP. And, finally, it's super easy to kill while it costs a ton of points. I'm sorry to say this, since it's my favorite model but including one in your list is essentially like playing with 320 points less than your opponent.

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 05:32:49


Post by: Kahi the Uncertain


It is actually bizarre how poorly designed the monolith is for its intended purpose. A DDA is, in most games, effectively a lot more resilient than this unit, which is supposed to be like a mobile fortress. QS makes them insanely resistant to conventional AT weaponry, and their role allows them to be placed at the back, out of range of almost everything else. So what does the monolith get, that's supposed to act as a wall on the absolute frontlines?

It gets a couple wounds, in a game where wounds mean gak. It desperately needs some form of damage mitigation to be even usable


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 08:15:20


Post by: tneva82


 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 09:02:02


Post by: Kahi the Uncertain


tneva82 wrote:
 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.


I used a couple circular 8mm magnets when I magnetized mine, it was very easy. I just put them in the hollow spot where the spine/cannon meets the chassis and can swap them around freely. But it of course depends on whether you want to be able to put the broken warriors on or not, in which case I'd imagine it could be a bit trickier.

I don't know, the monolith just being tough as nails would open up a lot of mobility options for the entire army, by giving it the ability to actually use tomb world deployment and dimensional corridor before being destroyed. Though dimensional corridor should probably be an innate ability rather than a stratagem tbh

I miss the old schtick of teleporting all over the place


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 09:56:37


Post by: IHateNids


I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 11:47:00


Post by: torblind


Kahi the Uncertain wrote:
tneva82 wrote:
 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.


I used a couple circular 8mm magnets when I magnetized mine, it was very easy. I just put them in the hollow spot where the spine/cannon meets the chassis and can swap them around freely. But it of course depends on whether you want to be able to put the broken warriors on or not, in which case I'd imagine it could be a bit trickier.

I don't know, the monolith just being tough as nails would open up a lot of mobility options for the entire army, by giving it the ability to actually use tomb world deployment and dimensional corridor before being destroyed. Though dimensional corridor should probably be an innate ability rather than a stratagem tbh

I miss the old schtick of teleporting all over the place


The magnetization is quite easy in itself, its just a lot of it. The warriors can be quite easily magnetized to the spine, the cage/cannon as you say too (use the strongest you have here), the tubes on the cannon aren't too bad either. Nor is the "head piece" on the end of the cage.

What I consistently struggle with, is the spacing between the ribs for the guns. I can't seem to get those the same distance, so some guns fit nicely, some fit poorly, and its a hazzle.

If you sum up the number of magnets you need, its a staggering number in itself (5 for the cage/cannon/cap, 20 for the warriors, ~10 for the cannon tubings, 2 for the ark head piece, depending on if you go all in or use pin heads for the flayer arrays -> another 20 or 40) It'll take you a couple of nights, but should be doable in a week. Which isnt too bad. Allows for easier painting too.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 11:55:28


Post by: tneva82


Hmm...starting to wonder if just forgetting magnetization isn't best idea here after all. Magnets add up to price, tons of work and then storage issues to ensure I carry all and don't even accidentally lose anything.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 12:27:47


Post by: Draco765


tneva82 wrote:
Hmm...starting to wonder if just forgetting magnetization isn't best idea here after all. Magnets add up to price, tons of work and then storage issues to ensure I carry all and don't even accidentally lose anything.



IDICBeer 40k guide to magnetizing the Arks:

https://www.youtube.com/watch?v=CdJG2CULnAg


Automatically Appended Next Post:
 IHateNids wrote:
I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith


The Enhanced Invasion Beam (tele2) Stratagem says use before using the "Eternity Gate ability", but you did not use the ability, you used "Dimensional Corridor" thus they can not be combined.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 12:38:50


Post by: dapperbandit


 IHateNids wrote:
I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith


For me there are two things to do with this, either pump out Mephrit troops into -2/-3 range and blast away or send in Novokh lychguard to curbstomp stuff and shut down a ton of shooting in the process. Unfortunately, the latter is just so expensive once you tally up the cost of the Monolith, the Deceiver, your melee units... it's over a 1000 points.

I agree that Dimensional Corridor should be free but won't go into all the things needed to make the Monolith competitive here


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 14:07:07


Post by: IHateNids


ok, I stand slightly corrected, so you need to have stuff in reserve to be fully useful, but other than that it's still the leading theory on how to make it viable


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 14:14:33


Post by: torblind


There is also the added benefit that opponents will take a while to learn how to defend against it. There are pit traps in deployment and movement they must avoid. But it'll only last so long and likely won't bother good players.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 14:40:51


Post by: Facisminthe41m


It does seem really strange to me that the monolith has no invulnerable save or QS. Even stranger that the Obelisk is seemingly worse for more points. At least the monoliths guns do AP damage... (Although what a beautiful model the obelisk is)


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 17:33:46


Post by: torblind


Facisminthe41m wrote:
It does seem really strange to me that the monolith has no invulnerable save or QS. Even stranger that the Obelisk is seemingly worse for more points. At least the monoliths guns do AP damage... (Although what a beautiful model the obelisk is)


I agree. It was ridiculously closely priced to the Vault at one point, which sports a 4+ invul and gakloads of ctan powers.

It'd be nice to have an invul on it or a further price drop, and perhaps something to differentiate it from the monolith. No AP S7 teslas and a gimmicky anti fly feature doesn't cut it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 19:08:01


Post by: Facisminthe41m


Here is my first 1250 list that I'd like to run with the models I end up building. I think its pretty straight to the point with the cryptek hanging out inbetween the necron warrior blobs and the ghost ark. Meanwhile the Overlord hangs out with the tesla immortals and veiling them to a strategic point or counter defense If needed. The doomsday arks hang back until they've blown up any high toughness enemy in which case they will be pushed to the front for additional gauss flayer action.

Spoiler:
Dynasty: Mephrit

Cryptek
Chronometron, Staff of Light
Warlord Immortal Pride

Overlord
The Veil of Darkness, Staff of Light


Immortals w/ Tesla x10

Warriors x 20

Warriors x 20


Doomsday Ark

Doomsday Ark


Ghost Ark


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/02 22:03:43


Post by: Slayer-Fan123


S8 for the Tesla Spheres would be nice.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/03 00:50:21


Post by: elook


The absolute worst thing with the Monolith is even if you want to use the emergency beams, you'll have to wait til turn 2 to use it since it is still considered a Deep Strike. Meaning if your Monolith is on the table turn 1 and is destroyed, you can't save your infantry even with the Stratagem. Of course this isn't a problem if you Deep Strike the Monolith, just means you have to wait turn 3 to use your disembarked units.

If they changed the ruling that units inside the Monolith aren't Deep Striking, it would change everything.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/03 11:35:36


Post by: Moosatronic Warrior


tneva82 wrote:
Hmm...starting to wonder if just forgetting magnetization isn't best idea here after all. Magnets add up to price, tons of work and then storage issues to ensure I carry all and don't even accidentally lose anything.



Just build a Ghost Ark without the broken warriors. Then slot the gun in when you want it to be a DDA. It doesn't matter that the ribs are the wrong way up.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/03 22:00:34


Post by: Facisminthe41m


S8 and 5+ for the janky flyer ability would help with the damage output at least... still not sure its going to be tanking too much as there is no way to get that thing out of LOS.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 04:08:14


Post by: elook


Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 06:10:41


Post by: tneva82


Facisminthe41m wrote:
S8 and 5+ for the janky flyer ability would help with the damage output at least... still not sure its going to be tanking too much as there is no way to get that thing out of LOS.


It's bigger than knights? Here there's enough terrain to hide a knight. Lots of terrain is essential to 40k.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 06:17:28


Post by: vict0988


elook wrote:
Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.

If you are talking about the Necron FAQ then you are wrong, since the RAW of the FAQ only allows units to move after deep-striking while the RAI is unclear. Please post a source.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 09:18:19


Post by: elook


 vict0988 wrote:
elook wrote:
Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.

If you are talking about the Necron FAQ then you are wrong, since the RAW of the FAQ only allows units to move after deep-striking while the RAI is unclear. Please post a source.


The topic was brought up in the following link. He goes on to say that it was posted in the Necron errata, page 98 on the Warhammer Community. Whereby units are counted as disembarked for all rules purposes.

https://www.reddit.com/r/Necrontyr/comments/b8k7w6/battle_report_tomb_world_in_comments/?utm_source=reddit-android


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 09:43:01


Post by: p5freak


elook wrote:
Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.


Nothing has been cleared up. In fact, they made it worse. Because a disembarking unit is still set up. Any unit that is set up counts as reinforcements. See the reinforcements rule from the core rules. Units which arent deployed on the table during deployment cannot arrive on the battlefield during the first turn. Therefore units cannot disembark from the monolith first turn, because they werent deployed on the battlefield. The tomb world isnt the battlefield.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 12:14:51


Post by: torblind


elook wrote:
 vict0988 wrote:
elook wrote:
Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.

If you are talking about the Necron FAQ then you are wrong, since the RAW of the FAQ only allows units to move after deep-striking while the RAI is unclear. Please post a source.


The topic was brought up in the following link. He goes on to say that it was posted in the Necron errata, page 98 on the Warhammer Community. Whereby units are counted as disembarked for all rules purposes.

https://www.reddit.com/r/Necrontyr/comments/b8k7w6/battle_report_tomb_world_in_comments/?utm_source=reddit-android


Problem is its still ambiguous. Sure they count as popping out of a transport after they're put on the table. They still came in from off board. Thus 100% reinforcements. They need to spell out exactly how to play it if its destroyed turn 1.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 12:36:39


Post by: Draco765


elook wrote:
 vict0988 wrote:
elook wrote:
Apologies to everyone. GW did in fact clear up the confusions with the Monolith's Eternal Gate quite some time ago. Units from the Monolith do disembark, and don't Deep Strike. Making the Monolith more viable.

If you are talking about the Necron FAQ then you are wrong, since the RAW of the FAQ only allows units to move after deep-striking while the RAI is unclear. Please post a source.


The topic was brought up in the following link. He goes on to say that it was posted in the Necron errata, page 98 on the Warhammer Community. Whereby units are counted as disembarked for all rules purposes.

https://www.reddit.com/r/Necrontyr/comments/b8k7w6/battle_report_tomb_world_in_comments/?utm_source=reddit-android


And as was also pointed out on that same page "The counts as having disembarked is applied to the unit that was just set up, not before. Thus they are coming in from reserves then can move, since normally something coming in from reserves can not move farther."

There was an analogy I read on reddit as well: Applying "disembarking" to the unit while it is still in reserves with the current wording would be like saying it is okay to driving through a Red Stop Light because it will be Green by the time you get to the other side.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/04 20:35:59


Post by: vict0988


 Draco765 wrote:
There was an analogy I read on reddit as well: Applying "disembarking" to the unit while it is still in reserves with the current wording would be like saying it is okay to driving through a Red Stop Light because it will be Green by the time you get to the other side.

Considering GW thinks that " " = "When a unit is removed from the battlefield and placed back on the field by a Stratagem it loses all persistent effects" = "When a unit is removed from the battlefield and placed back on the field by a Relic it loses all persistent and permanent effects" who really knows? I wouldn't encourage cheating, but when the rules are this much up to interpretation then anything goes doesn't it? If you are just playing with a small playgroup I would advise you create some house-rules to make the game more fun, it's not like the Monolith is any good regardless. Using the Deceiver on a Night Scythe is meh compared to Warp-timing Mortarion into an opponent's face, 10 Lychguard vs Mortarion doesn't look so good and either the Lychguard or the Night Scythe has a sub-par Dynasty. If you want to alpha-strike you should play AM, CSM or Ynnari. You are much better off focusing on our good stuff, DDA, Teslamortals, TBs, Wraiths, Scarabs, Destroyers and half of the FW stuff.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 03:08:45


Post by: Draco765


 vict0988 wrote:
 Draco765 wrote:
There was an analogy I read on reddit as well: Applying "disembarking" to the unit while it is still in reserves with the current wording would be like saying it is okay to driving through a Red Stop Light because it will be Green by the time you get to the other side.

Considering GW thinks that " " = "When a unit is removed from the battlefield and placed back on the field by a Stratagem it loses all persistent effects" = "When a unit is removed from the battlefield and placed back on the field by a Relic it loses all persistent and permanent effects" who really knows? I wouldn't encourage cheating, but when the rules are this much up to interpretation then anything goes doesn't it? If you are just playing with a small playgroup I would advise you create some house-rules to make the game more fun, it's not like the Monolith is any good regardless. Using the Deceiver on a Night Scythe is meh compared to Warp-timing Mortarion into an opponent's face, 10 Lychguard vs Mortarion doesn't look so good and either the Lychguard or the Night Scythe has a sub-par Dynasty. If you want to alpha-strike you should play AM, CSM or Ynnari. You are much better off focusing on our good stuff, DDA, Teslamortals, TBs, Wraiths, Scarabs, Destroyers and half of the FW stuff.


It is not GW that thinks that way. It is people reading the words the way they want it to be.

The other ruling issue that you are pointing out is another example of this. The FAQ is very clear on what it covers. Relics are not stratagems and My Will Be Done is not persistent.

I do hope that they change the current ruling. But the current ruling is what it is and to play this game, one must follow the rules given by the creators of the game.

Why should someone be forced to play an army that they might not even like?

Why not advocate for the rest of the army selection that we have to be at least usable?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 09:25:23


Post by: p5freak


 Draco765 wrote:


It is not GW that thinks that way.


How do you know what GW thinks ?

 Draco765 wrote:

It is people reading the words the way they want it to be.


Its because GW is incompetent at writing unambiguous rules. And because they create new rules without even thinking about older rules and what ridiculous combinations can happen.

 Draco765 wrote:

The other ruling issue that you are pointing out is another example of this. The FAQ is very clear on what it covers. Relics are not stratagems and My Will Be Done is not persistent.


YMDC disagrees with you. Persistent is anything from just one dice roll till the end of the game.

https://www.dakkadakka.com/dakkaforum/posts/list/773495.page


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 12:05:12


Post by: Draco765


 p5freak wrote:
 Draco765 wrote:


It is not GW that thinks that way.


How do you know what GW thinks ?

 Draco765 wrote:

It is people reading the words the way they want it to be.


Its because GW is incompetent at writing unambiguous rules. And because they create new rules without even thinking about older rules and what ridiculous combinations can happen.

 Draco765 wrote:

The other ruling issue that you are pointing out is another example of this. The FAQ is very clear on what it covers. Relics are not stratagems and My Will Be Done is not persistent.


YMDC disagrees with you. Persistent is anything from just one dice roll till the end of the game.

https://www.dakkadakka.com/dakkaforum/posts/list/773495.page


1. I only know what they put on their Books and FAQs, you are the one that asserted that GW thinks a certain way, and your assertion differs from what is printed.
2. While this is true, you still have to follow the rules they give. It might suck, but that is life. It is their game, not yours, not mine, not ITCs.
3. YMDC is not GW. While GW has not defined what Persistent means, the English language does, "continuing to exist or endure over a prolonged period" A single Dice roll is not a prolonged period, considering that the synonyms include endless, unending, perpetual, constant, that should give an idea of how long a persistent effect lasts. But, as usual with GW, Persistent is not used in any of the rules in the rule book, so people like to try and make it seem that the word is ambiguous and apply any definition they want.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 19:33:27


Post by: p5freak


 Draco765 wrote:

1. I only know what they put on their Books and FAQs, you are the one that asserted that GW thinks a certain way, and your assertion differs from what is printed.

No, you claim to know the way GW thinks.
 Draco765 wrote:

2. While this is true, you still have to follow the rules they give. It might suck, but that is life. It is their game, not yours, not mine, not ITCs.

And how i do that, with GWs bad rule writing ? Which interpretation of what they wrote is right ?

 Draco765 wrote:

3. YMDC is not GW. While GW has not defined what Persistent means, the English language does, "continuing to exist or endure over a prolonged period" A single Dice roll is not a prolonged period, considering that the synonyms include endless, unending, perpetual, constant, that should give an idea of how long a persistent effect lasts. But, as usual with GW, Persistent is not used in any of the rules in the rule book, so people like to try and make it seem that the word is ambiguous and apply any definition they want.


Other native english speakers disagree with you. Thats why we need unambiguous rules, which GW doesnt provide. We need proper definitions, which GW doesnt provide.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 21:26:56


Post by: Draco765


You are the one that started the claims of knowing what GW thinks with your first statement of "Considering GW thinks that " " = ". I know what GW has put in the FAQ: https://whc-cdn.games-workshop.com/wp-content/uploads/2018/09/warhammer_40000_rulebook_en.pdf "Q: If you use a Stratagem to remove a model from the battlefield and set it up again, does the model retain any persistent effects (for example, a bonus to one of its characteristics as a result of an ability)? A: No"

Applying what I know to what GW said, Relics are not Stratagems (both are defined in the Rule book as completely different things) and MWBD is not persistent (the definition of persistent is https://www.google.com/search?client=firefox-b-1-d&q=Dictionary#dobs=persistent ) thus this response in the FAQ is NOT ambiguous, it simply does not apply to the situation.

The confusion happens when people claim they know someone that has a direct line with GW rules writers and make a claim that the rule is actually something different than what the FAQ actually says, and when these people are held in high regard by some they just accept it without a second thought.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 21:34:50


Post by: p5freak


 Draco765 wrote:
You are the one that started the claims of knowing what GW thinks with your first statement of "Considering GW thinks that " " = ".


No, i dont.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 21:50:31


Post by: Kahi the Uncertain


Is there really a "no u" argument going on in this thread rn?

Can we not?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/05 22:05:21


Post by: torblind


Yeah this thread has been blissfully free of those, in comparison, would be nice to keep it that way.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/06 01:27:09


Post by: Facisminthe41m


So scarab swarms, y’all think they are worth their points? I found them to be the cheapest way to fill out the fast attack oriented detachment thus allowing me to pile in all my close combat units in said detachment and give them novohk.

My main battalion being mephrit and then three Scarab swarms and a unit of lychguard with one of our special characters who uses the faction wide “ Necron” for their MWBD or cryptek ability.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/06 23:18:10


Post by: barontuman


Facisminthe41m wrote:
So scarab swarms, y’all think they are worth their points? I found them to be the cheapest way to fill out the fast attack oriented detachment thus allowing me to pile in all my close combat units in said detachment and give them novohk.

My main battalion being mephrit and then three Scarab swarms and a unit of lychguard with one of our special characters who uses the faction wide “ Necron” for their MWBD or cryptek ability.


Point for point, they are second only to Wraiths in dealing damage to a (3+, 3++ shooting, 4++ combat) knight short of dealing mortal wounds somehow (which scarabs can do too). Plus they are fast and good objective holders. What's not to like about them? I think they are one of our best units.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/07 02:34:30


Post by: iGuy91


I ran 2x6 scarabs vs Tau today. Used them to great effect auto advancing 6 inches with Nephrehk to move 16 a turn and grab objectives, and then make it into combat ASAP. Since they're small and gribbly, they were pretty much ignored until they were tying all his dudes up.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/07 05:36:56


Post by: tneva82


Worst part of them is tied to warrior block. Which for my league list without warriors still need to buy 2 boxes(plus box in spearhead)

Also good for deepstrike blocking


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/07 07:43:24


Post by: p5freak


I bought my 18 scarabs from ebay. You can also make some from greenstuff, videos how to do it are on youtube.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/07 07:45:55


Post by: Blndmage


39 Scarabs and counting here!
Ebay and trades with other Necron players was my method.
In theory I'd do better making a mould.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/07 11:18:59


Post by: Facisminthe41m


That sounds great, I have plenty kicking around I’ve just been having trouble lately finding points left for extra fun stuff beyond my immortals and warrior blob and doomsday arks. Love the new wraith models I want at least 6 so I’ll have to find a way to fit them in a list.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 07:41:22


Post by: ImPhaeronWeasel


Does anyone have tips on how to deploy necrons?

Lets say a 2k points game using the new GW missions.

Are there any strategies when you know you‘re going first/second


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 09:37:47


Post by: vict0988


ImPhaeronWeasel wrote:
Does anyone have tips on how to deploy necrons?

Lets say a 2k points game using the new GW missions.

Are there any strategies when you know you‘re going first/second

You don't know whether you are going first or second in the new GW missions, I'd say going second means playing more for the mission and going first means playing more for the kill, but if you get the opportunity to go first then you might want to deploy in a way where you can take advantage of it and deploying in a way that minimizes harm from being seized on is good as well. Deployment depends on terrain, list and opponent, giving advice is going to hurt one list as much as it helps another list, playing for the kill is the simplest way to play the game, but it luck plays a bigger role in whether you kill your opponent vs an objective game where placement takes the front seat instead of dice rolls. Playing fewer different lists and taking notes after each game on how you screwed yourself during deployment will help you out in figuring out how to play a specific list better.

Try to minimize the damage your opponent can do with his consolidation moves, make sure a single unit charging in does not prevent your entire army from operating. Try not to leave models in places where they can get surrounded and let their units be taken hostage.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 10:16:42


Post by: tneva82


 vict0988 wrote:
ImPhaeronWeasel wrote:
Does anyone have tips on how to deploy necrons?

Lets say a 2k points game using the new GW missions.

Are there any strategies when you know you‘re going first/second

You don't know whether you are going first or second in the new GW missions,.


I would say you know pretty well. He who deployes his army first goes first except for the 1/6 chance of seizing.


Automatically Appended Next Post:
BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 13:10:18


Post by: Shaelinith


tneva82 wrote:
BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


I have only played versus a couple of DE flyers, not the whole circus, and i ignored them. I field a lot of Tesla and they obviously don't work.
I am not sure i would shoot with the DDA too, random shots and the -1 strat is not that great.

Maybe destroyers with Extermination Protocol (and you can MWBD them to counter the first -1 to hit) ? But as usual, it will be difficult to keep them alive more that one turn.

Ctan could work if you manage to be able to charge. But you would need scarabs to shield the Overwatch of the Craftworld one.

If you play Sautekh, you can try to pile all the buffs and manage to take down one (MWBD, Methodical Destruction, Stalker for rerolls, ...), but you will probably commit a lot. I really don't know how we counter flyer heavy lists though.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 13:11:19


Post by: IHateNids


Depends on your meta really

my local *only* has flyers taken from CWE lists, so taking them out is pretty difficult, at least where I am. Therefore, I personally try to ignore them.


I'd personally attempt to combo MWBD & Methodical Destruction, as a lot of flyers have fairly low Toughenss so sheer volume of Tesla will hurt of not cripple

Otherwise I would suggest just throwing high ROF mid-strength weapons at it. I would think this is one of the few areas where Annihilation Barges and Particle Blades might actually be helpful


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 14:00:47


Post by: p5freak


tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 15:17:29


Post by: Red Corsair


MWBD and the sahtek strat can get you to +2 to hit. Could also assault with a D-Lord or scarabs.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 15:24:40


Post by: drakerocket


So! For my list construction to go as I'd like one of my detachments is spearhead with 1 cyptek, 9 tomb blades and 3x DDA. What dynasty should I use?

(For reference, the rest of the list is a novak outrider with 3x3 scarabs, a 6 man wraith blob, a CCB with relic and a aux super heavy with a seraptek)


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 15:38:52


Post by: IHateNids


if you want an Ordnance Battery, Sautekh would be useful. Take the extra relic, and give the Cryptek (who I assume is cloaked) the Abyssal Staff.

Highly efficient method of popping the Strat to Methodically Destruct something with 3 Doomsdays going ham on a target.


Nihilakh also works, to sit still and reroll ones to hit.
Also allows you to smash & grab an objective, and play their strat instead, which gives 9 guys with -1 to hit, T5, 2+ save, and 2 wounds reanimating (also doesnt need the relic)


YMMV, I would lean Sautekh, as then the Arks can move up as well if they need to

EDIT: I can grammar good....


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 15:58:36


Post by: iGuy91


I had two games over the weekend which I had some fun with, and I figured I'd share. 1 vs Raven Guard SM, 1 vs Tau Sept Tau at 1500 pts

Game 1 vs Primaris Raven Guard

Spoiler:
Open War Ambush Mission, x3 Objectives, Progressive Scoring
Initiative Necrons
Mephrit Batallion

Overlord with Immortal Pride, Warscythe
Lord with VoD, Warscythe
x10 T-Immortals
x10 G-Immortals
x6 T-Immortals
2x6 Scarabs
Doomsday Ark
Seraptek Heavy Construct with Singularity Generators
Opponent was running a Castle of Ven-Dreds and Stormraven with Chapter Master, Inceptors, and Intercessors

The game went quickly, as I won initiative, and charged forward with infantry and the construct, and one unit of scarabs, other unit held an objective all game. Doomday held the final objective I could reach. My opening volleys netted me first strike, reduced the stormraven to two wounds, and killed a ven-dred from the construct.

Construct made it into assault with the inceptors, missed 12/18 attacks on 3+, they survive with half the squad left.

Return fire whitted down my 10 man T-immortals and Construct some more, on 17 wounds now.
His smash-master charges construct, they fight, take some damage from chapter master and librarian in support. Construct smashes them both.

The game spiraled out of control after that as I claimed all 3 objectives, and the construct kept wading through units. Ended as a tabling at the end of turn 3. Necrons winning 13 to 4.


Game 2 vs Tau
Spoiler:
Malestrom Mission (Visions of Victory)
Initiative Necrons
Nephrek Batallion
Overlord with Hyperphase Sword, Immortal Pride
Lord with VoD, Staff of Light
x10 T-Immortals
x10 T-Immortals
x10 G-Immortals

Triarch Stalker with Heat Ray
2x6 Scarabs
x6 Destroyers
Doomsday Ark
Doomsday Ark

Opponent was running shadowsun, several fireblades, sniper drones, fire warriors, pathfinders, and HYMP Broadsides with shield drones and a quad fusion gun coldstar.

I got to go first, and used Phaeron’s will to buff both squads of Tesla Immortals, who advance 11 inches up the center of the board, destroyers go with the lord and VOD forward. The doomsdays stay put, Scarabs advance 16 to midfield. Shooting I use the immortals to wipe out the shield drones guarding the broadsides, and two squads of 8 pathfinders despite prepared positions being used. The destroyers then lay into the broadsides and remaining nearby drones keeping them safe, leaving one left.
His return fire wipes out half the destroyers, a squad of immortals, and half of the Gauss Squad. His rolls for his markerlights were admittedly poor. On my turn, the army lays into the fire warriors and last broadside, killing them almost to a man, and half the army charges into combat, turning the front line into a hilarious mess.
His turn 2 his suits disengage and try to hunt my doomsdays and my lord, both suits wiff and fail to kill their targets, considering he only has 1 remaining source of markerlights not in melee or falling back. We call the game at the end of turn 3, as he is largely reduced to only characters at that time, despite only having a 1-2 point lead. Necron victory.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 16:07:12


Post by: Gwyn chan 'r Gwyll


Honestly, I'd attack Flyers with Novokh Scarabs. They're small and don't SEEM like flyers, but they're close-combat flyers, and with a 10" move will likely be able to catch up with an catch most flyers. If you REALLY are having trouble catching, use the advance-and-charge CP. The -1 to hit is only for shooting, so just rip them to shreds.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 16:34:35


Post by: torblind


Gwyn chan 'r Gwyll wrote:
Honestly, I'd attack Flyers with Novokh Scarabs. They're small and don't SEEM like flyers, but they're close-combat flyers, and with a 10" move will likely be able to catch up with an catch most flyers. If you REALLY are having trouble catching, use the advance-and-charge CP. The -1 to hit is only for shooting, so just rip them to shreds.



Will they though. 9 scarabs rerolling to hit do 36/2 + 36/2/2 hits = 27. 1/3 wound = 9 , 1/3 unsaved = 3 damage. If you sacrifice one you get 2.7+D3 wounds.

10 Tesla immortals proc'ing on 6s do ~2.2 wounds

It's not too far off.

This is hardly shredding. And you're not fitting another unit of scarabs into that CC.

6 destroyers unbuffed are already better than this.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/08 22:56:51


Post by: Shaelinith


 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Doesn't work with Craftworld flyers, or Stormraven (which are played) and as we are not exactly playing a fast horde army, i don't know how you can consistently apply that in actual games against a skilled opponent. Honestly, how many times have you actually destroyed a flyer with this (genuine question) ?



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 00:12:44


Post by: iGuy91


Shaelinith wrote:
 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Doesn't work with Craftworld flyers, or Stormraven (which are played) and as we are not exactly playing a fast horde army, i don't know how you can consistently apply that in actual games against a skilled opponent. Honestly, how many times have you actually destroyed a flyer with this (genuine question) ?



I have seen it happen....literally one time. To one flyer...in one game. Its impossible vs Eldar, they get 2 90 degree pivots.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 00:18:46


Post by: Draco765


 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


The Fly keyword lets them move over models as if they are not there.

You have to have models where they intend on stopping, that is where they must stay out of 1 inch.

Big hoard armies can pull that off, not Necrons.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 06:06:45


Post by: tneva82


Yeah seems like not going to work that easily with necrons. What we have? Crapload of scarab swarms? Guess that MIGHT work against non-eldars(no way we can cover 360 degree path...) but seems awfully lot of points to invest.

(also I might be facing one in sub-2k list making points spent feel even more)


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 09:20:16


Post by: IHateNids


1750 Points

Seraptekh/Deciever Bomb being the biggest lump of anything in the list.

What else should I try and shoehorn in?

I'm thinking two units of 10 Teslas for backfield, and then some other stuff to teleport in around the big guy to make a massive one-flank shove (or put him on one side and everything else on the other, not decided yet)

Also, what guns on Sera?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 09:25:52


Post by: Techpriestsupport


torblind wrote:
Gwyn chan 'r Gwyll wrote:
Honestly, I'd attack Flyers with Novokh Scarabs. They're small and don't SEEM like flyers, but they're close-combat flyers, and with a 10" move will likely be able to catch up with an catch most flyers. If you REALLY are having trouble catching, use the advance-and-charge CP. The -1 to hit is only for shooting, so just rip them to shreds.



Will they though. 9 scarabs rerolling to hit do 36/2 + 36/2/2 hits = 27. 1/3 wound = 9 , 1/3 unsaved = 3 damage. If you sacrifice one you get 2.7+D3 wounds.

10 Tesla immortals proc'ing on 6s do ~2.2 wounds

It's not too far off.

This is hardly shredding. And you're not fitting another unit of scarabs into that CC.

6 destroyers unbuffed are already better than this.



If you replace the scarabs with 6 wraiths how does it go? 6 wraiths get less attacks than 9 scarabs but have a higher WS, higher str and a nasty save mod.

6 wraiths attack, 18 attacks. 12 hit, say 4-5 wound. The wraiths could have had ranged weapons and fired before going into combat. Maybe add a wound of two for that.
if they have the particle beam they can add an attack in close combat with them and maybe add a hit or two.

That's unbuffed with no novokh strategem.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 09:38:34


Post by: Shaelinith


 Techpriestsupport wrote:
If you replace the scarabs with 6 wraiths how does it go? 6 wraiths get less attacks than 9 scarabs but have a higher WS, higher str and a nasty save mod.

6 wraiths attack, 18 attacks. 12 hit, say 4-5 wound. The wraiths could have had ranged weapons and fired before going into combat. Maybe add a wound of two for that.
if they have the particle beam they can add an attack in close combat with them and maybe add a hit or two.

That's unbuffed with no novokh strategem.


Wraiths don't have the keyword Fly sadly, they can't engage flyers


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 10:34:54


Post by: torblind


 Techpriestsupport wrote:
torblind wrote:
Gwyn chan 'r Gwyll wrote:
Honestly, I'd attack Flyers with Novokh Scarabs. They're small and don't SEEM like flyers, but they're close-combat flyers, and with a 10" move will likely be able to catch up with an catch most flyers. If you REALLY are having trouble catching, use the advance-and-charge CP. The -1 to hit is only for shooting, so just rip them to shreds.



Will they though. 9 scarabs rerolling to hit do 36/2 + 36/2/2 hits = 27. 1/3 wound = 9 , 1/3 unsaved = 3 damage. If you sacrifice one you get 2.7+D3 wounds.

10 Tesla immortals proc'ing on 6s do ~2.2 wounds

It's not too far off.

This is hardly shredding. And you're not fitting another unit of scarabs into that CC.

6 destroyers unbuffed are already better than this.



If you replace the scarabs with 6 wraiths how does it go? 6 wraiths get less attacks than 9 scarabs but have a higher WS, higher str and a nasty save mod.

6 wraiths attack, 18 attacks. 12 hit, say 4-5 wound. The wraiths could have had ranged weapons and fired before going into combat. Maybe add a wound of two for that.
if they have the particle beam they can add an attack in close combat with them and maybe add a hit or two.

That's unbuffed with no novokh strategem.


You could just punch the numbers into www.dice-hammer.com

The scarabs are cheaper, sure, but keep in mind how you plan to fit the units into CC. 9 scarabs could hit one flyer each, doing 3W to each, but they may not fit both on the same target. And it's not just the space around the target, there's the traffic congestion to get them both to charge range.

Wraiths offer higher damage output with a more condensed foot-print (6 instead of 9 bases), but they don't have Fly. Ignoring terrain doesn't help when you need to charge up into the air.


Automatically Appended Next Post:
EDIT: Ah wraiths lacking Fly was already mentioned.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 15:36:43


Post by: p5freak


Shaelinith wrote:
 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Doesn't work with Craftworld flyers, or Stormraven (which are played) and as we are not exactly playing a fast horde army, i don't know how you can consistently apply that in actual games against a skilled opponent. Honestly, how many times have you actually destroyed a flyer with this (genuine question) ?



Why doesnt it work with craftworld flyers ? They rotate up to 90 first, then move, then rotate again up to 90. Stormraven can hover, that doesnt work. I killed a hemlock wraithfighter once that way. No need for a fast horde army. 9 nephrekh scarabs and 9 nephrekh tomb blades auto advance 16 and 20".


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 17:32:38


Post by: Shaelinith


 p5freak wrote:
Why doesnt it work with craftworld flyers ? They rotate up to 90 first, then move, then rotate again up to 90. Stormraven can hover, that doesnt work. I killed a hemlock wraithfighter once that way. No need for a fast horde army. 9 nephrekh scarabs and 9 nephrekh tomb blades auto advance 16 and 20".


You can rotate at the end of your movement too, so if your opponent is not an idiot he rotate and the end of his movement to a position you cannot reach.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/09 18:54:54


Post by: tneva82


 p5freak wrote:
Shaelinith wrote:
 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Doesn't work with Craftworld flyers, or Stormraven (which are played) and as we are not exactly playing a fast horde army, i don't know how you can consistently apply that in actual games against a skilled opponent. Honestly, how many times have you actually destroyed a flyer with this (genuine question) ?



Why doesnt it work with craftworld flyers ? They rotate up to 90 first, then move, then rotate again up to 90. Stormraven can hover, that doesnt work. I killed a hemlock wraithfighter once that way. No need for a fast horde army. 9 nephrekh scarabs and 9 nephrekh tomb blades auto advance 16 and 20".


90 degree left or right, then 20 or more, 90 degree and what up to 40" more ? That's hell of a area to cover.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 07:01:17


Post by: p5freak


tneva82 wrote:
 p5freak wrote:
Shaelinith wrote:
 p5freak wrote:
tneva82 wrote:

BTW what are necron's tools of dealing with flyers in general? Ignore them as well as you can? Doomsday ark -1 to hit or not? Whatabout -2 to hit flyers?


Place models in the flyers path, it cant move because it must stay away more than 1" from enemy models, or is forced to fly off the table, and is destroyed. Lots of necron units can move 10" and more.


Doesn't work with Craftworld flyers, or Stormraven (which are played) and as we are not exactly playing a fast horde army, i don't know how you can consistently apply that in actual games against a skilled opponent. Honestly, how many times have you actually destroyed a flyer with this (genuine question) ?



Why doesnt it work with craftworld flyers ? They rotate up to 90 first, then move, then rotate again up to 90. Stormraven can hover, that doesnt work. I killed a hemlock wraithfighter once that way. No need for a fast horde army. 9 nephrekh scarabs and 9 nephrekh tomb blades auto advance 16 and 20".


90 degree left or right, then 20 or more, 90 degree and what up to 40" more ? That's hell of a area to cover.


A flyer cannot always turn 90 left or right, at one point in the game he will be close to the table edge. A flyer with minimum move cant stay in the middle for the entire game. Also, a flyer cant move like you describe it, not even eldar ones. He rotates up to 90 first, then makes his entire movement, then rotates again, and stands still. No more moving after the second rotation.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 10:18:47


Post by: Shaelinith


 p5freak wrote:
A flyer cannot always turn 90 left or right, at one point in the game he will be close to the table edge. A flyer with minimum move cant stay in the middle for the entire game. Also, a flyer cant move like you describe it, not even eldar ones. He rotates up to 90 first, then makes his entire movement, then rotates again, and stands still. No more moving after the second rotation.


A craftworld flyer can stay in its deployment zone all the game if it needs to. The hemlock with its flamer don't do this because of its range, but the other ones can.

You can also pivot 180° between the end of your movement and your next movement so again, with your huge movement, it is more a mistake from the flyer player to be catch by this trick. Even Nephrek advancing Tomb Blades are slower than the most degraded movement of the Craftworld flyer.

You can't do this T1 or T2 (again if your opponent has half a functionnal brain), so it is a legitimate question to ask how Necron handle flyers during the most deadly turns of the game especially as the flyers are making a comeback in the meta.



Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 12:34:00


Post by: iGuy91


I'd suggest a Gauss Pylon. Its +1 to hit flyers naturally. Which helps counteract their hard to hit nature.

Also, at STR 16, AP-4 it wounds them on 2s, gives no saves, and gets you 6+d3 damage per hit, killing in 2 unsaved wounds.

Also at T8 with an invuln its not the easiest thing ever to kill.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 13:09:06


Post by: Draco765


Shaelinith wrote:
 p5freak wrote:
A flyer cannot always turn 90 left or right, at one point in the game he will be close to the table edge. A flyer with minimum move cant stay in the middle for the entire game. Also, a flyer cant move like you describe it, not even eldar ones. He rotates up to 90 first, then makes his entire movement, then rotates again, and stands still. No more moving after the second rotation.


A craftworld flyer can stay in its deployment zone all the game if it needs to. The hemlock with its flamer don't do this because of its range, but the other ones can.

You can also pivot 180° between the end of your movement and your next movement so again, with your huge movement, it is more a mistake from the flyer player to be catch by this trick. Even Nephrek advancing Tomb Blades are slower than the most degraded movement of the Craftworld flyer.

You can't do this T1 or T2 (again if your opponent has half a functionnal brain), so it is a legitimate question to ask how Necron handle flyers during the most deadly turns of the game especially as the flyers are making a comeback in the meta.



Just to support this: I have a Chaos list that uses Xiphon Pattern Interceptors (sniped off ebay before forgeworld prince increase) that either never leave my deployment zone or just get to the center of the board and fly back and forth from table edge to table edge, since their guns are 48" and 60" with ignore heavy penalty (also with +1 vs FLY) along with the extra 90 turn at the end of move they will never be in danger of being forced off the table or blocked by models on the ground.

Now, our flyers, yes, they have that chance. Night Scythes can be tricky as you want to drop off units in certain places, those places might not be the best for the Flyer to be though. Doom Scythes can also be tricky to keep in range to use the Stratagem more than once.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 13:46:27


Post by: IHateNids


Xiphons dont have Vector Dancer?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 14:05:52


Post by: Facisminthe41m


Tomb Stalker and Tomb Sentinel really don't seem so bad for the points, and they offer something different to the army. Am I missing something with these guys?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 14:07:58


Post by: IHateNids


Sentinel is pretty good, Stalker is a little under-gunned for the cost

However, the issue with them is:
- Stalker: as stated, doesnt have the firepower to be a "good" pick given a DDA is 30(iirc) points more
- Sentinel: is FA. Therefore, never going to be taken


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 14:18:23


Post by: IanVanCheese


 Red Corsair wrote:
MWBD and the sahtek strat can get you to +2 to hit.


This has always been my solution.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 14:33:23


Post by: torblind


 IHateNids wrote:
Sentinel is pretty good, Stalker is a little under-gunned for the cost

However, the issue with them is:
- Stalker: as stated, doesnt have the firepower to be a "good" pick given a DDA is 30(iirc) points more
- Sentinel: is FA. Therefore, never going to be taken


Add to it the range of the gun (!2"), motivating entering via deep strike, giving it -1 to hit (Heavy) unless Sautekh, and the enemy may or may not have screened his valuable targets from deep strikes.

But if you can teleport in on an unexpecting gunline, shoot to cripple and charge in to tag, then you could situationally make good use of it. Or better yet, teleport in 2-3 of them, but now you're seriously sacrificing other parts of your army.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 14:36:48


Post by: dapperbandit


As we're talking about fliers, just wanted to address a possible misconception when it comes to the pivot rules.

Previously I'd thought you have to rotate 90 degress clockwise or counterclockwise. But the rules state you may rotate up to 90 degrees. This is much less restrictive than I had imagined.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 20:15:31


Post by: Draco765


 IHateNids wrote:
Xiphons dont have Vector Dancer?


The Chaos version has Preternatural Manoeuvrability, which is the same thing.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/10 20:44:23


Post by: IHateNids


Well, thats just rude

How dare Chaos have useful things :p


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 03:38:25


Post by: Techpriestsupport


Does anyone here use Achanthrites? If so want do you think of them vs, say, tomblades?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 04:55:32


Post by: torblind


 Techpriestsupport wrote:
Does anyone here use Achanthrites? If so want do you think of them vs, say, tomblades?


There was a guy here who played 9 of them but was unimpressed.

I have 3 in bags from FW unassembled and plan to convert 6 more from wraiths (there's a YouTube video on that).

But I imagine they don't compare to tomb blades. With T5/3+/2W and -1 to hit, suddenly RP makes a difference and these guys don't have it, and they need to be within 6" for their melta to make a difference. And it's S7 and not S8 which sucks against leman russes. Perhaps they could be accompanied by tomb blades that could clear schaff for them and screen for CC


Automatically Appended Next Post:
Here: https://www.dakkadakka.com/dakkaforum/posts/list/5550/752626.page#10187725


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 06:51:57


Post by: Techpriestsupport


torblind wrote:
 Techpriestsupport wrote:
Does anyone here use Achanthrites? If so want do you think of them vs, say, tomblades?


There was a guy here who played 9 of them but was unimpressed.

I have 3 in bags from FW unassembled and plan to convert 6 more from wraiths (there's a YouTube video on that).

But I imagine they don't compare to tomb blades. With T5/3+/2W and -1 to hit, suddenly RP makes a difference and these guys don't have it, and they need to be within 6" for their melta to make a difference. And it's S7 and not S8 which sucks against leman russes. Perhaps they could be accompanied by tomb blades that could clear schaff for them and screen for CC


Automatically Appended Next Post:
Here: https://www.dakkadakka.com/dakkaforum/posts/list/5550/752626.page#10187725


Thanks.

I think they might be a pain in the ass to flyers tho.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 07:48:06


Post by: torblind


 Techpriestsupport wrote:
torblind wrote:
 Techpriestsupport wrote:
Does anyone here use Achanthrites? If so want do you think of them vs, say, tomblades?


There was a guy here who played 9 of them but was unimpressed.

I have 3 in bags from FW unassembled and plan to convert 6 more from wraiths (there's a YouTube video on that).

But I imagine they don't compare to tomb blades. With T5/3+/2W and -1 to hit, suddenly RP makes a difference and these guys don't have it, and they need to be within 6" for their melta to make a difference. And it's S7 and not S8 which sucks against leman russes. Perhaps they could be accompanied by tomb blades that could clear schaff for them and screen for CC


Automatically Appended Next Post:
Here: https://www.dakkadakka.com/dakkaforum/posts/list/5550/752626.page#10187725


Thanks.

I think they might be a pain in the ass to flyers tho.


Possibly.. with lower toughness.. and they could charge in with their void blades afterwards.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 09:36:26


Post by: Techpriestsupport


What does everyone think of the tomb sentinel? That 12" range DDC makes it a tempting tank killer but all in all it comes off as a kamikaze unit to me. Deepstrikes, get off one burst of hellfire (cp to reroll a 1 on the shots roll) then dies next turn.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 10:46:12


Post by: torblind


 Techpriestsupport wrote:
What does everyone think of the tomb sentinel? That 12" range DDC makes it a tempting tank killer but all in all it comes off as a kamikaze unit to me. Deepstrikes, get off one burst of hellfire (cp to reroll a 1 on the shots roll) then dies next turn.


Don't forget that he charges in to tag one, possibly two tanks as well.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 12:10:54


Post by: Techpriestsupport


As long as he can beat the odds of rolling at least 9" on his charge dice. Still the idea of a giant robot centipede whaling on a leman Russ or landraider with huge metal scythe claws is a cool one...


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 13:21:34


Post by: torblind


 Techpriestsupport wrote:
As long as he can beat the odds of rolling at least 9" on his charge dice. Still the idea of a giant robot centipede whaling on a leman Russ or landraider with huge metal scythe claws is a cool one...


Yeah. That's always the worry. Again you have to bring more to make it viable, which cuts down on the other things you need. But the mental image of 3 of these clawing away at a group of helpless tanks certainly is a hilarious one.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 13:36:17


Post by: tneva82


Well odds of making charge is 28% with 3 you 62.6% chance of making at least one charge. Command reroll not factored.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 13:52:24


Post by: IHateNids


I like to use them as an extra link in a target overload system.

If you have Wraiths and Lychguard (for example) looking at charging units up front, having a millipede at one corner is usually a good thing just because there's more for people to deal with, because it's another threat direction


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 14:23:37


Post by: torblind


 IHateNids wrote:
I like to use them as an extra link in a target overload system.

If you have Wraiths and Lychguard (for example) looking at charging units up front, having a millipede at one corner is usually a good thing just because there's more for people to deal with, because it's another threat direction


Problem is you need a free path to your targets. You risk there being schaff in the way even at turn three when you need to drop them in.

And they really want Sautekh with their heavy weapon, which is less of a concern.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/12 16:42:21


Post by: p5freak


 Techpriestsupport wrote:
As long as he can beat the odds of rolling at least 9" on his charge dice. Still the idea of a giant robot centipede whaling on a leman Russ or landraider with huge metal scythe claws is a cool one...


First you need to remove chaff which protects the tank(s). Thats a problem for our short to medium range guns. We cant fire non LOS artillery at 48" like guard can with a wyvern. Our very few long range guns suck at clearing chaff because they are anti armour. And even if there is no chaff, and you make that 9" charge, you will do pretty much nothing to a T7/8 tank with your S6 claws.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 01:37:19


Post by: Techpriestsupport


 p5freak wrote:
 Techpriestsupport wrote:
As long as he can beat the odds of rolling at least 9" on his charge dice. Still the idea of a giant robot centipede whaling on a leman Russ or landraider with huge metal scythe claws is a cool one...


First you need to remove chaff which protects the tank(s). Thats a problem for our short to medium range guns. We cant fire non LOS artillery at 48" like guard can with a wyvern. Our very few long range guns suck at clearing chaff because they are anti armour. And even if there is no chaff, and you make that 9" charge, you will do pretty much nothing to a T7/8 tank with your S6 claws.


You bring up a good point: necrons could use a non LOS artillery unit.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 01:55:06


Post by: RogueApiary


 Techpriestsupport wrote:
 p5freak wrote:
 Techpriestsupport wrote:
As long as he can beat the odds of rolling at least 9" on his charge dice. Still the idea of a giant robot centipede whaling on a leman Russ or landraider with huge metal scythe claws is a cool one...


First you need to remove chaff which protects the tank(s). Thats a problem for our short to medium range guns. We cant fire non LOS artillery at 48" like guard can with a wyvern. Our very few long range guns suck at clearing chaff because they are anti armour. And even if there is no chaff, and you make that 9" charge, you will do pretty much nothing to a T7/8 tank with your S6 claws.


You bring up a good point: necrons could use a non LOS artillery unit.


Call me crazy, but I really don't want Necrons to have that. I would rather they give us something unique to handle hidden units. Something weird like teleport a piece of terrain or be able to shoot through it for a turn, teleport an enemy unit 6", or do something neat with Deathmarks. If I wanted to shell things with artillery, I'd play with my Imperial Guard.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 09:32:21


Post by: p5freak


 Techpriestsupport wrote:

You bring up a good point: necrons could use a non LOS artillery unit.


No, sorry, the most technological advanced race in the game cant have something primitive like that


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 15:12:14


Post by: Rafss


Hi, have you any tips how to beat Drukhari on low points? I suppose my opponent will have Venoms with blasters spam.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 16:03:50


Post by: Cauthon


Hey guys!

Looking to get back into 40k. It’s going to be much cheaper to modernize my 7th ed crons than my 5th ed nids, so here we are!

Firstly, Im trying to see how crucial command points are for Necrons. Some of them seem pretty great but a lot are situational or just kinda bad.

Bottom line, do you need to start every list with a battalion?

Besides the dynasty specific stratagems, which stratagems see regular use?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 16:07:22


Post by: tneva82


Pretty much mandatory battallion yes. The destroyer one is pretty much count on using as long as they are alive so minimum of 1 turn. For wraiths the advance+charge can be handy. Other than that can't comment much as new to necrons as well.

But in 8th ed codexes generally live and die by their strategems.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 16:33:14


Post by: p5freak


Rafss wrote:Hi, have you any tips how to beat Drukhari on low points? I suppose my opponent will have Venoms with blasters spam.


Anything with quantum shields will have a good chance against D6 damage blasters (DDA, annihilation barges, triarch stalker, etc.). Tesla immortals will easily kill kabalite warriors. Getting +1 to hit against venoms with methodical destruction, a triarch stalker to re-roll 1s, wraiths have a 3+ inv against blasters, and can kill venoms in CC. Destroyers with extermination protocols will easily kill venoms, but they only have 24" range. A ctan can hit venoms with MW without the -1 to hit penalty, but it has only 24" range. Imotekh can hit venoms with his storm ability doing MWs at 48".

Cauthon wrote:
Bottom line, do you need to start every list with a battalion?


No, not necessarily.

Cauthon wrote:
Besides the dynasty specific stratagems, which stratagems see regular use?


Depending on army setup : Dynastic heirlooms, solar pulse, ressurection protocols, damage control override, self destruction, repair subroutines, extermination protocols, adaptive subroutines, methodical destruction, the phaerons will, etc.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 18:08:48


Post by: torblind


Cauthon wrote:
Hey guys!

Looking to get back into 40k. It’s going to be much cheaper to modernize my 7th ed crons than my 5th ed nids, so here we are!

Firstly, Im trying to see how crucial command points are for Necrons. Some of them seem pretty great but a lot are situational or just kinda bad.

Bottom line, do you need to start every list with a battalion?

Besides the dynasty specific stratagems, which stratagems see regular use?


You need a solid game plan if you play with less CP than a battalion gives you.

Other worthy of mention are firing a damagedvehicle at full BS, and Tesla Immortals might want to shoot something and ignore cover.

In general I'd say go easy on the CPs for rerolls. They're often not worth it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 18:57:07


Post by: tneva82


One thing where rerolls can be very valuable are those 1's on shots of dda.

Would be pretty specialist list without battallion. Especially one that isn't 3 tesserract vault. Especially as it's not like immortals are junk.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 20:19:55


Post by: p5freak


At a 1k game I wouldn't play a battalion. It would be cryptek, tomb blades, destroyers, scarabs. Hard to kill, and can reanimate.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 21:21:08


Post by: vict0988


Rafss wrote:
Hi, have you any tips how to beat Drukhari on low points? I suppose my opponent will have Venoms with blasters spam.

Drukhari is a really strong faction and the kabalite part of the faction is pretty amazing, don't expect to beat them on average. DDAs are amazing if you don't play with any large pieces of LOS-breaking terrain, they tend to either do nothing or overkill Venoms though so not that great if you are not expecting Ravagers or planes. Wraiths are so-so against DE, okay against blasters and disintegrator cannons, but very weak to splinter weapons. Infantry is terrible against Venoms and Ravagers but amazing against Infantry and Monsters, depending on the mission Infantry can be okay, but it shouldn't be the bulk of your list if you want to make a DE counter list. I would take 6 Destroyers, a Destroyer Lord w. Warscythe and a defensive relic and defensive WL trait and two units of Scarabs for 500 pts, add a couple of DDAs and replace one unit of Scarabs with more Destroyers to make it to 1k. For 1500+ I'd go over to a Battalion with 3x Tesla Immortals, a Cryptek w. Canoptek Cloak and Imotekh the Stormlord, 3 DDAs and Destroyers and Scarabs for the rest.

Drukhari Covens and Wych Cults are really strong as well and each is a whole different bag of worms, against Covens an Infantry-based list will work pretty well, 1x10 Teslamortals in 500 pts or 3x10 in 1k+. Against Cults you might want some more assault units in case your shooty units get caught in the Cult nets, Scarabs are the most offensive unit against Wyches, but also the squishiest, giving your Lords and Overlords Voidblades is probably best against DE, you won't get to touch their vehicles with your Infantry Characters anyways, better be prepared to punch their Kabalites, Wyches and Archons. You'd best keep your characters away from their Talos Pain Engines, they will die and you won't always get them back with the Stratagem.

Cauthon wrote:
Hey guys!

Looking to get back into 40k. It’s going to be much cheaper to modernize my 7th ed crons than my 5th ed nids, so here we are!

Firstly, Im trying to see how crucial command points are for Necrons. Some of them seem pretty great but a lot are situational or just kinda bad.

Bottom line, do you need to start every list with a battalion?

Besides the dynasty specific stratagems, which stratagems see regular use?

Battalion lists are much more fun, CP is very fun to use and very rewarding when it saves your butt or allows for an amazing or devastating charge/shooting attack. I'd say no to starting every list with a Battalion, especially if you don't own Tesla Immortals, Warrior or Gauss Immortal Battalion are pretty bad most of the time, although Warriors can be good if your opponent isn't able to wipe them and you have the right support for a couple of big units of Warriors. The worst part about Battalions are our HQs which are overpriced, save points on those if you can, Tesla Immortals are good and if you need 2 HQs for an Outrider and a Spearhead anyways you are better off grabbing the Immortals and forming a Battalion.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/13 22:52:32


Post by: Cauthon


Hey everyone thanks for the responses! So here is the list I’m trying to run.

Meph- CCB, voltaic staff, Tesla cannon

Nih- Cryptek, canoptek cloak, staff of light

Neph- Destroyer lord, warscythe, phylactery

Meph- Tomb blades, gauss, shields x 5 scopes x 6 looms x 3
Meph- tomb blades, gauss, shields x 5 scopes x 6 looms x 3
Meph- scarabs x 4

Neph- praetorians, pistols n swords
Neph- stalker, hgc
Neph- stalker, hgc

Nih- doomsday arc
NIh- doomsday arc
NIH-Annihilation barge
NIH- tombspider, fabricator claw

Typing this up I realized I need to trim some points. I forgot to buy a staff for the Cryptek so dropped the gloom prism off the spyder but I think I’m still 1 point over.

So, not sure how many command points I need to plan on using. Don’t need pharons will, extermination protocols, any of the canoptek ones..

Solar pulse could be useful but I do have two big units of bikes so not crucial? Damage control overdrive could be handy for the doomsday arcs but honestly I’m trying to keep expectations low for those, their damage output is so swingy I’m trying not to get excited and will hopefully be pleasantly surprised.

Buying a Casket the destroyer lord is a must, a reroll for it, maybe the generic Rez stratagem and then a reroll for that but huh that’s all my command points =) guess maybe just his casket and a reroll for it?

Maybe he isn’t the best in this list. Shoot.

Other than that, I like how much shooting I’ve got in the list, a fair bit of quantum shielding.

I really like praetorians, it’s unfortunate they don’t play nice with any of our synergy.

/sigh, I don’t want to get rid of my Neph detachment but that’s probably the answer =/

If I did that though I’d lose all my anti tank and everything in my list that would tolerate getting physical, being mobile. Stalkers were supposed to be big for my bike units or doomsday arcs, depending on need.

Destroyer lord for reindeer games but that’s to harsh on the command points I don’t have.

Pheasible as is? Minor changes? Scrap the list?

Thanks in advance.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 06:27:27


Post by: torblind


Could always skrap the Anni barge


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 06:58:54


Post by: vict0988


Cauthon wrote:
Hey everyone thanks for the responses! So here is the list I’m trying to run.

Meph- CCB, voltaic staff, Tesla cannon

Nih- Cryptek, canoptek cloak, staff of light

Neph- Destroyer lord, warscythe, phylactery

Meph- Tomb blades, gauss, shields x 5 scopes x 6 looms x 3
Meph- tomb blades, gauss, shields x 5 scopes x 6 looms x 3
Meph- scarabs x 4

Neph- praetorians, pistols n swords
Neph- stalker, hgc
Neph- stalker, hgc

Nih- doomsday arc
NIh- doomsday arc
NIH-Annihilation barge
NIH- tombspider, fabricator claw

Typing this up I realized I need to trim some points. I forgot to buy a staff for the Cryptek so dropped the gloom prism off the spyder but I think I’m still 1 point over.

So, not sure how many command points I need to plan on using. Don’t need pharons will, extermination protocols, any of the canoptek ones..

Solar pulse could be useful but I do have two big units of bikes so not crucial? Damage control overdrive could be handy for the doomsday arcs but honestly I’m trying to keep expectations low for those, their damage output is so swingy I’m trying not to get excited and will hopefully be pleasantly surprised.

Buying a Casket the destroyer lord is a must, a reroll for it, maybe the generic Rez stratagem and then a reroll for that but huh that’s all my command points =) guess maybe just his casket and a reroll for it?

Maybe he isn’t the best in this list. Shoot.

Other than that, I like how much shooting I’ve got in the list, a fair bit of quantum shielding.

I really like Praetorians, it’s unfortunate they don’t play nice with any of our synergies.

/sigh, I don’t want to get rid of my Neph detachment but that’s probably the answer =/

If I did that though I’d lose all my anti-tank and everything in my list that would tolerate getting physical, being mobile. Stalkers were supposed to be big for my bike units or doomsday arcs, depending on need.

Destroyer lord for reindeer games but that’s too harsh on the command points I don’t have.

Triarch units don't get a Dynasty. Spyders are bad and so is a CCB with nothing to buff, DLord, Praetorians and Annihilation Barge are so-so. Gauss, Scopes and Mephrit is overkill, take Tesla or cut the Scopes. Cut the Spyder, Praetorians and the DLord and get some Teslamortals, shove the entire list into a Sautekh Battalion for a couple of extra CP. Alternatively cut the Spyder and CCB for a DDA and shove the FA units into the other Detachments. Novokh with DLord, Scarabs and the Triarch units that don't benefit, change the Spearhead with the TBs to Sautekh.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 07:41:10


Post by: torblind


But don't forget to try things for fun too!

If you want competitive, it's in many ways easy. There are several units you simply stay away from. And a few you are safe taking.

Besides that you shouldn't be afraid to experiment. I enjoy beer and pretzels games the most myself.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 14:35:42


Post by: Tauris_Blazestar


Just as a side note, if you plan on spending a CP to reroll a 1, use a new die! I can't tell you how many times I've done and seen someone roll a 1, reroll the same die with a CP and get a 1 again. It's anecdotal of course but I firmly believe in rerolling with different dice every time.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 15:43:31


Post by: tneva82


Well if you believe that matters time to throw that obviously damaged dice to bin then

BTW quantum shield + warlord trait of 1 less damage. Is the damage reduction done after or before QS? Was thinking of 4++, that -1 damage warlord trait for command barge for rather tough vehicle. 4++, quantum shield making 4-6 damages good chance of bouncing and then 1 less damage(to minimum of 1) for 8w character with regeneration. Seems like fairly tough warlord to get rid off. This to support wraiths.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 16:25:27


Post by: torblind


tneva82 wrote:
Well if you believe that matters time to throw that obviously damaged dice to bin then

BTW quantum shield + warlord trait of 1 less damage. Is the damage reduction done after or before QS? Was thinking of 4++, that -1 damage warlord trait for command barge for rather tough vehicle. 4++, quantum shield making 4-6 damages good chance of bouncing and then 1 less damage(to minimum of 1) for 8w character with regeneration. Seems like fairly tough warlord to get rid off. This to support wraiths.


Yeah there was a FAQ verdict to our favor on that one. You roll QS first, then of it fails you reduce by one.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 16:49:00


Post by: p5freak


torblind wrote:
tneva82 wrote:
Well if you believe that matters time to throw that obviously damaged dice to bin then

BTW quantum shield + warlord trait of 1 less damage. Is the damage reduction done after or before QS? Was thinking of 4++, that -1 damage warlord trait for command barge for rather tough vehicle. 4++, quantum shield making 4-6 damages good chance of bouncing and then 1 less damage(to minimum of 1) for 8w character with regeneration. Seems like fairly tough warlord to get rid off. This to support wraiths.


Yeah there was a FAQ verdict to our favor on that one. You roll QS first, then of it fails you reduce by one.


Q: I choose my Overlord on a Catacomb Command Barge to be
my Warlord, and give him the Enduring Will trait. He then gets
shot by a lascannon that hits, wounds, isn’t saved and causes
4 points of damage. How do I apply Quantum Shielding and
Enduring Will?
A: Resolve the Quantum Shielding ability first. If any
damage is suffered, the Enduring Will trait then applies.

This is from the the CA17 FAQs. Thats obviously the first place i would look when there is a necron rule question


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 16:58:54


Post by: tneva82


torblind wrote:
tneva82 wrote:
Well if you believe that matters time to throw that obviously damaged dice to bin then

BTW quantum shield + warlord trait of 1 less damage. Is the damage reduction done after or before QS? Was thinking of 4++, that -1 damage warlord trait for command barge for rather tough vehicle. 4++, quantum shield making 4-6 damages good chance of bouncing and then 1 less damage(to minimum of 1) for 8w character with regeneration. Seems like fairly tough warlord to get rid off. This to support wraiths.


Yeah there was a FAQ verdict to our favor on that one. You roll QS first, then of it fails you reduce by one.


Yey. Not sure how competive that is but then again local meta isn't super competive and maybe I can use that to soak up firepower from DDA's. QS drops average damage from lascannon to 2.x or so and this drops it to <2 then. Plus 4++.

Albeit D2 weapons are of worry. And plasma shoulddn't even overcharge.

Damage output isn't all that big thouggh


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 17:42:23


Post by: Cauthon



I understand that triarch units don’t get the benefit of dynastic codes but you still have to choose one for them yes? They are just neph so that the destroyer lord can take the -1 to be hit warlord trait if he so desires.

I don’t understand how meph tomb blades with scopes can be overkill, what the hell is overkill? -4ap and ignores cover, that’s the only ignores cover in my army (besides the strat), how is the 12 points per unit not worth that? Space marines don’t get saves, even the new Primaris scouts. There’s a ton of space marines around here (shocker), what’s the point of being ap-3 if someone is going to have a good cover save? What’s the use of being able to ignore cover with Tesla if they still get a great armor save?

Tomb blades seem like hands down our best unit to me, built in -1 to be shot, great ap, ignores cover (mostly). Not even particularly expensive for how durable, fast and deadly they are.

The spyder was because I had just a few points left, thought his repair would be handy for the doomsday arcs, to keep them at a higher damage profile for an extra turn or so. Degrading BS doesn’t seem like fun on low volume high quality attacks. He can be dropped, I just had the model and points.

Just by not having a unit to buff takes a ccb from hero to zero? Not sure what else would be a good hq for a meph outrider then, I suppose a flying Cryptek wouldn’t be the worst, would have a hard time keeping up with the bikes though, the bikes would sure like a better reanimate roll though, especially if I’m being aggressive with them. You guys don’t value the sniper barge anymore? (I understand I can only have one warlord trait between the ccb and dlord)

Anni barge was originally just to fill out my heavy support detachment before I threw the spyder in. They are so cheap now, thought some dedicated anti infantry shooting would be nice, they also make good objective grabbers/ charge blockers, a nice disposable qs unit.

I don’t understand how stuffing the whole list into a sautek battalion helps me be more competitive, it’s not that many more command points than I already have and my units lose out on some serious buffage. Mainly the re roll 1’s to hit for my heavy detachment and the extra ap on the bikes. Plus whatever I do with my warlord.

If I trade the meph ccb for a canoptek cloak Cryptek, drop the destroyer lord, praetorians, stalkers and spyder. I would be able to afford 3 units of Tesla immortals and an overlord and Cryptek.

Doesn’t seem like a good trade to me. Yeah that’s a bunch of command points but I don’t have many units that need or can use so many. Being able to use phaerons will every turn on immortals sounds nice but arnt games usually decided by end of turn two?

I pick up a ton of anti horde but loose all my dedicated anti tank, all my melee interference/ go getters.

What about instead dropping the spyder, swapping the ccb for a Cryptek and adding a doom scythe instead? I feel like I have more powerful shooting in this list than I could get in a battalion. Then also my dlord can just plan on having the warlord trait.

I’d like to squeeze in a unit of destroyers in the meph detachment which would give something for the ccb to buff but they are so far into the glass cannon spectrum that they will have a hard time recovering their value a lot of the time (it seems). They’d just be using their extermination protocols any turn they could shoot anyway so what’s the point of +1 to hit when you have full rerolls? Just didn’t make sense in this list I think.

Thanks again for any criticism and suggestions. I am starting out in fairly competitive land, have a game lined up against bobby G but without the forge world dredds.

Was trying to come up with a semi competitive tac list though. I don’t know if I have it in me to “spam” 3 doomsday arcs right now though. My meta isn’t THAT competitive though I’m playing with the idea of trying to get my shiz together so I could do a tournament a month or something. Mostly to increase how many games I could get in a month than because I want to conquer the world.

Thanks again!!

Sorry about that don’t know why it didn’t post my whole post.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 18:11:25


Post by: tneva82


You are paying something that rarely comes into play. AP4 already basically wipes out cover from marines. Not many times you run into 2+ guys in cover. And anybody with 4+ save or worse doesn't care about that ignore cover. Or -4 either..


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 19:00:38


Post by: Cauthon


What do you mean ap4 wipes out cover? It wipes out their armor and then the have cover or they don’t. Some things are really great at being in cover too.

Don’t have to spend the whole game shooting at one thing either. Nuke some scouts turn one and then termies turn two why not.

I’m spending almost 300 points per squad of tomb blades. I’ll take them extra badass for 12 points please.

They get great value out of reanimating protocols, maneuverable, great firepower, why limit their effectiveness over 12 points? I need them to carry plenty of weight in this list.

The scopes and extra ap allow them to be a pretty great at just about anything. Well as much as you could want out of strength 5 shooting.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 19:42:41


Post by: vict0988


Cauthon wrote:

I don’t understand how meph tomb blades with scopes can be overkill, what the hell is overkill? -4ap and ignores cover, that’s the only ignores cover in my army (besides the strat), how is the 12 points per unit not worth that? Space marines don’t get saves, even the new Primaris scouts. There’s a ton of space marines around here (shocker), what’s the point of being ap-3 if someone is going to have a good cover save? What’s the use of being able to ignore cover with Tesla if they still get a great armor save?

Better armour saves are exponentially better. If you have a 2+ Sv you have a 1/6 chance of failing or in other words you can assume that for every 6 wounds you suffer you will fail 1 save, this means your unit effectively has 6 times as many wounds as whatever it says on the profile. With a 3+ you have a 2/6 chance of failing so your unit effectively has 3 times as many wounds as whatever it says on the profile. With a 5+ Sv you have a 4/6 chance of failing so your unit effectively has 1,5 times as many wounds as whatever it says on the profile.

Let's say you do 36 wounds to a unit with a 2+ Sv, that becomes 6 unsaved wounds, but if you have AP-1 it is instead 12 wounds, that means against 2+ Sv an AP-1 weapon is twice as effective as an AP- weapon. Going from AP-3 to AP-4 only increases your damage output by 25%, add on top of that the fact that it will do absolutely nothing much of the time (vehicles basically never get cover, especially against TBs) and you see that the Nebuloscopes at best make a small difference and often no difference at all on Gauss TBs. Let's take Tesla TBs instead, if your opponent has a 2+ Sv because of cover and you are not in RF then you 2x your firepower by having a Nebuloscope in that circumstance. Try not thinking of it in terms of it's this many pts, but instead how many naked TBs could I fit into my list if I didn't bring this upgrade, between having fewer (even if it's just 0,5 in a unit of 9) you get less staying power because you have fewer bodies on the table and you deal less damage on average because ignoring cover on an AP-2/-3 unit is often irrelevant and when it isn't it isn't even that good. It's a very small thing and not worth ripping your models apart over, there is just very little reason to take it.

I think you might have skipped the new rules for cover, you get a +1 to your Sv instead of an invulnerable save like you did previously.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 19:44:31


Post by: tneva82


Cauthon wrote:
What do you mean ap4 wipes out cover? It wipes out their armor and then the have cover or they don’t. Some things are really great at being in cover too.

Don’t have to spend the whole game shooting at one thing either. Nuke some scouts turn one and then termies turn two why not.

I’m spending almost 300 points per squad of tomb blades. I’ll take them extra badass for 12 points please.

They get great value out of reanimating protocols, maneuverable, great firepower, why limit their effectiveness over 12 points? I need them to carry plenty of weight in this list.

The scopes and extra ap allow them to be a pretty great at just about anything. Well as much as you could want out of strength 5 shooting.


4+ save in cover has 3+ save. -4=7+ save aka impossible to save. Ignore cover 100% useless. Even 3+ save in cover only gets 6+ save even without ignore cover. That 6+ save negate is fairly small benefit compared to what you pay.

Vs 4+ guys you get 0% boost in increase. Vs 3+ save you get tiny boost.

For added fun not much competive 3+ save guys in the game. Infantry you should be worried more are the 5+ and 6+ save ones.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/14 20:37:48


Post by: Cauthon


I did miss that change to cover thank you. So a mephrit tomb blade with scopes is just effectively -5 ap vs something in cover? Interesting.

I still like the bikes with the extra ap but I can see how scopes on a Meph bike might be redundant. Unless many units are adding 2 or 3 to their cover save on top of a decent ish armor?

I wasn’t ever figuring on shooting vehicles with my tomb blades. They are what I have in the list for anti infantry.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/15 11:27:08


Post by: Dameningen


In Codex Gauss Blaster have AP -2, with mephtit codes AP -3, ignore cover from scope, how can I get another one AP?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/15 11:42:44


Post by: CthuluIsSpy


Dameningen wrote:
In Codex Gauss Blaster have AP -2, with mephtit codes AP -3, ignore cover from scope, how can I get another one AP?


You don't. Max is Ap-3. The scopes ignore cover, not add to AP.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/15 12:11:22


Post by: vict0988


 CthuluIsSpy wrote:
Dameningen wrote:
In Codex Gauss Blaster have AP -2, with mephtit codes AP -3, ignore cover from scope, how can I get another one AP?


You don't. Max is Ap-3. The scopes ignore cover, not add to AP.

Effectively the same thing unless your opponent gets two points of Sv from cover.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/15 20:10:49


Post by: CthuluIsSpy


 vict0988 wrote:
 CthuluIsSpy wrote:
Dameningen wrote:
In Codex Gauss Blaster have AP -2, with mephtit codes AP -3, ignore cover from scope, how can I get another one AP?


You don't. Max is Ap-3. The scopes ignore cover, not add to AP.

Effectively the same thing unless your opponent gets two points of Sv from cover.


Its a mentality thing. Its a lot easier to misunderstand it if you think of it as "it gives me more AP to cancel out cover" instead of "it removes cover"
Some might forget the cover part all together.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 07:32:32


Post by: Dameningen


Thanks a lot


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 13:58:48


Post by: IHateNids


I think Scopes are definately worth it, but that's because I very rarely run Mephrit these days...

although I am thinking this may change soon


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 14:03:43


Post by: CthuluIsSpy


 IHateNids wrote:
I think Scopes are definately worth it, but that's because I very rarely run Mephrit these days...

although I am thinking this may change soon


Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 14:48:07


Post by: Shaelinith


 CthuluIsSpy wrote:
Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


I'll add that it depends of the loadout of your Tomb Blades, if you run Tesla (with Sautekh to try a Methodical Destruction), it can be a good investment. We're are not exactly swimming in CP usually, and going from 3+ to 2+ is good to have.

But i'm ok, it's situational and i will probably not put them on my Tomb Blades unless i have spare points.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 15:39:39


Post by: CthuluIsSpy


Shaelinith wrote:
 CthuluIsSpy wrote:
Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


I'll add that it depends of the loadout of your Tomb Blades, if you run Tesla (with Sautekh to try a Methodical Destruction), it can be a good investment. We're are not exactly swimming in CP usually, and going from 3+ to 2+ is good to have.

But i'm ok, it's situational and i will probably not put them on my Tomb Blades unless i have spare points.


Scope doesn't add +1 to hit, just ignore cover.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 19:31:46


Post by: ImPhaeronWeasel


Are DoomScythes worth it?


3 Doomscythes plus 3 DDAs are quite expensive points wise. Would have to drop 1 DDA if I want to take anything else except Immortals.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 20:40:30


Post by: RogueApiary


ImPhaeronWeasel wrote:
Are DoomScythes worth it?


3 Doomscythes plus 3 DDAs are quite expensive points wise. Would have to drop 1 DDA if I want to take anything else except Immortals.


Triple doomscythe + triple DDA was the highest performing necron list at broadside bash (I think 11th place?). So I don't think they're terrible.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 21:31:41


Post by: torblind


RogueApiary wrote:
ImPhaeronWeasel wrote:
Are DoomScythes worth it?


3 Doomscythes plus 3 DDAs are quite expensive points wise. Would have to drop 1 DDA if I want to take anything else except Immortals.


Triple doomscythe + triple DDA was the highest performing necron list at broadside bash (I think 11th place?). So I don't think they're terrible.


Would be awesome if they made that a heavy D6 instead


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/16 22:58:24


Post by: vict0988


ImPhaeronWeasel wrote:
Are DoomScythes worth it?


3 Doomscythes plus 3 DDAs are quite expensive points wise. Would have to drop 1 DDA if I want to take anything else except Immortals.

They are much weaker than DDAs for sure. Whether they are worth it depends. They suck against Dark Reapers, Lootas and melee units with Fly, that's a decent chunk of the competitive meta that'll tear your Doomscythes apart. You may also face 4d chess players that are able to block your movement and kill your flyers in the movement phase. In ITC missions they can help secure secondaries.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 08:49:58


Post by: Shaelinith


 CthuluIsSpy wrote:
Shaelinith wrote:
 CthuluIsSpy wrote:
Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


I'll add that it depends of the loadout of your Tomb Blades, if you run Tesla (with Sautekh to try a Methodical Destruction), it can be a good investment. We're are not exactly swimming in CP usually, and going from 3+ to 2+ is good to have.

But i'm ok, it's situational and i will probably not put them on my Tomb Blades unless i have spare points.


Scope doesn't add +1 to hit, just ignore cover.


Never said it add +1 to hit !?
But having a power armor save in cover or not is a huge difference.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 10:21:57


Post by: CthuluIsSpy


Shaelinith wrote:
 CthuluIsSpy wrote:
Shaelinith wrote:
 CthuluIsSpy wrote:
Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


I'll add that it depends of the loadout of your Tomb Blades, if you run Tesla (with Sautekh to try a Methodical Destruction), it can be a good investment. We're are not exactly swimming in CP usually, and going from 3+ to 2+ is good to have.

But i'm ok, it's situational and i will probably not put them on my Tomb Blades unless i have spare points.


Scope doesn't add +1 to hit, just ignore cover.


Never said it add +1 to hit !?
But having a power armor save in cover or not is a huge difference.


How are you getting 3+ to 2+ then?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 12:01:48


Post by: ImPhaeronWeasel


Can you intentionally fly off the board with a flyer?

Lets say the opponent has to kill a flyer in his round. Can you intentionally fly off the board in your turn even if you have enough space to not do it?


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 12:20:22


Post by: iGuy91


ImPhaeronWeasel wrote:
Can you intentionally fly off the board with a flyer?

Lets say the opponent has to kill a flyer in his round. Can you intentionally fly off the board in your turn even if you have enough space to not do it?


Unfortunately no. Once they fly off the board, they're considered gone for the battle, and destroyed for all intents and purposes. Used to be able to do that in older editions, but not anymore.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 13:38:03


Post by: DaBraken


 iGuy91 wrote:
ImPhaeronWeasel wrote:
Can you intentionally fly off the board with a flyer?

Lets say the opponent has to kill a flyer in his round. Can you intentionally fly off the board in your turn even if you have enough space to not do it?


Unfortunately no. Once they fly off the board, they're considered gone for the battle, and destroyed for all intents and purposes. Used to be able to do that in older editions, but not anymore.

What hinders you to not pivot it and then, oh lord how dramatic, let it fly off?
You lose your flyer, but the opponent does not get a kill on it.


Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers] @ 2019/04/17 14:00:35


Post by: IHateNids


Because you have to move your models "ON" the board, and then provides exceptions to that rule

You are not allowed to willing use an exception.

It makes no sense to me either, but thats GW rulewriting for ya