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Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 16:30:34


Post by: CKO


We had decided to wait till the codex came out to start a new thread. Well the codex is out today!

Which units are your favorites?

My Choices
1.Nightbringer
2.Skorpekh Destroyers
3.Silent King


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 16:58:14


Post by: Kharne the Befriender


Gameplay wise:

-Void Dragon
-Silent King
-Doomstalker

Model Wise:
-Silent King
-Ophydian Destroyers
-Monolith




Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:05:11


Post by: Overread


One thing I feel is "missing" in the codex is that in the Tyranid one you get a snippet (a page or so) on each unit's individual fluff. The Necron one almost has taken a step back to an older style in organising and done away with that save for a few characters - instead they've got the short paragraph of detail on their unit page; which is something quite old in style for codex. Granted the new organisation is a LOT LOT LOT easier. You can see how to build an army very simply now. They've also not made army building simpler in structure of points and such; simply made it more accessible and sensible. They've gone back to that old style of pricing the model and weapons at their cheapest and then having everything else as an optional extra with a price - far easier to build with than the former "buy the model and the weapon" which is fine for a Tyranid Warrior; but feels odd when its something like a Flayed one - esp when they then start having charts with weapons of the same kind having different prices etc...


Also I like how the Silent Kings lore doesn't actually fill in specific details on certain events and revelations. It leaves his background very up in the air with a lot of mystery around it. Is he even who he says he is; where did he really go what did he really see - we only have guesswork and some general comments that it is him and that it is the Tyranids that are the greatest foe.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:34:25


Post by: 40kenthusiast


Ring The New Codex Bells!

My hot takes:

In the eternal battle of immortals vs warriors, the warriors will have their turn in the sun.

We have a zillion new melee elements, I believe Scytheguard will be champs.

The Silent King makes a strong challenge, but I think Imhotekh will stay the most played special character.

Mephrit vs. Sautekh may fade entirely, usurped by the all conquering cus'taum dynasty, long may it reign.

To answer the top thread 3 favorite models question:
Rules:
C'tan
Lokhust Destroyers
Annihilation Barges

Models:
Silent King
Void Dragon
Tomb Spyders (not new, but I freaking love those little beetly guys!)


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:40:56


Post by: Kharne the Befriender


Fiddling with the point one could make a silly list of

-3x Skorpekh Lords
-1x Lokhust Lord
-6x Skorpekh and plasmacyte
-6x Skorpekh and plasmacyte
-6x Skorpekh and plasmacyte
-1x Hexmark
-6x Ophydian Destroyers and plasmacyte
-10x Flayed Ones
-3x Lokhust Heavy Destroyers
-5x Immortals
-5x Immortals

Should come out to about 1975 before upgrades

Doesn't benefit from Command Protocols which isn't huge, but it does fit into 2 Patrols.

This with the ObSec and 6" free move dynasty traits could be a fun list. 100% not competitive, but pleasing to the eye


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:42:24


Post by: Sim-Life


40kenthusiast wrote:
.

The Silent King makes a strong challenge, but I think Imhotekh will stay the most played special character.


I suspect the Silent Kings points is what will put people off him.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:48:08


Post by: Maelstrom808


Favorite units:

Gauss Tomb Blades
Illuminator Szeras
S&B Lychguard

Favorite models:

Nightbringer
Finecast Warscythe Overlord
S&B Lychguard

Close runner ups:
Spyders
Original Flayed Ones


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 17:51:44


Post by: yukishiro1


Silent King is the first big model I've seen since pre-nerf Girlyman that's actually worth taking. If the Necrons codex was as strong as the SM one overall, I would be afraid he'd see a nerf...but since that isn't the case, I'm not too worried, I think he'll just remain one of the only big units that's any good.

Gauss immortals are better than warriors IMO for 10 man units. 4 points for +1S/+1AP/6" range on the gun, +1T, +1save AND +1 attack is a bit of a steal. Warriors are interesting if you go to 20 man, or if you take support like a rez orb and/or a technomancer, though the latter is only worth it IMO if he can do double duty buffing some canopteks.

Scarabs are still excellent, especially with the all ob-sec + 6" move custom dynasty.

Nemesor Zandy is one of the best special characters in the entire game thanks to the free, automatically succeeding Vect, and would be an auto-include in most lists if only he wasn't stuck with a crappy dynasty.


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


Post by: Acehilator


If you want to run Sautekh, it's not bad, you just have to build for it. The unique stratagem, WL trait and relic are all very nice. 30 Immortals should be the base.

I think people are a bit too hot on the ObSec + free move combo.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 18:42:49


Post by: Sasori


The Catacomb Command Barge seems like it's by far going to be the best place for your Noble if you are planning on running Command Protocols.

I'm a big fan of our Dynasty revamp as well. Almost all of them are good. Really the only ones that I think are bad at this point are Sautekh and Nihalakh, and Nihahalk just by virtue of being a better custom dynasty option.

We have a ton of options now, and nearly everything in the codex is good to really good. There are really only a few minor things that stand out as bad.

I can play stuff that's not even optimal and still easily win games. The gulf between what was optimal and not in our new dex is just so much smaller than it used to be.

I'm just as happy as can be.



Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 19:59:13


Post by: v0iddrgn


I love that our beloved Necrons are being revamped, but its a little overwhelming ATM to sort through everything. Loving the Void Dragon model.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 20:11:02


Post by: yukishiro1


The best thing about the book is that the internal balance is quite good, aside from a few things like the reanimator that are just junk. Almost everything in the book feels viable, and there are a lot of potentially interesting builds. Nothing feels obviously overpowered, unlike a certain other book.

The worst thing about the book is that it isn't on the same level as the SM codex. Which, although not surprising, is disappointing. I guess we just have to hope that it's only SM that are overpowered again, and that other codexes will be on a level with the Necron one, not the SM one; otherwise, Necrons will be left behind right from the very start. And hopefully they'll get around to nerfing the SM one in a few months once they sell enough new models.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 20:26:55


Post by: Acehilator


SM still play mostly on their own level. There are a few armies that can compete with very narrow builds while being more difficult to play.

So comparing Necrons to everything else, looks very good. Let's see what see DG codex brings to get an idea of what GW wants to do this edition.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 20:38:46


Post by: 40kenthusiast


I'm just gonna read through the book over the next couple days, give my no-games thoughts on all the stuff I see.


40kenthusiast Hot Takes : 1 of lots

Dynastic Codes:


Mephrit: Will see play.

Main buffs: This is, in my opinion, the best of the book dynasties. It augments the thing we want to do, shoot, in 2 ways, both of which we like.

Protocol: The protocol it buffs also synergizes properly, such that both halves of it encourage the same behavior.

Custom Strat: It's custom strat is not objectionable, nor is it great. You pay a point to put up to 3 mortal wounds on something you are killing. I don't hate it, but I don't love it either. It's probably fine, about on the level of rolling a 1 for damage on a d6 weapon and spending for the reroll.

Custom Relic: A better gun for a Royal Warden, it doesn't bite, but it's a marginal upgrade. You'd only take this after you'd taken the Voltaic Staff, AND if you had a Royal Warden in your list. Worth it under those conditions.

Warlord Trait: Sucks. It's a mediocre melee trait for a faction that very much doesn't want to be there. Your warlord is probably toting the Voltaic Staff, right?

Best on: Fast stuff with lots of shots, Annihilation Barges, Ghost Arcs, Night/Doom Scythes/, essentially anything that moves fast and has a high rate of fire.

Special Characters: No.


Novokh: Will see play.

Main Buffs: Necron melee isn't a joke anymore, and the bonuses it is handing out are exactly the right ones. (AP and charge distance both good)

Protocol: Protocol is also synergizing with the dynasties main codes. Only reason I rate Sautekh/Mephrit higher than this is that shooting is currently better than punching in the game as a whole.

Custom Strat: Their custom strat is gold. You pay a point to get a host of extra attacks, buffed by everything that is already buffing their nonsense. It is a bit win-more, but, shrug, it's just one point.

Custom Relic: Their scythe isn't as good as the universal scythe. If you want to double scythe, I guess it's not the worst, but it's a deeply unimpressive relic. Melee list probably is also making bedroom eyes at the Veil, so there's that.

Warlord Trait: A deeply meh fighting buff. It's a least synergistic, in that you want a Novokh warlord to hit people, but it's the worst kind of nothing in terms of the actual rules. Maybe, with a terribly active warlord, you'd get one or two mortal wounds over the course of a game, vs things that were already dying because your Novokh Warlord was going to town on them with a warscythe.

Best on: Fighting units, naturally. Takes a bit of a hit in that people might well fight with C'tan and Praetorians. The bonuses actually, in my eyes, tend to guild the lilly on our specialty attack units (lychguard, the new fighty destroyers), who don't exactly lack for strength or AP, but they are excellent on scarabs, spyders, and other marginally fighty units.

Special Characters: No. (GW, how hard would it be to make the forge world guy who wants to punch everything a member of the Punch Everything dynasty?)


Szarekhan: Won't see play, after new hotness has worn off.

Main Buffs: Rerolling one wound roll per any attack is excellent, defense vs mortal wounds is deep core mediocre.

Protocol: Their protocol is pretty trash, most things will benefit from neither aspect of it, so their ability to augment 'both' is deeply sus.

Custom Strat: Their custom strat is a neat notion, but ruined by the coin flip in it.

Custom Relic: Their relic deals with the protocols, making the aura bigger and making it give both halves. I don't think anyone will take this. The protocols seem fiddly, where a lot of the time you will be stuck with the 'wrong' one for a given round. Making both halves of it work isn't what I want out of a protocol relic.

Warlord Trait: Grumble Grumble, so, giving the same warlord trait twice is what I was saying I wanted above, but I was picturing more of a 'reactively swap them out' deal than a better ability to call your shots. I can envision this being a game plan, where the first 2 rounds you put the shooting protocol up, put your guy with the relic in the middle of the army and try to alpha, but, like, why not just be Mephrit if that's the deal? Eh.

Best On: Shrug, the flip side of the lack of synergy is that it isn't bad at buffing any particular thing. No unit will kick 'reroll a wound roll when you fight or shoot' out of bed, and mortal wound protection is similarly fine all round. I guess you could make the case that the reroll to wound encourages doomsday arcs, those big new walker thingies, tachyon arrows and other single shot hotness.

Special Characters: The big one, but he's also a Dynastic Agent so he'll join whatever team. Also, not to skip ahead, but I don't think he's all that.


Nephreck: Won't see play. Just a grab bag of nothing that doesn't commit to anything.

Main Buffs: Minor invul save, and Translocate, which makes units faster/ more mobile. They also, uh, can't shoot? Thanks Nephreck. It used to be that there was a fringe plan where you used the auto max advance and a strat that lets you charge after advancing, but the strat is MIA, so this dynasty is left as the 'advance without shooting or charging' dynasty.

Protocol: Their protocol is the same poison mishmash as their buffs, helping movement on the one hand and actions on the other. You can sort of squint and be like 'the plan here is to race some units up to take actions and the invul save protects them.

Custom Strat: They can give a unit that normally doesn't deep strike, deep strike. This is definitely a good strat, cheap and you can do plans with it. I think you have to build the list around it, but, that's not exactly hard. DS a Destroyer unit and light someone up. Dump a big ole unit in a building in the middle if you don't feel like Translocating them up there with the thousand things that buff the plan of run-up-warriors-to-get-rekt.

Custom Relic: It's a staff of light that turns off infantry overwatch. I guess that protects your Nephreck melee list on the way in? Ugh. I'm being meaner to this dynasty than it deserves, like you can sort of see the shape of a blitz list that endures via invul saves and gets there via translocate + Deep strike and they can't shoot you because you've blinded them and and and...that list should be Novokh, ok?

Warlord Trait: Possibly the only one debatably worse than my beloved Mephrit. Nope, sigh, it's better. Still trash though. The problem of 'our warlord is getting killed by enemy attacks' is one that we don't have until after we've lost the game.

Best On: I want to say, like, scarabs and spyders? 'Cheap wounds that want to get stuck in and need to go fast' feels like their bag. Nekthyst canoptek list? I dunno, it's probably fine. Hilariously enough we have 2 lords of war that would love a 6+ invul, but the LoW auxiliary rules mess that up.

Special Characters: No (I want to say Trazyn used to be one, but he's a dynastic agent now. If so, no great loss.)


Nihilakh: Might see play (prob not). Frustrating dynasty that is on the verge of working but doesn't. Lunch eaten by custom dynasties.

Main Buffs: Ob Sec everyone, that's fine. Also if you don't leave your DZ you treat -1 AP as no AP. Taken jointly these hint at this being the 'sit in your DZ and score' faction, which really isn't that viable of a game plan. More realistically, it feels like the 'all gravy and the gravy scores' faction, which, sure.

Protocols: Eternal Guardian is an excellent protocol, but the great part is the first one, where you get light cov if you didn't move. You are rarely gonna need both halves, you tend to either be stationary or not, be in charge range or not. No need to be Nihilakh to get bennies from this one.

Custom Strat: Situational, but good in those situations. Most of the time you want to take actions with chump action takers, but with this strat in your hand you can make a plan that involves a tough guy unit of destroyers of w/ever blasting someone while also taking the action. One of those strats that varies wildly in applicability depending on board positioning, matchup and your list, but when it's good it can be great.

Custom Relic: It makes the guy carrying it a bit harder to kill. Ok.

Warlord Trait: It makes the warlord fight first. This is probably the best of the endless array of 'your warlord is personally a bit tougher in fighting' traits from the book dynasties, beating out Mephrit and Novokh, but that still doesn't make it good.

Best On: You can go a few ways here, leaning into the Ob Sec stuff and just taking an all gravy list, or going warrior heavy with each counting as 2 models and trying to out score the other team. You could take a lot of long range stuff to maximize the protection in your DZ, like, the dynasty is probably not worth as much thought as I'm trying to give it. I'd say, if forced to bet the devil my head, warrior bricks is probably the way to go.

Special Characters: No.


Sautekh: Will see play. My old nemesis, still going strong.

Main Buffs: Situational rapid fire buff, then a nice reroll on morale. Both work pretty well to suggest you should take big units that have rapid fire weapons, and we've got a bunch of those. Warrior blobs, Gauss immortals, gauss tomb blades, etc. Weird in that it buffs the mandatory core parts of the army, rather than the do-work parts, but at least it's clear in its intent.

Protocols: Conquering Tyrant is kind of garbage. You certainly don't need both halves of it.

Custom Strat: Their signature strat has lost a step, with the nerf to plus to hit and testa weapons, but it's still a multi-unit buff for 2 points. One of the main reasons to play Sautekh, in a lot of rounds of 40k your whole shooting phase will be vs. 1 or 2 units, this strat will Do Work. Very easy to get the most of the army to 2's to hit, reroll 1's vs your chosen target each round.

Custom Relic: Thing that makes enemy units go last in the fight phase if they are near your lord. Might be neat in a novokh list, but it's hard to imagine anyone in a Sautekh list ever actually taking this. They tend to be about shooting, and between their special chars and the Voltaic Staff it's hard to imagine them putting those aside for this thing.

Warlord Trait: Best one in the dex, no question. It even comes on the special character you might be tempted to take. You'll get 2-3 more strats than most people over the course of a game, and they just so happen to have a great strat to spend those extra points on.

Best On: Sautekh like rapid fire units and big blobs, for their main buff, but the army in practice tends to be more about augmenting the shooting of the heavy shooters. Something like warrior blobs with Imhotekh and some Doomsday Arks, maybe a Triarch Stalker, maybe some Destroyers...you've all seen the list.

Special Characters: Imhotekh, Zendrekh and Orbyron. Z&O are situational, and their gimmick is mostly done, but Imhotekh is a worthy leader, affordable, shoots like a Destroyer, fights like heh as a warscythe, random mortal wounds, phaeron, extra command points...


Custom Dynasty: Will see play, maybe not as much as folks will think at first

Getting this right out of the way first off, they don't have any custom strats, custom relics, special chars, custom warlord traits, none of that. They have to make up every bit of that with their main buffs. So let's go down the lists (you get one choice from both lists). I'll put *s after them, more *s is I think it is more good, - is if I think it sucks.

Dynastic Traditions:
Eternal Conquerers: The obsec part of Nihilakh *
Pitiless Hunters: Better rapid fire buff than Sautekh **
Superior Artisans: The good part of Szarekhan **
Rad Wreathed: Melee buff, arguable vs. Novokh main rules main buff ***
Immovable Phalanx: excellent buff for infantry units that remain still ***
Unyielding: Better part of Nephrack *
Contemptuous: Good at attacking characters? -
Unmerciful Hordes: The other half of Sautekh *
Masters of the Martial: Minor buff to every units hit, **
Butchers: Other half of Novokh *
Severed: If you don't want to pay Nobles, but do want protocols? -
Vassal Kingdom: Just play the dynasty in question. -

Circumstances of Awakening:
Ancients Stir: Speed for Canopteks -
Arise against the interlopers: Melee buff vs infantry/bikers *
Healthy Paranoia: Worse half of Mephrit **
Relentlessly Expansionist: Great Speed buff w/situational extra stuff *** (if army built for it)
Isolationists: dif, worse, flavor of Mephrit good half **
Warrior Nobles: Nobles fight better? Gimmick -
Interplanetary Invaders: Vehicles can shoot while falling back, or shoot while in combat with no penalty *

So, mucking about with this, here are my basic thoughts:

1. Build a dif, maybe better Mephrit/Sautekh style shooting list. -Superior Artisans/Masters of the Marital with healthy paranoia, expansionist or isolationist

You are essentially jacking the good half of Szarekhan, then sticking a positioning or shooting upgrade onto it. Reasoning is that Mephrit's relic/strat isn't enough to make up for the first half of your build, while Sautekh's strat is expensive. I think this is legit.

2. Build a better? Novokh list: -rad wreathed/butchers with ancients/arise/expansionist

I think this is a failure, you can arguably get benefits just as good as novokhs, but you'll miss out on their strat and their getting both halves of the protocol. Novokh is probably the right way to be melee crons.

3. Some scory thingy?

You can take Phalanx and/or Conquerers and then expansionist and do go sit on objectives harder than the other side. I don't think it measures up vs. the shooty version.


Conclusions of First section:

I see 4 fairly reasonable list archetypes. Mephrit close range fast shooty, Sautekh long range shooty, custom dynasty as a better Szarekhan shooty or Novokh melee punchy. Going forward, as I look at the units, I'll be trying to slot them into these 4 lists.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 21:23:42


Post by: Slipspace


I think you're quite a way off on your Dynasty rankings, in all honesty. Mephrit remains the trap choice it previously was and of the core Dynasties Nihilakh is easily the best. ObSec on everyone is huge and while the second part of their trait isn't brilliant it helps if you go second and helps keep your backfield objective campers alive. The strat is good too - being able to take actions and still shoot is really good since you can use a proper unit to perform the action, making it more difficult for your opponent to stop you.

Overall, I think the double Command Protocols and Dynasty WL traits and strats probably aren't strong enough to stop people taking a custom Dynasty of everything's ObSec and the free 6" move at the start of the game. Those just seem bonkers good to me.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 21:36:20


Post by: Sasori


I actually have to disagree pretty strongly about the Sautekh ranking, espeically now that reapers are assault 2. I think it's actually the weakest of the codes. It offers Imotekh which is great, and Hyperlogic strategist, but I don't think that's worth handicapping your army for.

I am a bit higher on Szarkean as well. We've seen how strong the reroll a single wound roll is. Over the course of a game, it can seriously improve the efficacy of the army.

The Mortal wounds one is a bit more meh, but one thing to consider is that we don't have any protection for mortal wounds outside of shooting attacks. Having that extra roll against vehicle explosions, psychic powers and other out of phase abilities can be quite strong.

The Coinflip to deny a psychic power is very strong. They even nerfed the Iron Hands one because it was so good. The Double Protocols Warlord trait is also quite good. Some of our protocols become very strong when you can use them two turns in a row, for instance using the Action + Shooting on Sudden storm twice is fantastic.

I also like the Artifact a lot more than the Sautekh one. If you are playing Szarkean, it seems like a very easy artifact to take. The bubble for Protocols is nice for a CCB who may be further away, and the benefit of Core untis getting the double directive is also good.

Really, the main ding against the Szarkean Dynasty is just that the Obsec + 6' pregame move and Novokh Dynasties are so strong.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 21:45:19


Post by: 40kenthusiast


I mean, I'm not trying to say the Gospel here, obviously time will tell, but I think Sautekh is straightforwardly brutal. Their power comes from a weird place, in their strat and special character, but it isn't any less real for that.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 22:03:09


Post by: vipoid


I have to say, I'm not sold on the reroll to wound myself.

It seems like something you'd want when you're using squads with 1-2 special or heavy weapons. But we're generally shooting whole squads of decent weapons. Under those circumstances, I don't see a single reroll to wound adding a whole lot.

(I'm open to being proved wrong on this - that' just my gut feeling.)

That said, you also get a 5+++ vs Mortal Wounds. Given that RPs now provide zero protection against psychic attacks, this could be very useful - especially against psyker-heavy armies.


Regarding Mephrit, +3" of range doesn't seem tremendously impressive (I'd rather have Sautekh). Likewise, Necron weapons don't usually want for AP, and after the first couple of pips, extra AP rarely matters. Maybe if you're intending to spam Tesla, but otherwise I woulnd't bother.


Sautekh could make for an interesting list with a lot of Immortals (20 S5 AP-2 shots at 18" is nothing to sneeze at) and maybe Tomb Blades. However, I don't think it's worth it for Warriors (simply because AP-1 bolters aren't very impressive), and there doesn't seem to be much else that derives any significant benefit from it.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 22:14:41


Post by: Sasori


40kenthusiast wrote:I mean, I'm not trying to say the Gospel here, obviously time will tell, but I think Sautekh is straightforwardly brutal. Their power comes from a weird place, in their strat and special character, but it isn't any less real for that.


Imotekh and Hyperlogic Stragetgist are very strong, don't get me wrong, but I just don't think he pulls enough weight to make up for the really bad code. That being said, I could see a double patrol with two diffrent dynasties if you are going for a big mortal wound bomb style of play. Do one half Sautekh and one half the Obsec + 6' move.

vipoid wrote:I have to say, I'm not sold on the reroll to wound myself.

It seems like something you'd want when you're using squads with 1-2 special or heavy weapons. But we're generally shooting whole squads of decent weapons. Under those circumstances, I don't see a single reroll to wound adding a whole lot.

(I'm open to being proved wrong on this - that' just my gut feeling.)

That said, you also get a 5+++ vs Mortal Wounds. Given that RPs now provide zero protection against psychic attacks, this could be very useful - especially against psyker-heavy armies.


Regarding Mephrit, +3" of range doesn't seem tremendously impressive (I'd rather have Sautekh). Likewise, Necron weapons don't usually want for AP, and after the first couple of pips, extra AP rarely matters. Maybe if you're intending to spam Tesla, but otherwise I woulnd't bother.


Sautekh could make for an interesting list with a lot of Immortals (20 S5 AP-2 shots at 18" is nothing to sneeze at) and maybe Tomb Blades. However, I don't think it's worth it for Warriors (simply because AP-1 bolters aren't very impressive), and there doesn't seem to be much else that derives any significant benefit from it.


Mathematically, the reroll to a wound over the course of a 5 turns is a very significant boost. It's more impactful on the smaller shots units, but it can still add up quite a bit even on our mass fire weapons. The reroll a wound is also the more impactful side of the Master Crafters, so we got the more powerful side of it.

I agree that Mephrit really doesn't impress me right now. The AP is the same as it was last edition, though the shorter boards help. The +3 Range is okay. The Vengeful Stars protocol is really strong though, and this edges it out over Sautekh for me. Their Warlord Trait is also great for a CCB.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 22:18:42


Post by: Acehilator


Mephrit would be the go to for Gauss Flayer spam. Always 15" is better than 18" in T1. And unless the amount of power armor in your local meta is really low, you will always get value out of the additional AP. Terminators will become more common, Gravis armor has the +1 armor strat when being attacked by D1 weapons, your tables should have good terrain, so regular dudes in Light Cover with a 2+ ... Mephrit is good.

+1 for Sautekh Immortals, hell yeah.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 22:36:38


Post by: Cynista


I currently can't see past Rad-Wreathed and Expansionists for melee crons. Not having the Novokh strat is a real pain but other than that, +1 charges is nice once per game when it actually helps, but I'd much rather have the -1T.

Wraiths wounding Marines on 2's and Flayed Ones wounding GEQ on 2's? Yes please.


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 22:58:03


Post by: vipoid


Acehilator wrote:
Mephrit would be the go to for Gauss Flayer spam. Always 15" is better than 18" in T1.


But it's not 15", is it? It's 13.5".

Or were you talking about Gauss Reapers?


Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 23:05:44


Post by: Asymmetric


 vipoid wrote:

Sautekh could make for an interesting list with a lot of Immortals (20 S5 AP-2 shots at 18" is nothing to sneeze at) and maybe Tomb Blades. However, I don't think it's worth it for Warriors (simply because AP-1 bolters aren't very impressive), and there doesn't seem to be much else that derives any significant benefit from it.


  • Sautekh appears mediocre on Immortals/tomb blades, they already rapidfire at 15" (16.5" in mephrit)

  • Doomsday Arks probably get the most use out of Sautekh. 18" rapid fire flayer arrays and 2+ to hit with methodical destruction. For this reason I feel Sautekh lists are naturally inclined towards mech quantum shielding lists based around doomsday arks, ghost arks and stalkers where you can sit at 2+ to hit with re-rolls 1's to hit

  • Sautekh characters, Imotekh and Zahndrekh, are strong. It's possible there is a list out there that just try's to just mortal wound bomb someone's lines with Imotekh call the storm, C'tan powers, tesla malevolent arcing, psycomancers smites, plasmancers, etc.

  • The vanquisher Mask is no joke on a Skorpekh lord. fight last is difficult for many melee dominant armies to deal with.





  • Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/10 23:33:01


    Post by: Oberron


    So I wanna do the meme style of all canoptek list (spiders,wraiths/scarab swarms, doomstalkers) with technomancers, and all Destroyer list.

    But I noticed that tomb blades now have a -1 to hit them with range attacks ability. I don't recall that being on them before? they become better immortals for a point less than 2:1 if you give them 3+ armor and twin gauss.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:12:21


    Post by: vipoid


    Asymmetric wrote:
     vipoid wrote:

    Sautekh could make for an interesting list with a lot of Immortals (20 S5 AP-2 shots at 18" is nothing to sneeze at) and maybe Tomb Blades. However, I don't think it's worth it for Warriors (simply because AP-1 bolters aren't very impressive), and there doesn't seem to be much else that derives any significant benefit from it.


  • Sautekh appears mediocre on Immortals/tomb blades, they already rapidfire at 15" (16.5" in mephrit)


  • Oh, good point. I completely forgot that Immortals now have extra range on their guns.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:30:46


    Post by: caladancid


    I guess I am in the minority of people who are excited for a Warrior spam list haha. I wanted resculpts for so long, I have to find something to do with the 80 I've got.

    Lots of options though, so I am very excited. Been a long time coming for this army.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:33:50


    Post by: Vineheart01


    oh no i am very much into warrior spam.
    I dont plan to run a list w/o 60 warriors. I only got 70, but im waiting on the rumor start collecting box since it'll also give me the 3rd CDS (if rumors are true).

    The idea of a squad of warriors pumping 40 shots hitting on 2s autowounding on 6s and causing extra hits on 6s amuses me greatly lol


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:48:15


    Post by: caladancid


     Vineheart01 wrote:
    oh no i am very much into warrior spam.
    I dont plan to run a list w/o 60 warriors. I only got 70, but im waiting on the rumor start collecting box since it'll also give me the 3rd CDS (if rumors are true).

    The idea of a squad of warriors pumping 40 shots hitting on 2s autowounding on 6s and causing extra hits on 6s amuses me greatly lol


    I haven't seen those rumors, what are the supposed contents? CDS = Canoptek Doomstalker?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:49:22


    Post by: Vineheart01


    Yeah the rumor is CDS + Skorp + Overlord + Warriors.

    Far as im aware its just a rumor though as ive only seen people talking about it in necron chats. I got a lot to paint as it is so im fine waiting lol


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 00:53:09


    Post by: CthuluIsSpy


    The Lokhust lord perplexes me.
    Its no longer the beat stick option because that role is taken by the Skorpekh Lord, but it still has its melee options and no real ranged option.

    I guess I have to swap out the scythe for a staff of light now, because paying extra for a build that seems redundant is pointless.

    Maybe they'll update the destroyer lord to be shootier or something, idk.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 01:09:23


    Post by: Pyrothem


    I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

    So stalkers and DDays are going to stay my anti tank/heavy infantry.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 02:05:19


    Post by: Tiberius501


    I think the Doomstalkers are also okay with the 4++, unless they were part of your Stalkers mention.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 02:18:33


    Post by: Pyrothem


    I was meaning T Stalkers.

    Dooms are cool but needing a 90 point character to have them act like they need to, lack of QS and fly puts it below DDay Arks for me.

    Mobility is king in 9th and even running DDay Arks up the board puts out good fire power and get to objectives. Dooms are only really useful never moving.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 04:44:20


    Post by: yukishiro1


    You take Sautekh for the characters, Zandy giving a free, unfailable Vect makes him one of the best characters in the game. And the relic and trait are both rare good things in a book with otherwise very bad choices overall.

    But it's hard to overlook obsec + 6" movement. It does something for every single unit in your army. It turns things like scarabs into absolutely terrifying units for your opponent that simply have to be dealt with - especially since anything canoptek can now heroically intervene via strat. heavy support pieces can now anchor objectives from anything but other ob-sec. Ob-sec itself becomes super-obsec that trumps theirs. It's just so powerful.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 09:20:10


    Post by: Henker-Kind


    Considering Lokhust- and Skorphek Lords:

    Do I read the Resurrection Protocols stratagem correctly when assuming it cannot resurrect either of those lord types because they do not share the infantry-noble or infantry-cryptec keword (German Codex)? This would limit their survive- or undeadability as warlords.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 09:22:42


    Post by: p5freak


    Yes, you cant ressurect skorpekh or lokhust lords.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 09:44:40


    Post by: vipoid


     CthuluIsSpy wrote:
    The Lokhust lord perplexes me.
    Its no longer the beat stick option because that role is taken by the Skorpekh Lord, but it still has its melee options and no real ranged option.

    I guess I have to swap out the scythe for a staff of light now, because paying extra for a build that seems redundant is pointless.

    Maybe they'll update the destroyer lord to be shootier or something, idk.


    It seems like the Destroyer Lord suffers from the same problems as the regular Lord. Both have been overshadowed by new options, but rather than being given new/updated rolls, they've just been left to rot.

    There has been zero effort made to fix the underwhelming weapon options for these models, a fact not helped by the Destroyer Lord only having WS3+ for some utterly moronic reason. Warscythes are still crap, as they're now just 'power fists but worse', and even the relic warscythes are barely any better. The Staff of Light has mediocre shooting and crap melee (why isn't it D2?), and the other weapons aren't even worth discussing.

    And with the Nanoscarab Casket being made into a middle-finger, the Destroyer Lord can't even claim the resilience prize anymore.

    I might try one with the Voltaic Staff, but the issue is that he's competing with the CCB for that weapon - and the CCB is just better.

    Sigh. Why are my favourite HQs always the ones to be nerfed into utter oblivion?


     p5freak wrote:
    Yes, you cant ressurect skorpekh or lokhust lords.


    Ugh, really GW? And this after taking away the artefact that would give him a chance at resurrecting?

    Well, I guess we can kiss goodbye to my last remaining ounce of goodwill towards this book.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 09:52:15


    Post by: Niiai


    All hail the Silent king! One 5th edition classic before the new codex came was 2 monoliths and warriors.

    So, some questions. You build a good army now that has monoliths and warriors? The way lord of war works you probably want 3 monoliths in the detachment. If they are titanic as well you want the silent king to get back 6 cp.

    Can you now see warriors undeneath the monolit? I think we where able to screen warriors with it, but 5th edition rules where different.

    Also, can the deciever put them up in your oponents face?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 10:40:18


    Post by: CKO


    Sorry to interrupt I am in study mode, is Dimesional Translocation free? Do I have to pay the reserve CP to use it?


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


    Post by: Acehilator


     CKO wrote:
    Sorry to interrupt I am in study mode, is Dimesional Translocation free? Do I have to pay the reserve CP to use it?


    It's free.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 11:57:05


    Post by: wuestenfux


    Sorry but how do I get access to a Noble?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 12:02:25


    Post by: CthuluIsSpy


     wuestenfux wrote:
    Sorry but how do I get access to a Noble?


    Noble is just a keyword that applies to Overlords and Lords, but NOT destroyer lords. Which is crap.
    If you like Destroyers, prepare to be disappointed with this book.


    Automatically Appended Next Post:
     p5freak wrote:
    Yes, you cant ressurect skorpekh or lokhust lords.


    Yeah, GW really hates destroyers now.
    I guess they were too dangerous to marines or something.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 14:11:37


    Post by: Totto


    So, umm I'm having trouble deciding between Lychguard S&B or Praetorians with Rods... any suggestions and pros and cons of each?


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


    Post by: Tiberius501


    I don’t understand why you can’t revive destroyer lords with the strat, that’s a shame. I guess they are pretty tough, especially with the reducing dmg by 1 trait(?), but still.

    I will say though, the lack of Noble keyword does make sense, they’re kinda just insane murder robots at this point, I don’t know if anyone really respects them anymore. A bit lame though rules wise, but then I couldn’t imagine a Destroyer Lord giving command protocols to his other loons while he flails about haha.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 14:24:58


    Post by: tneva82


    He does give as long as you have noble in field


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 14:33:18


    Post by: Tiberius501


    “Murder them!”
    “No, Oberek! We’re in the Guardian Protocol! Tell your destroyer cultists to defend!!”
    “...”
    “Oberek...”
    “Murder them all!”
    *Facepalm*


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 15:07:05


    Post by: Sasori


    Totto wrote:
    So, umm I'm having trouble deciding between Lychguard S&B or Praetorians with Rods... any suggestions and pros and cons of each?


    I'd go with the Praetorians with rods. They are fast, and the Flat 2 damage on both the shooting and Melee is very good. You also have an excellent stratagem in Judgement of the Triarch.

    They don't benefit from Dynasty codes, but they don't really need to. They operate independently just fine, and priced quite well at 25 PPM. So you can throw 10 Rod Praetorians into any list, and they should do just fine.

    Sword and Board Meanwhile need some support to be effective. The Flat Damage 1 is really annoying. You generally want to have several core style buffs for them. They don't just plop into a list like the Praetorians do.

    This doesn't mean they are bad per say, it just means that you have to write your list with them more in mind. I just feel the Rods do more in your typical TAC list.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 15:31:01


    Post by: wuestenfux


    Well, my plan is to run a straightforward list like this:

    CCB
    2 Technomancers
    2x10 Warriors
    4x5 Immortals
    3x5 Wraiths
    3 Doom Scythes

    2000 pts


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 16:39:09


    Post by: Eldenfirefly


    Someone explain to me about aircraft rules ? So, can we keep our nightscythe off the board and fly them in on turn 2 ? Do we have to pay CP for that? Is that coming in from the strategic reserves rule? I was reading the codex and I don't think they get deep strike. Someone correct me if I am wrong.

    Are destroyers still worth it? RP will hardly go off on them since they are multiwound models. And seems like they got nerfed because extermination protocols got nerfed.

    Now our nightscythes are actual transports? I don't see any special rules on our beamers. So, if the nightscythe gets destroyed, all models in it have to roll and on 1s, they are destroyed? Does RP work on this?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 16:45:49


    Post by: p5freak


    So, can we keep our nightscythe off the board and fly them in on turn 2 ? Yes
    Do we have to pay CP for that? Yes
    Is that coming in from the strategic reserves rule? Yes


    Are destroyers still worth it? RP will hardly go off on them since they are multiwound models. And seems like they got nerfed because extermination protocols got nerfed. Hard to say, yes they have been nerfed indirectly.

    Now our nightscythes are actual transports? Yes
    So, if the nightscythe gets destroyed, all models in it have to roll and on 1s, they are destroyed? Yes
    Does RP work on this? No


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:06:06


    Post by: yukishiro1


    Praetorians are far deadlier than Lychguard, but also a lot squishier (assuming you're running the sword and board ones; I don't think the warscythe Lychguard have any real role). The problem with Lychguard though is that your opponent doesn't necessarily have a reason to need to shoot them until they've taken down the more threatening stuff. Praetorians slot into just about any list; I think Lycheguard need a special kind of list where you can actually force your opponent to shoot them. What immediately comes to mind is a list that takes anrakyr, szeras and a a couple units of lycheguard that just march up the board and take objectives and sit on them and force the opponent to try to move them. With Anrakyr and the strat, Lychguard are hitting on 2s at S6 -3 with 5 attacks each, with potentially +1S or +1T from Szeras, and the option to go a further +1 or +2STR from strats and buffs. At that point, they become something actually pretty scary for your opponent. It's a lot of points, though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:12:01


    Post by: Matt Swain


    Pyrothem wrote:
    I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

    So stalkers and DDays are going to stay my anti tank/heavy infantry.


    Here's a vid extolling the virtues of the doomstalker.

    https://www.youtube.com/watch?v=MgCV7OwqwQ8&t=0s


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:21:38


    Post by: Overread


    https://www.warhammer-community.com/2020/10/11/sunday-preview-martian-souls/


    And it seems next week is also Necron Week


    Though we'll still have the flayed ones and two new crypteks to come as well. Still Monolith, Wraiths, terrain and Void Dragon is more than enough


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:39:25


    Post by: Eldenfirefly


    yukishiro1 wrote:
    Praetorians are far deadlier than Lychguard, but also a lot squishier (assuming you're running the sword and board ones; I don't think the warscythe Lychguard have any real role). The problem with Lychguard though is that your opponent doesn't necessarily have a reason to need to shoot them until they've taken down the more threatening stuff. Praetorians slot into just about any list; I think Lycheguard need a special kind of list where you can actually force your opponent to shoot them. What immediately comes to mind is a list that takes anrakyr, szeras and a a couple units of lycheguard that just march up the board and take objectives and sit on them and force the opponent to try to move them. With Anrakyr and the strat, Lychguard are hitting on 2s at S6 -3 with 5 attacks each, with potentially +1S or +1T from Szeras, and the option to go a further +1 or +2STR from strats and buffs. At that point, they become something actually pretty scary for your opponent. It's a lot of points, though.


    Aren't lychguard core units? So veil of darkness still works on them right? Even if its once per game. Being able to take them out of combat with a character with the veil and teleport them literally anywhere is still going to be good.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:54:38


    Post by: Matt Swain


    So how about the silent king's dynasty? Anyone run it?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 17:57:35


    Post by: yukishiro1


    Eldenfirefly wrote:


    Aren't lychguard core units? So veil of darkness still works on them right? Even if its once per game. Being able to take them out of combat with a character with the veil and teleport them literally anywhere is still going to be good.


    Well, maybe. The trouble is that you have no way to reliably make a charge after teleportation - only ~48% in most dynasties, 65% in Novokh - so one or both of the character or the guard are likely to just sit there doing nothing for a whole turn. For that reason, I think veil tends to work better with something that can shoot.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 18:00:18


    Post by: tneva82


     Overread wrote:
    https://www.warhammer-community.com/2020/10/11/sunday-preview-martian-souls/


    And it seems next week is also Necron Week


    Though we'll still have the flayed ones and two new crypteks to come as well. Still Monolith, Wraiths, terrain and Void Dragon is more than enough


    And some people thought this was 1 or max 2 wave release.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 18:02:09


    Post by: yukishiro1


     Matt Swain wrote:
    So how about the silent king's dynasty? Anyone run it?


    The dynasty itself is kinda meh. Seems better to just take the silent king on his own with a different dynasty, it doesn't mess with protocols and you can still use his dynasty deny strat using him as a locus. The only real advantage of running him in his dynasty is if you take a technomancer with the heal, it can heal him for d3 a round I guess.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 18:26:15


    Post by: Red Corsair


    I will say, one key thing I missed about the doomstalker is the lack of the vehicle keyword as it is a monster. This means it is imune to haywire and it's equivalents.

    I am not 100% sold on them still since they need the technomancer camping with them, and they lack any real secondary AI system unlike the other two doom platforms. Since they explode on a 5+ (really fething bizarre since they are not vehicles BTW) they can easily kill that cryptek thats crucial.

    I mean, without the cryptek these are hitting anything with a mod from dense cover or strats etc on a 5+ which is terrible. So now you kind of need the bucket head murder twins, thats another 40 point tax...

    All in all I really like that they are solid and not auto includes, I am not sure 3 if worth it though since they all need to clump around one small slow model. I will at least buy one for the model alone but they are definitely not an auto take, and certainly not 3 IMHO.

    3 + techno + crypto = 550

    I can get 20 praetorians for less then that lol. The d6 shots on these and the DDA are really a turn off, but at least the DDA acts alone and has a 10 man warriors squads fire power in addition.

    I think I am still more excited for the Dscythes.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 18:33:09


    Post by: Niiai


    How is the 2x mobolith, king and warrior list looking?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 19:36:52


    Post by: buddha


     Niiai wrote:
    How is the 2x mobolith, king and warrior list looking?


    You are using monoliths so not good.

    King has good solo use and can be built around at least.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 19:39:58


    Post by: 40kenthusiast


    40kenthusiast Hot Takes : 2 of lots

    Strategems,

    Last time I talked about dynasty selection, this time I'm going to try and cover the strats

    My personal rule of thumb on a strat is that I want at least 4 wounds per CP. If I refer to getting 'over the hump' or 'past the curve' in the following, that's what I'm gesturing at. Saving, dealing, w/ever, I want my 4 wounds of impact. Note, this rule is from a player who typically goes 1 battalion. If you have more or less CP, (vague gesture at Sautekh), then you can be more or less frugal with them.


    Dimensional Corridor:
    Cost: Low

    To Pull Off: You need to have a Necron Core Infantry model on the table, and a Monolith on the table. Note that this is a 'beginning of the move phase' strat, so it happens before monoliths come in from reinforcements. Lastly, the situation needs to be such that the infantry unit needs to warp to the Lith, and the Lith needs to not be surrounded such that you can do the 9" away deal.

    Thoughts: This is a very cumbersome power, lots of requirements. But when it happens, you get a massive benefit for a cheap outlay in CP. If you've got a monolith on the table, keep it in mind. The situation probably won't come up where it's needed, but if it does, it is totally worth the cost.


    Techno-Oracular Targetting
    Cost: low

    To Pull Off: Shoot a model with a model

    Thoughts: In general, this is outcompeted by the universal Command Reroll strat from the core book. Most big deal attacks are wounding on a 2+ or at least a 3+, so you'd much rather roll and see if you hit the wound, thus keeping the cost, rather than spend instead of rolling. This will still see work, sometimes when a roll is game changing and you can't allow failure, sometimes when the reroll start is needed elsewhere.


    Extermination Protocol
    Cost: Medium

    To Pull Off: Shoot a unit with a Lokhust Destroyer or Heavy Destroyer unit

    Thoughts: An old favorite returning, nerfed into the floor. Now you only reroll wounds, and it costs twice as much. Still maybe worth it on Lokhusts shooting at something whose toughness is higher than the strength of a gauss cannon, if they don't have a nearby Destroyer Lord to already give them the reroll on 1's to wound. Judgement call. The buff will almost double your wounds (from 3/9 to 5/9) on a 5+ wound roll needed. Consider Disintegration Capacitors instead, half the price and usually > half the value. Or both of this is a 'it needs to die' situation.


    Storm of Flensing Blades
    Cost: Medium

    To Pull Off: Have a unit of Flayed Ones fight something, and it still be alive at the end of the Fight Phase.

    Thoughts: It's a 'fight twice' strat, it costs a lot, but you get to double dip all the buffs you put on your Flayed Ones that convinced you to fight with them in the first place. Keep in mind that this happens after the other side has fought back, so for this to be a good idea the other side has to be taking good damage from Flayed Ones, but also not have hit them back too hard.


    Fractal Targetting
    Cost: Low

    To Pull Off: Gauss Tomb Blade unit firing at something where you'd rather their weapons were assault 2 instead of rapid fire 2, so something far away. Alternatively, you advanced with Gauss Tomb Blades and now you want to shoot.

    Thoughts: I guess I can imagine this happening, but it's gonna be rare. I think most Tomb Blades with have the other weapons. Of those who go Gauss, most will want to get up close and rapid fire you for 4 shots each. Tomb blades are fast and shoot pretty far, they are rarely going to use a 'reach out and touch someone' strat like this.


    Judgement of the Triarch
    Cost: Low

    To Pull Off: Triarch unit shooting or fighting

    Thoughts: I think this is worth it on Rod Praetorians that are fighting. You swing 30 times, this gives you 5 extra hits, 3 of those wound, if 2 get through the saves there is your 4 wounds right there. Noteworthy because this is one of very few ways to buff praets. I don't think this is worth it for shooting praets, or stalkers ever.


    Eternal Protectors
    Cost:Low

    To Pull Off: Lychguard are fighting near a Noble

    Thoughts: I think this is worth it, assuming the targets are worth it, on scythe guard. 10 extra sycthe attacks, 7 hits, 5 wounds, 3 go through...over the hump, even if it is 4 wounds, 2 go through. I doubt you will pull this off all the often, though, because mostly Lychguard get Veil'd for the charge (so won't be near their noble), or they are Shield Guard, or the enemy charged them and beat them up so you won't get enough attacks.


    Resurrection Protocols
    Cost: Low

    To Pull Off: Necrons infantry noble or cryptek dies, in a position where it makes sense to resurrect them. Usually this means they died in the close combat phase, or in the shooting phase with no one near them to kill them again in close combat.

    Thoughts: Any time I'm spending a strat on a coin flip I'm scowling. But this is a strat so situational that it's really hard to generalize. If that Noble/Cryptek is about to do stuff in your next round and you have plenty of CP go for it. When this works it is always fantastic.


    Strange Echoes
    Cost: Low

    To Pull Off: Have a C'tan, want to change its powers.

    Thoughts: How many extra wounds will you do by having the new power vs the one you currently have times how many rounds do you expect to use it. If that value ends up 4 or greater I spend the strat.


    The Deathless Arise
    Cost: Low

    To Pull Off: Technomancer near a second unit that needs Rites

    Thoughts: Very situational. How often are you near a second Core unit that needs a model back? I don't think, in general, I like the idea of spending one CP to get one Core model back, and with the added requirement of there being a nearby technomancer but him not having already healed the unit? Meh.


    Dimensional Destabilization
    Cost: Medium for Vaults, Low for other C'tan

    To Pull Off: Have a C'tan

    Thoughts: Usually, Sky and Transdimensional will be over the hump, antimatter, time's arrow, cosmic fire and seismic will not. I don't spend, because only 1/3 of a chance I get a power that does 4 or more mortal wounds. Keep an eye on this, though, as one can imagine a situation where 4 or 5 C'tan powers will do the required damage (lots of nearby models and also a big unit for seismic) and it might be worth it.


    Entropic Strike
    Cost: Medium

    To Pull Off: Have a non Nightbringer C'tan fighting, or be fighting with the NB and use its other profile

    Thoughts: If you cancel out 3 invul saves you go over the 8 wound hump. Most invul saves are 4+, so for this to pass my standard you'd need to do 6 wounds? That said, things that have invuls tend to matter a lot, and letting the C'tan gobble them up is more than just ordinary wounds worth of value. I expect this wont get used much just because most people will run the NB, but I can see this being used in like a 'my Void Dragon needs to kill this invul save dread to get its wounds back up over another 3 wound threshold' kind of situation.


    Hand of the Phaeron
    Cost: Medium

    To Pull Off: Have an Overlord who isn't a Phaeron, and also no Phaeron.

    Thoughts: Over the course of the game, do you deal an extra 8 wounds because you can do the MWBD an extra time each round? It's going to be list dependent. I think for most lists the answer will be no. One MWBD is all most lists need. Those that need 2 can get it from a special character Phaeron without needing to spend the CP, and those guys even tend to give you CP of their own.


    Dynastic Heirlooms
    Cost: low

    To Pull Off: have non C'tan characters and relics to give them

    Thoughts: I think the Voltaic Staff and the Veil are straightforwardly above the curve, or just obviously good enough to take. Whether or not all the rest are worth spending this point on will be the subject of a later entry in this series.


    Rarified Nobility
    Cost: low

    To Pull Off: Have non C'tan characters and warlord traits to give them

    Thoughts: Our warlord traits tend to make our characters more personally fighty. I don't personally think most of them shake out to over 4 wounds worth of value, but we'll go into the details on a later installment.


    Enslaved protectors
    Cost: low

    To Pull Off: have canoptek unit in position to intervene

    Thoughts: This will almost always be worth it. If your Spyder or Wraith units aren't dealing at least 4 wounds, what are you even doing? Also, though, intervenes can really mess up the enemy's charge positioning and such. Great strat.


    Stellar Alignment
    Cost: Low or Medium for titanic

    To Pull Off: have a damaged vehicle, want to do work with it

    Thoughts: Work out the difference between the damage you expect from it in its current state vs. top row damage. Is it > 4? easy rule of thumb is if you are bottom row and the vehicle is a big deal one, worth it. If middle row, or it is fairly chump, don't bother. Special note for Vaults, where it is nearly always worth it, despite the increased cost, as Vault C'tan powers are better and doing lots more of them is hot.


    Reanimation Prioritization
    Cost: Medium

    To Pull Off: Have a Canoptek Reanimator Model targetting something, and something else near it gets shot

    Thoughts: Massively overcosted strat, relying on you playing a bad model badly. Even if all that occurs, the dif you make by switching the beam to the 'right' target will almost never be worth the CPs.


    Burrowing Nightmares
    Cost: Low

    To Pull Off: Have a unit of Ophydian Destroyers you want to warp

    Thoughts: Note that this isn't Da Jump, or Veil. The destroyers vanish *this* turn, and appear *next turn*. You lose out on a whole close combat phase when you use this strat. It's situational, of course, in that you save them from death during the turn they are gone, and sometimes that's clutch, but I'm generally dubious on a strat that takes my 200 point unit off the table for a while. Sidenote, I'm dubious on Ophydian Destroyers themselves, but that's for a later discussion.


    Self Destruction
    Cost: Low

    To Pull Off: Have a Canoptek Scarab unit in combat

    Thoughts: This just doesn't get over the wall for me. Spending a CP to do d3 mortal wounds isn't worth it in my book, far less while also killing my own model. Obviously usual caveats re: sometimes it will be, but for the most part I wouldn't use this strat.


    Prismatic Dimensional Breach
    Cost: Low

    To Pull Off: Have a Core unit in strategic Reserves, and a Monolith or Night Scythe on the table, it cannot be first turn

    Thoughts: This is a rather cumbersome strat, in that you are paying to put the unit in strategic reserve, also paying the LoW tax if you are using a Monolith, hoping that the target doesn't die on the first turn (and your enemy has every incentive to kill it), and then paying one final time to warp the unit to it. That's a lot of CP and a lot of luck. Great when it works, but too rich for my blood. The Monolith also natively does something very similar to this without the strat if it doesn't move, so this is for those times when that's insufficient (monolith wants to move), or you are doubling down on the 'warp the lychguard into em' strat.


    Shadows of Drazak
    Cost: Low

    To Pull Off: Have Flayed One unit, it gets targetted

    Thoughts: Flayed Ones, like Warriors, are obnoxious to get rid of, just due to number and protocols. This strat makes them more so. It's cheap. If your enemy clearly needs the unit to go away this turn and this strat looks to cost them an extra two units worth of shooting I'll use it. In the fighting phase I'll use it if the Flayed Ones are all buffed up or I want to fight twice with them. I dunno, if you are a Flayed Ones type of player you probably know more than I do about when to use this skill.


    Aetheric Interception
    Cost: Low

    To Pull Off: Have a unit of Hyperspace Hunters and the enemy does reinforcements

    Thoughts: Spending CP to do an extra shooting attack with a unit falls pretty straightforwardly into my rubric. I work out how many wounds I expect to do on the target that reinforced. If 4 or greater, I'll spend. Broadly speaking this means I'll shoot a max unit of Deathmarks at anyone who isn't at least tough 5 and whose armor is only 3+ or whose invul is only 5++.


    Relentless Onslaught
    Cost: Low

    To Pull Off: Have a Core Unit shoot something with Rapid Fire stuff

    Thoughts: This usually doesn't break the curve for me. Rapid Fire warriors gives 40 shots, call it 6 extra hits, of which 3 will wound, 1 or 2 go unsaved. Handwave for 'what if lower toughness, what if worse armor, etc', but remember that you are also getting the main volley. If they are that chump the main volley might well do the trick without these extra hits.


    Curse of the Phaeron
    Cost: Low / nuts for titanic

    To Pull Off: Vehicle dies and you want it to explode

    Thoughts: Worth it on a d3 mortal wound vehicle within reach of at least 2 enemy units and none of my own, (I forgive each one of mine for one extra of theirs, keeping in mind relative wound values). Most commonly I use this on Ghost Arcs. Every once in a long while this is worth it on a Titanic unit, need to do at least 12 mortals, so 3 or 4 units in range, but titanics have a big ole explosion range and their bases are often gigantic. Always worth doing the math. RULES QUESTION: I'm pretty sure 'Vengeance of the Unchained' doesn't work with this strat, so SK and Vault are out. If I'm wrong about that, then they would very very often be worth doing this with, despite the higher cost.


    Atavistic Instigation
    Cost: Low

    To Pull Off: Death Scythe attacks something and there is a nearby non monster/ non vehicle

    Thoughts: Not worth it, other player gets to choose the penalty they'd mind less, and the d3 mortal wounds isn't anything to write home about. One can imagine scenarios where it would matter (I shoot something and next to it is a model I desperately don't want to fire overwatch that has just one wound left...), but this is incredibly situational.


    Revenge of the Doomstalker
    Cost: Medium

    To Pull Off: Enemy kills a Necron character in such a position that a Doomstalker can light it up

    Thoughts: If it will do at least 8 wounds, sure. Doomstalkers with +1 to hit can throw that kind of heat so this is mostly about the target unit being a worthy target (most commonly, a vehicle with no invul save and plenty of wounds), and also eligible to get shot. One of the most common 'wait, you can do what?' strats.


    Disruption Fields
    Cost: Low

    To Pull Off: Necron core unit fighting

    Thoughts: With an undamaged warscythe lychguard unit this will generally climb over the curve if the enemy has toughness such that +1 strength would change a result (t 4, 6, 7, or 8 for non augmented scytheguard). If they aren't getting a save you want 2 extra wounds to happen as a result of this, if they have a 5++ you need 3, a 4++ you need 4. Obvious combo with all the other stuff that buffs Lychguard if the situation absolutely demands that whoever they are fighting gets tossed in a blender. (MWBD!, Eternal Protectors! Anrakyr!!)


    Disintegration Capacitors
    Cost: Low

    To Pull Off: Necrons unit is shooting

    Thoughts: This strat does more work the worse the s/t balance on the shot is for you, but unfortunately the worse that is for you the more likely the saves/damage makes this not worth it. Rarely gets over the curse. Ideal case for this is something unlikely to wound, but which does lots of damage and has good minuses to saves if it does pass that hump. Sounds like our buddy from Extermination Protocols, the case of a unit of Lokhusts shooting at a vehicle with > 6 toughness and no invul save. If you get 18 shots, of which 3 or 4 are natural 6's, you will get 3 or 4 wounds from that, instead of 1 or 2. If it isn't getting saves, that might get over the hump. Very situational, but worth keeping in mind.


    Malevolent Arcing
    Cost: Low

    To Pull Off: Shoot a thing with tesla, that has things near it

    Thoughts: This gets over the hump if there are at least 8 units nearby.


    Whirling Onslaught
    Cost: Low

    To Pull Off: Skorpekh unit or Skorphekh Lord under attack

    Thoughts: Much like Shadows of Drazak, this is a 'how many extra units worth of shooting can I cost them to kill this unit'. Obviously Skorpekh hate to be nibbled up a lot more than Flayed Ones, just in protocols terms. Sometimes, for scenario reasons, this is a no brainer, where counting wounds doesn't matter, you lose if they clear the quadrant, etc. In pure attrition terms, I tend to do this if I think it'll cost them 2 extra units of shooting.


    Quantum Deflection
    Cost: low

    To Pull Off: Have a Quantum Shielding unit get attacked

    Thoughts: Same as Shadows and Whirling, I'll pay for a defensive buff if the game demands it, or otherwise if it will cost them 2 extra units of shooting, or I think I can stop them from killing it entirely.


    Solar Pulse
    Cost: low

    To Pull Off: Shoot an enemy unit in cover

    Thoughts: This passes the curve casually on most targets, like just about any other 'buff my whole army' strats If your game plan for a turn is 'everyone shoot this unit getting cover bonus until it dies', then I just hammer down on this one instantly. Probably your best strat if you ain't playing Sautekh.


    Reconstitution Protocols
    Cost: low

    To Pull Off: Barge repairing a warrior unit

    Thoughts: Absent the game demanding those warriors live, I'm not going to spend a CP to turn a d3 into a d6.


    Talent for Annihilation
    Cost: Low

    To Pull Off: be Mephrit, shoot a unit

    Thoughts: This can't pass the curve, probably not good enough to use. Right up against it, though, on a big enough volley. If something really really needs to go.


    Translocation Crypt
    Cost: Low

    To Pull Off: Be Nephrack, you get to deep strike a unit that isn't a vehicle or monster

    Thoughts: I generally don't think Nephrack is worth it, but if you pick them, this is presumably part of the plan. Deep Striking a fragile, hard hitting unit for this cheap is usually worth it.


    Reclaim a Lost Empire
    Cost: Low

    To Pull Off: be Nihilack and have a unit performing an action that you also want to shoot with

    Thoughts: This is worth it if the unit is a strong shooter, less worth it if they are chumps. Easy to do the math here.


    Blood Rites
    Cost: Low

    To Pull Off: Be Novokh, unit fights

    Thoughts: Paying this value for a 6 or 10 attacks from a destroyer or lychguard unit will pass the curve, most times. Particularly if you've got all the Novokh stuff going on.


    Methodical Destruction
    Cost: Medium

    To Pull Off: Be Sautekh, someone in the dynasty has already shot a target

    Thoughts: Strats that buff your whole army pass the curve easily. Even though this one is expensive, it doesn't have any trouble here. This is a fundamental part of the Sautekh game plan, do it every round on whatever thing your army is going to delete this round.


    Empyric Dampening
    Cost: Low

    To Pull Off: Enemy manifests a power within 18" of a Szarekehan unit

    Thoughts: I hate coin flip powers, and it's a rare psychic power that does 4 wounds worth of impact to the game. THAT SAID, there are always exceptions, and I'll spend for a 50/50 shot at changing the game. Deep strike powers, where if you block it their doom unit is stuck out of reach, Doom-esque curses, where their whole army is going to get a buff, that kind of deal.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 19:42:28


    Post by: Cauthon


    I’m surprised to not be hearing more love for the tomb blades.

    I don’t think a unit of 9 will be so easy to delete in one go. Especially if you los a cpl.

    Seems like a good recipient for the orb and rites of reanimation. Only 2w each so will get some reanimation action.

    Mwbd and relentless march are so good on them.

    As mobile a unit as we have, inherent survivability, good firepower for its niche, reasonably costed, buffable.

    How much mobility is to much mobility?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 20:32:32


    Post by: buddha


    @40kenthusiast, one note for stellar alignment and curse of the pheron is that they also work on the silent king since he is a vehicle. The former to keep him at the top band (really helps with his tough profile losses) and the latter to situationally guarantee nuke a small part of the board.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 20:43:40


    Post by: 40kenthusiast


    @buddha: I'm not sure they help the SK blow up, since he doesn't have the 'explodes' special rule, but I hope you are right. Will be dope if so.

    Stellar alignment, that's a great point, doesn't stop his other rules from hurting him as he goes down, but at least he can stay up at top profile.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 21:07:50


    Post by: Niiai


     buddha wrote:
     Niiai wrote:
    How is the 2x mobolith, king and warrior list looking?


    You are using monoliths so not good.

    King has good solo use and can be built around at least.


    But is the monolit that bad? It got 2 more wounds, a 2+ save. (No invonerable save though.) It is a lord of war, so you would need to grab the king to not loose out on CP. By the time you have done so you have spent around 1200 points and need a patrol with HQ and troops that complement your 3 lord of war. Perhaps grab the nightbringer for target saturation? I thought the monolits where really good?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 21:08:47


    Post by: Kharne the Befriender


    Having run the Szarekhan dynasty against orks the other say I will say a few things about it and how I feel it impacted the game:

    Trait:
    -The 5+ FnP and the wound reroll seem very situational, and they are, but they're definitely more useful than I thought. The FnP kept my vehicles and characters alive which would have died other wise, and the reroll actually got me a few key kills. Our army has no problem getting +1 to hit or rerolling 1's to hit, but wounding has little support outside of a few strats, the reroll, across every unit, every turn, made an impact, a huge one? Not really, except the tachyon arrow, but its a boon for larger weapons which may not have a lot of shots. Getting it on everything else is gravy.

    WL Trait/ Relic:
    -Okay so I didn't run the warlord trait as I wanted to see all of the protocols in action, but I will say that having sudden storm active for 2 turns paired with secondaries based around actions would have turned that game from close to an easy win. The good part is too that you can pay the CP to give it to another character so you can keep the -1D trait on your CCB.
    -The relic went on the Overlord of course, who stuck with the core of infantry, the 9" command protocol aura is nice, it allowed me to spread out my army a little more and affect some fringe units that weren't in character range. The greatest thing is that it gives you both directives for Core units within 9" as well. As Silver Tide is back on the menu, and even running blocks of immortals is great, letting the larger units benefit from both doctrines let me win the game. EG gave me cover as I went 2nd, keeping one of my warrior squads from being focus fired to death, and then getting the Overwatch buff stopped a turn 1 ork charge. Then Sudden Storm, the +1" and doing actions and still shooting was by far the game changing boost. Getting to objectives 7" away in midfield, performing actions, then still shooting, fantastic.

    The Strat didn't come up, but as MW are the bane of RP, being able to try ad deny a power on a 4+ is nice, but situational.

    All in all, I'll probably run this dynasty for more generic lists, it was fun and wasn't overpowered (I usually only play semi-competitive against friends). 8/10

    I'm having a 3k Necrons vs Orks game tonight using the Silent King. So if anyone has a combo they would like me to play test I'd be more than happy to throw it in the list.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 21:41:59


    Post by: buddha


    @Kharne the Befriended

    If you have the points try out 10 flayed ones and a hexmark destroyer. I have a list theory combo with them. No matter the dynasty Necrons need enemy backfield support and secondary achievers. I'm thinking this combo will accomplish both. Come in on turn 2 or 3 with the Protocol of the sudden storm active. Take the choice to allow a unit to shoot and still perform actions. Have the Hexmark perform the secondary and shoot. The flayed ones provide Look Out Sir and can wipe most things the would usually be left in the backfield.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 21:56:24


    Post by: Kharne the Befriender


     buddha wrote:
    @Kharne the Befriended

    If you have the points try out 10 flayed ones and a hexmark destroyer. I have a list theory combo with them. No matter the dynasty Necrons need enemy backfield support and secondary achievers. I'm thinking this combo will accomplish both. Come in on turn 2 or 3 with the Protocol of the sudden storm active. Take the choice to allow a unit to shoot and still perform actions. Have the Hexmark perform the secondary and shoot. The flayed ones provide Look Out Sir and can wipe most things the would usually be left in the backfield.


    I'll put it in. So 10x FO, 1 Hexmark. DS in during SS to cap an objective, sounds good


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/11 22:38:10


    Post by: Venerable Ironclad


    I was actually thinking of grouping the Flayed Ones with a Psychomancer with the Dimensional Sanctum.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 00:02:48


    Post by: Cynista


     Venerable Ironclad wrote:
    I was actually thinking of grouping the Flayed Ones with a Psychomancer with the Dimensional Sanctum.

    Awesome idea tbh. A deepstriking Psychomancer could come in real clutch to deny opponents scoring big points as well as supporting Flayed Ones. It's such a cool datasheet although it'd be nice if it was better in combat

    Looking through the Crypteks rules it seems likely the Cloak was originally an ability baked in but they pulled it to wargear late on. It has one less special rule than the other 3


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 00:04:05


    Post by: yukishiro1


    Psychomancer would be so much better if its ability was in the shooting phase, having it go in the morale phase makes so little sense and is so frustrating to actually use in practice, especially for the disable overwatch / always fights last ability.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 00:24:28


    Post by: Cynista


    I guess it's best to just look at the ones that are linked to scoring shenanigans like the first two

    I can see a squad of Flayed Ones dropping on a unit of 10 marines with a Psychomancer. Flayed Ones kill 4 or 5 and now outnumber them and neither have obsec because he debuffed them


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 00:25:03


    Post by: Matt Swain


    A monolith buffed with a chronomancer's 5++ save which it apparently can give a monolith becomes formidable. But even so that only works if the enemy has >AP3 weapons around.

    I'm thinking maybe of a monolith dropping in to where it can threaten 2 objectives, deploying a unit of warriors to clear/seize/defend one and a cryptek VoDs in with another unit to do the same to the other objective.

    This could be a killer to an enemy who is holding objectives that go up in value the longer you hold them, deny him a big points boost late in the game. Sure the monolith may not last more than 2 turns but that can be enough to win the game.

    So maybe accept the monolith can't last more than 2 turns but use it in a way where the points it either gets you or denies the enemy results in your victory.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 01:28:40


    Post by: nintura


     Matt Swain wrote:
    A monolith buffed with a chronomancer's 5++ save which it apparently can give a monolith becomes formidable. But even so that only works if the enemy has >AP3 weapons around.

    I'm thinking maybe of a monolith dropping in to where it can threaten 2 objectives, deploying a unit of warriors to clear/seize/defend one and a cryptek VoDs in with another unit to do the same to the other objective.

    This could be a killer to an enemy who is holding objectives that go up in value the longer you hold them, deny him a big points boost late in the game. Sure the monolith may not last more than 2 turns but that can be enough to win the game.

    So maybe accept the monolith can't last more than 2 turns but use it in a way where the points it either gets you or denies the enemy results in your victory.


    You can also use that same monolith to port in two more units via strats. So 3 total plus Veil


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 04:43:55


    Post by: Kharne the Befriender


    So the Hexmark + Flayed Ones was alrght, but as echoed by everyone else here, a Psychomancer would have been nice.

    The only problem is that the Flayed Ones want to get into CC, but if the Psychomancer has to sit on the objective then you get 1, maybe 2 turns until either the psychomancer has to get off the objective or become targetable.

    TSK did well, and the CCB did work even though I brought it as a line sitter. Sword and Board lychguard made it easily up the board, using terrain for either cover benefit.

    All in all good game


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 05:48:25


    Post by: BrianDavion


     Matt Swain wrote:
    Pyrothem wrote:
    I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

    So stalkers and DDays are going to stay my anti tank/heavy infantry.


    Here's a vid extolling the virtues of the doomstalker.

    https://www.youtube.com/watch?v=MgCV7OwqwQ8&t=0s


    given it's weapon, the doomstalker could proably be a good eradicator swatter


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 07:02:19


    Post by: wuestenfux


    BrianDavion wrote:
     Matt Swain wrote:
    Pyrothem wrote:
    I think Eradicators are here to stay for the long haul so I won't be running any vehicles without Quantum Shielding.

    So stalkers and DDays are going to stay my anti tank/heavy infantry.


    Here's a vid extolling the virtues of the doomstalker.

    https://www.youtube.com/watch?v=MgCV7OwqwQ8&t=0s


    given it's weapon, the doomstalker could proably be a good eradicator swatter

    Well, I may run Doom Scythes.
    Eradicators would be on top of my target priority list.
    The rest? I don't care too much.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 09:35:19


    Post by: -Ňecrontyr-


    I was thinking a CCB w/ res orb and staff relic, with 9 gauss tomb blades and a 10man of Praetorians cruising up one flank in a glob.

    Custom dynasty Mephrit vassal + Isolationist awakening, use tomb blade stratagem for advance + shoot, str 6 ap -3 at less than 12"? Basically turns tomb blades and Immortals into Destroyers. 2x10 Immortals with Night scythes and a Warden w/ Relic conduit of stars...

    Thoughts?

    (Almost bummed they turned reapers into assault... had they kept them rapid fire they would be Str 6 with isolationist as well)


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 10:25:59


    Post by: tneva82


    If you take vassal kingdom no awakening. Vassal is pure nerf. You get just dynasty code but no stratagem etc. Just say you play mephir.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 13:23:23


    Post by: Vineheart01


    im not really seeing why a pyschomancer + flayers is good in the backfield.
    Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.
    If you are wanting him for the arkana just bring a plasmancer, since a plasmancer does as much mortals w/o an arkana.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 13:55:50


    Post by: -Ňecrontyr-


    Was pretty disappointed with Psychomancer's offensive output; his old staff was NASTY (basically a ap2 flamer that rolled str 8 vs leadership iir)


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 14:25:01


    Post by: vipoid


     Vineheart01 wrote:

    Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.


    Yeah, making his abilities occur in the Moral phase have basically killed the model right from the offset.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 14:30:02


    Post by: Cynista


     Vineheart01 wrote:
    im not really seeing why a pyschomancer + flayers is good in the backfield.
    Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.
    If you are wanting him for the arkana just bring a plasmancer, since a plasmancer does as much mortals w/o an arkana.

    Seems pretty clear to me that the Psychomancer is for denying objective point shenanigans. Either by removing obsec from a unit or forcing a unit to stop an action. That's really powerful, especially in the backfield on turn 3 when they might not have many other units around. I assume you could also do this behind LOS blocking cover since it doesn't say visible target. Take the deep strike Arcana obviously to make it work since he's slow. The Flayed Ones are there to take the objective and kill whatever is on it


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 14:53:47


    Post by: Sasori


     vipoid wrote:
     Vineheart01 wrote:

    Most actions a character cant do, psychomancer's special ability happens in the Morale phase for some stupid reason so he cant deny overwatch for the target the flayers are trying to charge, halving adv+charge at 12" is nothing, and his other ability is within 6.


    Yeah, making his abilities occur in the Moral phase have basically killed the model right from the offset.


    Not at all. The ability to Deny Obsec before your opponents turn can be absolutely huge. Same with Actions. You can also make them fight last, which lasts until your next morale phase, so even if they charge they fight last.

    It's not dead at all, it just takes a little bit of planning.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 15:01:16


    Post by: Xenomancers


     Sasori wrote:
    I actually have to disagree pretty strongly about the Sautekh ranking, espeically now that reapers are assault 2. I think it's actually the weakest of the codes. It offers Imotekh which is great, and Hyperlogic strategist, but I don't think that's worth handicapping your army for.

    I am a bit higher on Szarkean as well. We've seen how strong the reroll a single wound roll is. Over the course of a game, it can seriously improve the efficacy of the army.

    The Mortal wounds one is a bit more meh, but one thing to consider is that we don't have any protection for mortal wounds outside of shooting attacks. Having that extra roll against vehicle explosions, psychic powers and other out of phase abilities can be quite strong.

    The Coinflip to deny a psychic power is very strong. They even nerfed the Iron Hands one because it was so good. The Double Protocols Warlord trait is also quite good. Some of our protocols become very strong when you can use them two turns in a row, for instance using the Action + Shooting on Sudden storm twice is fantastic.

    I also like the Artifact a lot more than the Sautekh one. If you are playing Szarkean, it seems like a very easy artifact to take. The bubble for Protocols is nice for a CCB who may be further away, and the benefit of Core untis getting the double directive is also good.

    Really, the main ding against the Szarkean Dynasty is just that the Obsec + 6' pregame move and Novokh Dynasties are so strong.

    I agree with this.
    Sautek is pretty bad
    Szarekhan is a top tier choice.

    Custom dynasty with 6" pregame move and ether objective secured or -1 toughness within 1" is probably going to be the best overall choice.

    Mephrite is pretty good too another top choice.

    I'd rank the top 3 factions -
    Custom Dynstasty with 6" inch pregame move
    Szarekhan
    Mephrite

    Sautek is easily the worst though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 15:24:04


    Post by: Kharne the Befriender


    I think Mephrit could be really good if you aggressively built it for mid range shooting.

    Warriors, Immortals with Gauss, Lokhust Destroyers, I'd say even Deathmarks, Triarch Stalkers, Spyder units with the 12 shots each, Tomb Blades

    Actually Tomb Blades could be decent in a mephrit list, between using the Tomb Blade specific strategem ad the mephrit one, maybe the guass strat too. You could put out a ton of damage on turn 1.

    Deathmark sniper would become 39" range, whch means at 19.5" during Vengeful Stars they're S5 Ap-3 D1 ignoring cover/LoSir procing MW and Ap on 6's


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 18:29:26


    Post by: CKO


    I finally made a video! It is mostly the basic rules of the army for non-Necron players and the fundamentals of the army for us. You can skip to the 14-minute mark and go to the dojo where I show off what I feel is the true power of reanimation protocol.




    I really would like my fellow Overlord's opinion.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 19:45:08


    Post by: 40kenthusiast


    Good video mate! Love using roll20 to show the dice and positioning.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 19:47:40


    Post by: Sasori


    I might suggest not using Goonhammers artwork for your vid though.


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


    Post by: Niiai


     CKO wrote:
    I finally made a video! It is mostly the basic rules of the army for non-Necron players and the fundamentals of the army for us. You can skip to the 14-minute mark and go to the dojo where I show off what I feel is the true power of reanimation protocol.




    I really would like my fellow Overlord's opinion.


    Using Tank by Seatbelts for your opening music for 28 seconds does two thing. One it will flag the video for using copyright music. Second, that particular song has a very big cultural footprint. The tone invoked by that melody does not match the rest of your video at all.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/12 20:48:13


    Post by: CKO


    I changed the artwork, I can't change the music but I will not be using it on the next one.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 03:35:50


    Post by: Kharne the Befriender


    Alright, been thinking a list through, and, here me out:

    Custom Dynasty - 2000/2000pts
    DT: Eternal Conquerors
    CoA: Interplanetary Invaders

    Battalion
    -Lord (For the protocols)
    ---WLT: Enduring Will
    ---R: Voltaic Staff
    -2 Chronomancers
    ---Aeon Staves, 1 with Cryptogeometric Adjuster
    -2 Technomancers
    ---Cloaks, 1 with Dimensional Sanctum
    -3x 5 Gauss Immortals
    -3x 3 Scarab Swarms

    Super Heavy Detachment
    -Monolth
    ---4x Gauss Arcs
    -Monolith
    ---4x Gauss Arcs
    -Tesseract Vault
    ---Powers: Antimatter Meteor, Sky of Falling Stars, Cosmic Fire

    I know the Lord is AWFUL, but Command Protocols lend a lot to this list imo. Bowl the Vault down the middle of the table. Put one monolith on each side with a chronomancer and technomancer assigned to each. 1 scarab swarm to assist with LoSir and getting objectives late game if they survive. That gives the monoliths a 5++ inv and they'll heal d3+1 W a turn, +2 if Undying Legion's active. the 6CP you have left are just for operating at top bracket, perhaps a critical reroll, or even Solar Pulse.

    You could argue to replace the Technomancers with Psychomancers to deny obsec on a unit that gets close to a monolith, or perhaps deny an action.

    For protocols run Sudden Storm for the movement buff or to raise a banner on an objective and still shoot with the immortals. Then run Vengeful Stars for ignores cover. From their, run Eternal Guardian if your opponent doesn't have competent melee for the bonus save or Undying Legions for the extra wound if they do.

    There are a few ways I can see the list being tweaked, and I wouldn't call it competitive, But this list could be a real pain to get past. 78 T8 2+/5++(4++ on the Vault) shouldn't be that easy to remove, especially with the support and traits.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 04:06:01


    Post by: 40kenthusiast


    40kenthusiast hot takes, part 3 of lots

    Arkana, Warlord Traits and Relics


    Cryptek Arkana:

    Alright, so, first off, it's important to really look at the price of Cryptek's. Each of these cats is as expensive as a pair of Destroyers, each of them is a slot of a model that hits on 2's and does 2 damage that you aren't getting. There shouldn't be any 'extra' Crypteks in your army. Crypteks are here for their rules, not their damage, and the Arkana is a big part of that. So when we are talking about Arkana, we are really talking about taking a Cryptek to carry this Arkana.

    So, that in mind.

    Atavindicator: (Psychomancer only). This Arkana sprays mortal wounds around every turn, so long as you can tie their leadership on 3d6. That's a really good value for the cost, but it implies that you've taken a Psychomancer. I think if you have, independently, decided to take a Psychomancer it's worth it to go the extra mile for this thing. But I wouldn't take one just for this.

    Cryptometric Adjuster: You get to put a -1 on an enemy's unit's shooting hit rolls, every round that you are in range. That's excellent, except that the range is super close, and this is attached to a character who doesn't want to get that close. I'd leave this one at home.

    Photonic Transubjector: You ignore the first damage you take each turn. Nobody tanks with crypteks, so this isn't really worth it.

    Dimensional Sanctum: Gives the Cryptek Deep Strike. I don't think, in general, that this is a good idea. People don't usually try and assassinate Necron characters, they can usually move around safely. Nobody about to spend resources on a model that has a strat that gives a coin flip to stand up. Crypteks die when the units screening them die. You can walk them to wherever, no need to spend the slot on a deep strike.

    Cortical Subjugator Scarabs: You get to hand out Heroic Intervention to a unit within 6" each round. If you don't have any other plans, I'd bite on this one. Heroic Intervention wins games, and this is a powerful and versatile ability hand it out.

    Countertemporal Nanomines: (Chronomancer Only). You get to pick a unit, each round, and halve their advance and charge rolls. That's an amazing, game changing benefit. I think this is a worthwhile reason to take a Chronomancer.

    Failsafe Overcharger: (Technomancer Only) Pick a Canoptek unit each round and give it +1 attacks, or +1d3 if it is monsters/vehicles. I think you take this if you have a Technomancer who shepherds Canoptek units. +1 to hit and +1 attacks each is what the plastocyte gives Destroyers, and this guy doesn't even have a 1 in 6 chance to destroy your guy.

    Hypermaterial Ablator: Pick a Core or Canoptek unit, it gets Light Cover vs. attacks from far away. Another worthy choice. Goes well on a Technomancer or a Chronomancer, whichever you are using to shepherd your guys.

    Quantum Orb: Pick a place, next round if they are near it they might take some mortal wounds. This isn't worth it, there are plenty of ways to do mortal wounds that don't involve giving the other team a heads up a round before.

    Metalodermal Tesla Weave: At the end of the enemy's charge phase you can pick a unit within 6" and on a 2+ you do d3 mortal wounds. Ridiculous. You might trigger this once or twice in a whole game, and you have to roll for it? The mind reels. Again, if you want to do wounds, don't spend points on a cryptek.

    Phylacterine Hive: (Technomancer Only) Once a game, instead of reanimating a Core model you can do a Destroyer or Canoptek, or even Praetorian. I guess, like, I can see the appeal, but paying points for a once per game, and it isn't even in addition, this is a thing you do INSTEAD of the normal resurrection? Nah. Sure, once in a while you'll bring back a Spyder and feel like a king, but it's not that usual. If your guy is a canoptek caddy, just give him the failsafe overcharger.

    Prismatic Obfuscation: They can only shoot the cryptek if he is the closest guy. Again, no one is assassinating Crypteks. No need to spend points trying to prevent that.


    Warlord Traits:

    Enduring Will: Your Warlord takes 1 less damage each time. Probably the best 'personal enhancement of the Warlord' type of trait. Worth using a strat to get for a CCB even if you have a warlord with another ability.

    Eternal madness: Warlord Rerolls wound rolls: Good buff for a melee warlord, but the main guy who'd use that already rerolls 1's to wound anyway.

    Immortal Pride: FNP for the Warlord, an aura that prevents Combat Attrition modifiers: No need for this. Enduring Will is better for protecting the Warlord, and the aura is help for a problem our leadership 10 army doesn't really have.

    Thrall of the Silent King: Warlords Aura gets 3" bigger. I think they are big enough, like, be careful with your positioning and you can get by without this.

    Implacable Conquerer: Lets Core models within 6" of your boss reroll charges. For the most part, Lychguard are the only chargy Necron Core, and they tend to veil off. If your warlord carries the Veil, then I can see this, or I can see giving this ability for a CP to the veil caddy. But if you aren't doing Lychguard stuff I think it's easy to skip this one.

    Honorable Combatant: Extra attacks if your warlord is going after an enemy character: I think if your Warlord is fighting, Enduring Will is probably the right call, rather than one that only works when your character is fighting other characters. Even Eternal Madness would be better than this, I think.

    Merciless Tyrant (Mephrit Only): Extra strength and Attack, weird for the shooting dynasty, but nothing innately wrong with it. I think Enduring Will is probably better for a fighting Warlord. Can spend a CP to put this on a Scorpekh if your Warlord is hogging Enduring Will.

    Skin of Living Gold: (Nephreck Only): Enduring Will probably better, but this is close. I don't hate it, if you are playing Nephreck (but WHY are you playing Nephreck?).

    Precognitive Strike: (Nihilack Only): Warlord fights first. An excellent trait for a hard hitting warlord, every enemy you kill before they swing is one that doesn't hit you.

    Blood Filled Fury: (Novokh Only): You do mortal wounds on unmodified rolls of 6 to wound. Garbage, the last thing Novokh Warlords need is a minor damage increase.

    Hyperlogical Strategist: (Sautekh Only): You get CPs back on 5+. Straightforward and incredibly powerful, combo with Imhotekh's +2 CP to make Sautekh flush with CPs.

    The Triarch's Will: (Szarekhan Only): You only have to pick 4 protocols, and you can use one of them twice. Definitely worth consideration. 2 rounds of the shooting protocol will do more in most games than a minor augmentation of the Warlord.


    Relics:

    Orb of Eternity: As rez orb, but +1 to the reassembly rolls. The math is dreadful on this one. I can't imagine you have so many characters that this is worth it. Marginal improvement over a basic rez orb.

    NanoScarab Casket: How the mighty have fallen. All this does now is just double Living Metal. It's a tragedy that we can't put this on a C'tan. Not worth a relic slot, given how often the charater goes down in one round, or just isn't attacked at any time during the game.

    Gauntlet of the Conflagrator: Pistol that has a 1/6 chance to do a mortal wound for each model in the unit you shoot it at. I don't think this is worth it, you are only close enough to fire this for a round or two most games, and most units aren't that numerous nowadays.

    Veil of Darkness: Deep strike yourself and another. If this isn't mandatory it's almost mandatory. One of 2 relics that will be in a majority of Necron lists.

    Voltaic Staff: A super staff of light that fights about like a warscythe and shoots about like a tesla gauss cannon. Utterly transforms the unit carrying it, the other borderline mandatory relic.

    VoidReaper: Warscythe with an extra damage and breaks 'ignore wounds abilities' like the NB. Fine extra damage relic, but with the NB in the army I imagine most won't bother. Certainly worth a glance at, though.

    Sempiternal Weave: Gives Infantry Noble a point of Toughness and Wounds. Not worth it, in my eyes. Maybe if you are a Sautekh list and you've got an extra Cryptek.

    The Arrow of Infinity: Replaces Tachyon Arrow, extra strength, and 6 damage instead of d6. Not worth it, I think. A relic slot for maybe 2 extra wounds? What if they just make the invul save?

    Conduit of Stars: (Mephrit Only): Slightly better gun for a Royal Warden, worth it if you aren't giving the Warden a Veil, I guess.

    Solar Staff: (Nephreck Only): Staff of light that also stops Overwatch/Set to Defend. Not even remotely worth it. Maybe vs. Tau or something.

    Infinity Mantle: (Nihilack Only): +1 to armor, half power FNP. This is alright, I guess. Hard to justify the points, but I can imagine this on a particularly tanky warlord trait CCB.

    Blood Scythe: (Novokh Only)+2 attacks on a warscthe. The VoidReaper is better. I guess if you are going 2 relic scythes you could do this, but surely the Voltaic staff/Veil nudges this out.

    Vanquisher's Mask (Sautekh Only): Models around the bearer fight after all your eligible models. This is genuinely interesting, as a sort of Batman/Robin deal alongside the NB, but it's in the wrong faction. Sautekh characters likely gonna be Imhotekh, Voltaic, Veil carrier respectively.

    The Sovereign Coronal (Szarekhan Noble model only): Increases your protocol radius and gives you both halves of it. There's an obvious combo here with the warlord trait, where you use this to give both halves of the shooting protocol in a big circle and shoot for two rounds. I can see the plan, but I think it's a bit too fancy. Maybe it works though.





    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 05:18:54


    Post by: Eldenfirefly


     Kharne the Befriender wrote:
    Alright, been thinking a list through, and, here me out:

    Custom Dynasty - 2000/2000pts
    DT: Eternal Conquerors
    CoA: Interplanetary Invaders

    Battalion
    -Lord (For the protocols)
    ---WLT: Enduring Will
    ---R: Voltaic Staff
    -2 Chronomancers
    ---Aeon Staves, 1 with Cryptogeometric Adjuster
    -2 Technomancers
    ---Cloaks, 1 with Dimensional Sanctum
    -3x 5 Gauss Immortals
    -3x 3 Scarab Swarms

    Super Heavy Detachment
    -Monolth
    ---4x Gauss Arcs
    -Monolith
    ---4x Gauss Arcs
    -Tesseract Vault
    ---Powers: Antimatter Meteor, Sky of Falling Stars, Cosmic Fire

    I know the Lord is AWFUL, but Command Protocols lend a lot to this list imo. Bowl the Vault down the middle of the table. Put one monolith on each side with a chronomancer and technomancer assigned to each. 1 scarab swarm to assist with LoSir and getting objectives late game if they survive. That gives the monoliths a 5++ inv and they'll heal d3+1 W a turn, +2 if Undying Legion's active. the 6CP you have left are just for operating at top bracket, perhaps a critical reroll, or even Solar Pulse.

    You could argue to replace the Technomancers with Psychomancers to deny obsec on a unit that gets close to a monolith, or perhaps deny an action.

    For protocols run Sudden Storm for the movement buff or to raise a banner on an objective and still shoot with the immortals. Then run Vengeful Stars for ignores cover. From their, run Eternal Guardian if your opponent doesn't have competent melee for the bonus save or Undying Legions for the extra wound if they do.

    There are a few ways I can see the list being tweaked, and I wouldn't call it competitive, But this list could be a real pain to get past. 78 T8 2+/5++(4++ on the Vault) shouldn't be that easy to remove, especially with the support and traits.


    I dunno, it looks similar to a knight list at this point, and most people feel that knight lists are not very competitive right now. And a monolith can't stride over models the way a knight can. And resilience wise, probably similar to a knight which can have a 4++ save against shooting. Other armies shooty lists can take down a monolith a turn. All while having more to contest objectives. Just my opinion.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 05:42:25


    Post by: Kharne the Befriender


    You're definitely right, I'll keep tweaking it.

    There's gotta be a way to at least field a monolith semi-competitively, right? That's probably wishful thinking though.

    I know there are some good relic/arkana combos, and I believe we've got a general idea of what's viable, but has anyone come up with more in depth combos?

    For example using a squad of plague marines with the grenade character and the grenade strat to nuke a unit

    The one that comes to mind is szeras+ 2x20 Warriors w/ flayers, and a couple Ghost Arks. Could Scale it down to Technomancer (Probably with the Ablator) + 20 Warriors + Ghost Ark (Maybe with 10 Reapers inside)


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 06:37:08


    Post by: CKO


    Another Tactica about the Necrons!




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 10:19:32


    Post by: dan2026


    Is it worth giving the Wraiths either of the gun options?
    Both seem underwhelming.


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


    Post by: p5freak


    Both guns suck.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 11:24:22


    Post by: CthuluIsSpy


    Yeah, just keep them as close combat specialists. Don't waste the points on guns, let destroyers and warriors do the shooting.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 12:53:53


    Post by: Punisher


     dan2026 wrote:
    Is it worth giving the Wraiths either of the gun options?
    Both seem underwhelming.


    When your building your list and you have 5-10 points left and nothing really to spend it on you give the wraiths a pistol or two, the pistols aren't good but might take a wound off here or there, str6 is nice. The beamer is beyond awful for 10pts, ws4 and str4 with d3 I have no idea what this is supposed to target.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 13:14:55


    Post by: dan2026


    Yeah keeping Wraiths nude seems to be the way to go.

    What’s the temperature of the room on Flayed Ones?
    They seem to struggle to actually reach combat.
    Although they could probably pop up and camp objectives pretty good.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 14:07:01


    Post by: Sasori


     dan2026 wrote:
    Yeah keeping Wraiths nude seems to be the way to go.

    What’s the temperature of the room on Flayed Ones?
    They seem to struggle to actually reach combat.
    Although they could probably pop up and camp objectives pretty good.


    Flayed ones need to be tested out, but I think they have a place in certain lists. They are not something you just pop in to every list. That being said, they are pretty strong coming in at 13 PPM and have 2 great stratagems. In Novokh, they seem pretty brutal.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 14:13:17


    Post by: CthuluIsSpy


    Flayed Ones are a good screen for hexmarks, I think. You can drop them together and your opponent has to kill the flayed ones to get to the hexmark.

    You can charge from strategic reserves, right? I believe you can also get an ability that gives +1 to charges? So if they arrive from the flank you can probably pull a sneaky charge off.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 15:29:44


    Post by: Acehilator


    8" charges are still worthless when coming out of DS with the change to CP reroll for charges (forced to reroll both dice). Take five Flayed Ones for sneaky secondary/action stuff and that's it (maybe 2x 5). Hexmark is still 99% useless, unless tailoring against Harlequins, and even then it's not great. Shame, such a great model.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 16:08:36


    Post by: wuestenfux


    Acehilator wrote:
    8" charges are still worthless when coming out of DS with the change to CP reroll for charges (forced to reroll both dice). Take five Flayed Ones for sneaky secondary/action stuff and that's it (maybe 2x 5). Hexmark is still 99% useless, unless tailoring against Harlequins, and even then it's not great. Shame, such a great model.

    Indeed. Single models, no larger squads.
    They could be decent for harassment using forward deployment.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 16:30:21


    Post by: Kharne the Befriender


    I've had two games with Flayed Ones and both times I translocated them in to charge a unit on a backfield objective.

    They do excellent against things T4 lower, especially with the S buff from hungry void


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 18:39:06


    Post by: russellmoo


    So I have started playing Necrons and what I want to run are a pair of doom stalkers plus a pair of triarch stalkers, sort of stalker theme. Anyway what I am trying to decide is how best to load out the stalkers. Do I just go with the versatile heat ray or is that too much high str shooting, when paired with the doom stalkers. Is one of the other two options a better pairing?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:26:54


    Post by: CKO


    I believe Relentlessly Expansionists negates the Eternal Guardian Protocol? Having light cover is the obvious choice for the first turn protocol but with the most popular awakening negating it I believe Sudden Storm should replace Eternal Guardian. That way you maximize your early game movement.

    Flayed Ones are good if you take Novokh for the extra AP or Rad-Wreathed so you can wound marines on 3's. I would start my Flayed Ones on the board to take advantage of Expansionist, with a large squad of 20, you can take advantage of the mobility that RP provides. If you are unaware of the mobility that reanimation protocol provides you can go to the 17-minute mark of my video tactica to see how you can gain several inches with your assault units. https://www.youtube.com/watch?v=DcfT70c11U8&t=2s


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:30:48


    Post by: Acehilator


    The Heat Ray is amazing. The flamer profile is great for supporting Warrior units, while being a ridiculously tanky Distraction Carnifex. I did the math in a another thread for the DDA, a fully buffed unit of six Eradicators outside Melta range with full loadout and buffs (4x Heavy, 2x Multi, Chapter Master + Lieutnant rerolls) deals 11.31 damage to a vehicle with QS if you use the 4++ stratagem. The unit is 280, the Stalker 140.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:32:42


    Post by: Vineheart01


    Relentless Expansionists does not negate Eternal Guardian.

    The 6" move is "pregame" which is before the first battleround starts.
    The cover from Guardian is specifically "battle round"

    More than likely they'll change its wording because right now its basically worded where if the necron goes 2nd or does a pregame move he still has it active as "this battle round" he hasnt moved yet, even if it isnt his turn.
    Battle-round bound rules that arent tied to a "once per battle round..." sort of thing are really bad as they cause loopholes like this.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:36:20


    Post by: CKO


    Guardian says did not move this battle round.

    Expansionist says at the start of the first battle round.



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:40:41


    Post by: Xenomancers


    russellmoo wrote:
    So I have started playing Necrons and what I want to run are a pair of doom stalkers plus a pair of triarch stalkers, sort of stalker theme. Anyway what I am trying to decide is how best to load out the stalkers. Do I just go with the versatile heat ray or is that too much high str shooting, when paired with the doom stalkers. Is one of the other two options a better pairing?
    All the weapon profiles are decent. The heavy gauss is the most expensive but also the best IMO. 6 Multi damage str 7 ap -3 shots is totally amazing.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:46:41


    Post by: CKO


    Stalker's with their targeting relay provides good synergy with the stalkers. Add a technomancer with a control node for 3+ BS canoptek doomstalkers hitting on 3's re-rolling 1's because of targeting relay.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:57:22


    Post by: yukishiro1


     Vineheart01 wrote:
    Relentless Expansionists does not negate Eternal Guardian.

    The 6" move is "pregame" which is before the first battleround starts.
    The cover from Guardian is specifically "battle round"

    More than likely they'll change its wording because right now its basically worded where if the necron goes 2nd or does a pregame move he still has it active as "this battle round" he hasnt moved yet, even if it isnt his turn.
    Battle-round bound rules that arent tied to a "once per battle round..." sort of thing are really bad as they cause loopholes like this.


    It actually does negate it, because it explicitly says the 6" move happens "at the start of the first battle round."

    It doesn't make DDAs / doomstalkers use their crappy profile or debuff infantry with heavy weapons, because those key off whether you moved in your last movement phase, and the move doesn't happen during a movement phase. But the protocol just checks whether you moved in the battle round, and the 6" move is during the battle round.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:57:23


    Post by: Henker-Kind


    Got a rules question here:

    Dimensional Translocation:

    1. It basically gives you old deep strike rules for the specified unit.

    2. The wording in the codex doesn't indicate a cp cost.
    2.1. And when looking into the rulebook it specifically states under strategic reserves 2nd paragraph that (translated from german): "The rules for strategic reserves do not count for units that use other abilities that let them start the battle at a different place then their deployment zone. Those units do not count as in strategic reserves."
    3. The only hint at it having a cost is that they are placed in the reinforcement step of your movement phase.


    To me this clearly means no CP cost for Dimensional Translocation!
    What do you say?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:59:35


    Post by: CKO


     Henker-Kind wrote:
    Got a rules question here:

    Dimensional Translocation:

    1. It basically gives you old deep strike rules for the specified unit.

    2. The wording in the codex doesn't indicate a cp cost.
    2.1. And when looking into the rulebook it specifically states under strategic reserves 2nd paragraph that (translated from german): "The rules for strategic reserves do not count for units that use other abilities that let them start the battle at a different place then their deployment zone. Those units do not count as in strategic reserves."
    3. The only hint at it having a cost is that they are placed in the reinforcement step of your movement phase.


    To me this clearly means no CP cost for Dimensional Translocation!
    What do you say?


    Dimesional Translocation is free!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 19:59:49


    Post by: Acehilator


    Yeah sure it's free. Units with build-in deepstrike never pay CP to use that ability.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:01:59


    Post by: Henker-Kind


    Thank you very much for your answer; others asked this before and got it wrong; I wanted to be sure...the deceiver has that ability


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:05:07


    Post by: yukishiro1


    Interestingly, I have seen different opinions on whether the Deceiver's ability to redeploy 3 units into reserves is free or not. When I read it, my inclination was that it is free, but I have seen other people argue it isn't, and that it just allows you to pay CP at a later point than normal, not to ignore the CP costs entirely.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:15:34


    Post by: Henker-Kind


    Interestingly, I have seen different opinions on whether the Deceiver's ability to redeploy 3 units into reserves is free or not. When I read it, my inclination was that it is free, but I have seen other people argue it isn't, and that it just allows you to pay CP at a later point than normal, not to ignore the CP costs entirely.


    I meant that the Deceiver can dimensionallly transport himself for free.

    I think his ability lets you:
    1. Reposition up tp three units immediatly (takes effect in your first battle round) (This part is free)
    2. Or put a chosen number of those units into strategic reserves if the mission supports strategic reserves. (This is debatable)




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:19:07


    Post by: yukishiro1


    Yeah I know what you meant, it just reminded me of the question about his redeploy ability. Normal deep strike is definitely free.

    You can use his ability in any game, and if it's a game where strategic reserves are a thing, you can choose whether to redeploy on the board or redeploy into strategic reserves. The question is just whether you have to pay CP to put them into reserves, the way you would have had to pay if you put them in reserves in the first place.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:19:12


    Post by: Sasori


    yukishiro1 wrote:
    Interestingly, I have seen different opinions on whether the Deceiver's ability to redeploy 3 units into reserves is free or not. When I read it, my inclination was that it is free, but I have seen other people argue it isn't, and that it just allows you to pay CP at a later point than normal, not to ignore the CP costs entirely.


    My inclination is that it's free as well, but it needs a FAQ for sure.


    What's everyone's thoughts on the Skorpekh Lord? I'm not sure if he is really worth taking or not. For his cost +10 points you can take 4 regular Skorpekhs. He does provide the reroll wound aura and is a character for Command protocols. The Native strength 8 on the Harvester is also nice.

    I'd like him a lot more if he was Base A5 though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:23:25


    Post by: yukishiro1


    Yeah I am pretty torn on the skorpekh lord. Not being a noble, only 4 attacks, and taking the -1 on his weapon are all rough. He's a real bastard to get rid of with the potential to stack -1 to wound and -1D, and even healing 2 wounds a round I guess if you really want to buy him that relic. But a command barge has way more utility for only 15 more points, so I'm not sure he's really all that great.

    edit: Oh, he can't even rez. That kinda sucks. Another knock against him.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:31:51


    Post by: Cynista


    Overall I find it underwhelming, the -1 to hit is dumb and keyword restrictions are a big let down. Yet due to the lack of better options outside of the pricey CCB, I'll still probably use one in my main list.

    Honestly the Skorpekh Lord is a classic example of GW undercooking a HQ beatstick because it's not part of the special Imperium and Chaos duopoly. Absolutely no chance he'd only have 4 attacks at 130 points if he was part of either of those factions.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:37:27


    Post by: Kharne the Befriender


    I'm also inclined to believe the Decievers ability is free. It's very similar to the old GSC strat that let you put units back i ambush during deployment, but also allowed those units to surpass the 1/2 limit rule.

    I know those are 2 different things but it's the closest comparison I can think of


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:44:27


    Post by: tneva82


     Sasori wrote:
    yukishiro1 wrote:
    Interestingly, I have seen different opinions on whether the Deceiver's ability to redeploy 3 units into reserves is free or not. When I read it, my inclination was that it is free, but I have seen other people argue it isn't, and that it just allows you to pay CP at a later point than normal, not to ignore the CP costs entirely.


    My inclination is that it's free as well, but it needs a FAQ for sure.


    What's everyone's thoughts on the Skorpekh Lord? I'm not sure if he is really worth taking or not. For his cost +10 points you can take 4 regular Skorpekhs. He does provide the reroll wound aura and is a character for Command protocols. The Native strength 8 on the Harvester is also nice.

    I'd like him a lot more if he was Base A5 though.


    He also is character with 4++ so hard to get rid of. Skorpeks die very fast.

    So far pre codex been consistently performing. Don't see it changing with codex.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:48:18


    Post by: buddha


    Skorpekh lord is a beat stick but a very mediocre one. That -1 to hit was so unnecessary or they should have increased his attacks, given him advance and charge, or just something more.

    Small tangent that they really messed up destroyers in the dex. A Skorpekh lord should have unlocked noble and changed destroyers to core. But I digress.

    For his 130pt cost you could get 10 warriors or 10 flayed ones. 120pts gets you 8 scarab bases. All of these have much, much, more utility in any list.

    Secondary characters are almost always going to be best filled by the various crypteks.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:54:09


    Post by: yukishiro1


    Cynista wrote:
    Overall I find it underwhelming, the -1 to hit is dumb and keyword restrictions are a big let down. Yet due to the lack of better options outside of the pricey CCB, I'll still probably use one in my main list.

    Honestly the Skorpekh Lord is a classic example of GW undercooking a HQ beatstick because it's not part of the special Imperium and Chaos duopoly. Absolutely no chance he'd only have 4 attacks at 130 points if he was part of either of those factions.


    He's definitely a bit underwhelming offensively...just like all the other characters in the necron book except I guess the Nightbringer.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 20:57:51


    Post by: CKO


    tneva82 nailed it, the Skorpekh Lord is a hidden assault unit that can take out 3 gravis marines a turn in cc. It also benefits from its aura effect making its str 8 attacks more reliable. If you are using lokhust destroyers the re-roll 1's to wound can allow you to save 2 command points as the stratagem no longer re-rolls to hit rolls.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 21:17:56


    Post by: yukishiro1


    He rerolls 1s for both hits and wounds, so he doesn't stack up terribly to a base captain / chaos lord. The issue is more that those models have ways to turn themselves into absolute blenders with warlord traits and relics, whereas the Skorpekh can really only boost his survivability.

    Something like a white scars teeth of terra captain makes him look like a very limp noodle, for example.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 21:20:56


    Post by: Kharne the Befriender


    What's funny is that you can take a plasmacyte for a Skorpekh lord

    1/6 chance of death yes, but also +1S and +1A


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 21:22:35


    Post by: Vineheart01


    if you could CP reroll that 1/6 chance i'd probably run it lol


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 21:32:02


    Post by: Kharne the Befriender


    A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.

    So 6 S10 Ap-4 D3 attacks on a 3+
    or 12 S8 Ap-1 D1 attacks on a 2+

    That'd be interesting


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 21:45:52


    Post by: CKO


    Which secondary objectives in the book do you plan on using?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:00:34


    Post by: Sasori


     CKO wrote:
    Which secondary objectives in the book do you plan on using?


    I think they are all pretty bad. The Noble one may be worth using if you are playing the Silent King though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:02:25


    Post by: tneva82


    Only the keep quarter one and even then depends a lot on matchup. Rest seems meh and kill stuff with noble worst especidlly without silent king


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:12:53


    Post by: Niiai


    I do bot get it. If I wanted 3 monoliths in a list it would cost me 6 CP?

    Do tgmhey get dynasty traits?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:16:10


    Post by: Sasori


     Niiai wrote:
    I do bot get it. If I wanted 3 monoliths in a list it would cost me 6 CP?

    Do tgmhey get dynasty traits?


    For 3 it would cost 6 CP, but you would then benefit from Dynasty Traits in a Super Heavy detachment.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:18:26


    Post by: Niiai


    Yeah, there is no way to combine the silent king to get any form of refund on that?

    I just really like the monolith model.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:28:25


    Post by: CKO


    I think Purge the Vermin is the best one. You should be able to keep them out of your deployment zone so that is 4 points a turn and, late game you may be able to get 6 points if you are winning.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:49:13


    Post by: Sasori


     Niiai wrote:
    Yeah, there is no way to combine the silent king to get any form of refund on that?

    I just really like the monolith model.


    No, but he does give you extra CP.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 22:50:31


    Post by: Kharne the Befriender


     Niiai wrote:
    Yeah, there is no way to combine the silent king to get any form of refund on that?

    I just really like the monolith model.


    You could put the Silent King and 2 monoliths in the detachment so you get half of them back, but then you'd still have to pay for a patrol or battalion if you're fielding anything else


    Secondaries wise I think Purge the Vermin and Ancient Machines are situationally viable. Like if your opponent is less likely to deepstrike or outflank anything, or if your army can competently hold the mid field


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/13 23:02:45


    Post by: Niiai


    But I would not get any points back would I?

    To field the king I would need the supreme comand detachment? To field a super heavy axilrery detachment it would cost me 3 CP. To field the minimum super heavy detachments is a minimum of 6 CP as the monoliths have the Titatinc keyword? And I can not do 2x super heavy axilrery detachment, supreme comand detachment and a patrol, as that would be 4 detachements.

    The monolith is in an odd place. Eating 6 CP does not feel good either way.

    [Thumb - 40k-9th-detachments-3.jpg]


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 00:12:22


    Post by: Cynista


    I've settled on a list for the time being.

    Spoiler:

    6" pre game move & -T dynasty traits

    CCB w/ gauss & voltaic staff
    Skorpekh Lord
    Psychomancer w/ deep strike Arcana

    10 Warriors
    10 Warriors
    5 Immortals

    Nightbringer
    Triarch Stalker
    10 Flayed Ones
    3 Skorpekh Destroyers

    Tomb Sentinel w/ gloom prism (until it gets nerfed to BS4+)
    5 Wraiths
    3 Scarab bases

    DDA


    It's actually largely similar to my 8th edition list. Will hopefully get to try it out soon, likely against Guard. If I buy the Void Dragon before then, he will replace NB.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 01:41:12


    Post by: Kharne the Befriender


    Cynista wrote:
    I've settled on a list for the time being.

    Spoiler:

    6" pre game move & -T dynasty traits

    CCB w/ gauss & voltaic staff
    Skorpekh Lord
    Psychomancer w/ deep strike Arcana

    10 Warriors
    10 Warriors
    5 Immortals

    Nightbringer
    Triarch Stalker
    10 Flayed Ones
    3 Skorpekh Destroyers

    Tomb Sentinel w/ gloom prism (until it gets nerfed to BS4+)
    5 Wraiths
    3 Scarab bases

    DDA


    It's actually largely similar to my 8th edition list. Will hopefully get to try it out soon, likely against Guard. If I buy the Void Dragon before then, he will replace NB.


    You've got a solid base there. Spaced out melee threat, decent anti tank, Nightbringer. My only worry is that none of your units (beyond the ND and wraiths) are hard to remove. Having a Sentinel myself I would unfortunately drop it in favor of more warriors/immortals, but other than that I'm interested to see how it plays


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 01:53:27


    Post by: Matt Swain


    So how about these roll your own dynasty rules? I was looking at a review of them and wad debating the merits of things that give you a one time useful thing, like the dynasty trait that lets you reposition your army like 6" after deployment but before the first turn. That can be a big deal as it can save you from the dreads "first turn plastering" if you lose the first turn and get pounded badly by a long range shooty army.

    But it's a one time deal, and once the first turn has passed that's it.

    Other traits give you smaller advantages all thru the game. it may be a smal lone but you may get several chances to make it pay for you, like the one that lets units reroll one wound roll per turn. That plus your super weapons can be an advantage all thru the game.

    I'm still working on what ones I'll take, anyone else chosen theirs yet?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 01:55:31


    Post by: Cynista


    So realistically the Sentinel is a bit of a luxury pick, but I really do think 9th edition has done wonders for it. Can now move and shoot without penalty which is a big win. Whilst it would have been hilarious to shoot the exile cannon in combat that was never going to be allowed, so it got Blast which is a nice extra it didn't get before. Add the new codex has brought new buffs and strats for CANOPTEK. You can currently get these guys to a 2+ to hit (it won't last but fun in the mean time). I think the Tomb Stalker is pretty good now too as it can shoot in combat

    In the FW update I'd love to see them given around 12-14 wounds, they're huge models anyways and need help staying alive

    And yeah my compulsion to get as much different stuff in as I can does impede on durability, no doubt.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 02:11:54


    Post by: CKO


    Do you think Void Dragon is better?




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 02:59:43


    Post by: Tiberius501


    I haven’t seen the vid but aren’t they each better at different things? The Deceiver is good for manoeuvrability, Nightbringer is good at murdering infantry (although he’s probably a little too good at killing anything but I feel this was meant to be his role) and the Void Dragon is good at destroying vehicles?

    So I would imagine comparing them as which is the best over the other should be more a question of, which fits in my list with the units I have?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 03:03:51


    Post by: Kharne the Befriender


    Cynista wrote:So realistically the Sentinel is a bit of a luxury pick, but I really do think 9th edition has done wonders for it. Can now move and shoot without penalty which is a big win. Whilst it would have been hilarious to shoot the exile cannon in combat that was never going to be allowed, so it got Blast which is a nice extra it didn't get before. Add the new codex has brought new buffs and strats for CANOPTEK. You can currently get these guys to a 2+ to hit (it won't last but fun in the mean time). I think the Tomb Stalker is pretty good now too as it can shoot in combat

    In the FW update I'd love to see them given around 12-14 wounds, they're huge models anyways and need help staying alive

    And yeah my compulsion to get as much different stuff in as I can does impede on durability, no doubt.


    I definitely get it, it's not a weak list, do tell us how it, and the sentinel, perform!

    CKO wrote:Do you think Void Dragon is better?



    I do, it has shooting, even if it is one shot, its specific power is situation-ally weaker/more powerful so it's a toss up there. The Dragon's stat block is the same but it has better melee (Dd6 vs D3 is debate-able, but it is flat out better against vehicles) and has an additional d6 attacks.

    So it comes down to abilities and which you would rather have:

    -Debate-ably better melee, siphoning wounds off vehicles, and shooting

    or

    -Deepstrike, repositioning 3 units, and a -1 to hit

    So I'm of the opinion that the Dragon eeks out the advantage over the Deciever, but if you want to frustrate your opponent, or your list design requires redeployment as an integral option, then the Deciever is the better choice


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 03:47:05


    Post by: Oberron


    Here is a breakdown compairason between ghost ark (GA) and the canoptek reanimator(CA) for people that haven't looked into it yet.

    CA VS GA
    points:CA is 35 points less than GA, which is nice point difference but...
    Durability:CA T5, W6, no invul vs GA's T6, W14, 5++, QShield. Haven't done the math but just by Toughness and wound count looks like the GA is twice as durable or more so.
    Support shooting: 6 12" bs 4+ vs 10 24" (20)rapid fire bs 3+ (degrades). GA easily wins here. even with the small strength and ap difference.
    Reanimation ability: +1 to RP vs d3 models. The +1 sounds really good for warriors until you read the ability and see the CR has to stay within 6", and the unit has to stay viable to it. Meanwhile the GA Can repair through walls/floors and is reactive to wounded units while the CR gives a bonus to a unit that might not even be shot at, but if the unit does get blown up it pays out every attack.

    Did this on the fly hoping there was at least a small comparison and aside from the amount they heal the GA just on the surface seems so much better in almost every way. The only thing I see that can help out the CR is the Reanimation prioritisation strat but 2 CP is a lot for a "shell game".

    But that is for warriors. What are people's thoughts on using the reanimator to follow around immortals,scythe lychguard, deathmarks, praetorians, or even tomb blades? it does have 8" movement so its fast enough to keep up with praetorians but with tomb blades you might have to pump the brakes after first turn unless you advance with the CR and the +1 does over double the odds for a praetorian/tomb blade to get back up (25% vs 10.89%).

    I don't think it would be worth it to follow anything with three or more wounds even if it does increase the chance from 3.59% to 12.5%, it still isn't even a 1/6 chance.



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 04:01:44


    Post by: 40kenthusiast


    40kenthusiast hot takes 4 of lots:

    General Concepts:

    Necron HQ choices have never been anything to write home about. We always took as many as we had to for the formation, and that was it. Still true today. I think most lists will have a Noble to carry the Voltaic staff, and a second character to carry the Veil. Special characters may barge in there, or not, as the lists demand.

    HQ Units

    Lord

    Let's start things off with the cheapest, worst Noble. The reason to bring him instead of the others is pretty simple. You don't want to spend a lot of points on the Noble slot. You don't want to give this guy the Voltaic staff, since he hits on 3's, but he can carry the Veil. He has a Staff of Light, which is ineffective at both fighting and shooting, but you can give him a warscythe. He buffs one nearby core unit's hit rolls, and has an aura that makes your guys faster.

    I'm very much not a fan. The upgrade to Overlord for this guy gives you WS, BS, A, W, a better buff for one Core unit and a 4+ invul. Even if you priced each of those at just 5 points the Overlord wins. If the budget just absolutely isn't there then take a Cryptek or a Royal Warden. This guy is a bag of nothing, bringing an Overlord down to this level is a false savings.


    Orbyron

    The only character Lord, and half of his rules refer to another special character. He's as expensive as an Overlord, and a lot like one. You get the attack, you get the hits on 2's for your melee, and a warscythe to swing around. You even get not one but 2 wounds! You don't get the invul save, but a 2+ armor kind of makes up for it. He's also a deep striker, and he always swings back, even if he's killed in melee.

    I guess if you want an Overlord solely for swinging a warscythe around, he's better at it, probably, for the same points. But his buff on the single core unit isn't as good as MWBD, and there are times when the 4+ invul is better than 2+ armor. I dunno, I think even if I was looking for an infantry warlord to fight with a scythe, I'd still go with the Overlord, particularly since this guy locks you into Sautekh, which doesn't support his plan at all. I'll leave this guy to theme lists where his buddy comes out.


    Overlord

    This is your basline Noble, and I think a reasonable choice. He can carry the Voltaic Staff, he's a Noble, and he's just better in about every way than the Lord. If the CCB didn't exist this would be our guy. He's reasonably costed, but you'd still rather have equivalent points in our good units, you take him because you have to take someone for slots, and to get protocols.

    You can give him a few options, aside from just his Staff of Light/Voltaic staff. He can have a res orb, or you can give him a glaive/arrow combo which lets you do a one shot for d6 damage to nearly anything without an invul save. YMMV, but I'm not about it, just not worth throwing aside the Voltaic Staff for a Tachyon arrow. If he's the veil caddy I don't hate it, however. The glaive is close enough to a warscythe that I'd rather have the arrow than the single extra point of AP.


    Trazyn

    By far the most common character in the fiction, Trazyn has never really fit in at the tabletop, and he keeps that streak up. He works like an Overlord with a scythe/glaive, but it has less AP than normal, and does mortal wounds if he manages to kill a character. He gives you a free relic, while taking up the slot of someone who would normally carry it. He has an extra wound. If he dies, and you have normal characters on the table, he does his replacement thing with one of them.

    There's just...nothing here. He's a slightly different Overlord you can buy for the same points who is just a bit worse. Ok. He fits into no plan I can come up with, enables no terribly interesting play. I guess the nicest I can be is to say he's at least not, like, a dreadful choice. He isn't a staff or veil carrier, but if you are an army that doesn't need a veil he's probably a fine second character to wander around spreading protocols and buffing core units.


    Zehndrekh

    Everyone's favorite addled general is back, he's an Overlord with an extra point of armor save, stuck wielding a staff of light he can't swap out for the Voltaic staff. He's about a Wraith or Skorpekh destroyer more expensive than an ordinary Overlord, and he tries to justify that cost with Counter Tactics and his buff.

    Zehndreck is another 'if you don't need the Veil and you are Sautekh anyway you don't need to exactly kick him out the bed, but he's a mistake. He's worse than a guy with one of the power two relics, and worse than Imhotekh. His buff is fine, but it doesn't synergize with his faction terribly well. If you take him, it'll be for the counter tactics, and I just don't think that's worth it, who needs an HQ who only does 1 damage with all his attacks, who isn't any better than anyone else at the buffing?


    Anrakyr

    Just more expensive than Zehndreck is our boy Anrakyr. He's got an Overlord's statline with an extra point of strength and an extra wound. He has all the usual Warlord tricks, but his weapon loadout is at least locked to the respectable Warscythe/Arrow, rather than the lamentable non Voltaic SoL. His extra tricks are also genuinely interesting, an aura of +1 attacks to Core, and a short range ability to take control of an enemy's weapon and shoot it as though it was on your team.

    This is the first character where I'm thinking there are genuinely lists he wants to be in. Fight core means Lychguard, and the first unit veils off, but if you are spamming Lychguard fighting units, which might very well work in 9th, I think he's a worthwhile include. I could see him as second HQ in a Novokh list with no veil, or just bite the bullet and take a third, he replaces a small Skorpekh unit or something, makes up for the reduced damage by buffing everyone else, and you hope he manages to steal an enemy gun once or twice in a game.


    Imhotekh

    Imhotekh honestly feels like the finale of the Lord -> Overlord progression. He costs as much as fully kitted out CCB, but he's far enough beyond the Overlord that I think he makes it back. You get an extra buff per round, an extra wound, an extra point of armor, a random mortal wound thing, a totally random heavy flamer, the faction's best warlord trait, 2 extra CP, and, most importantly, what amount to a baby Voltaic Staff. That is, a weapon that both shoots and fights for multi wounds. No shade on this character, fully justified choice.

    If you are playing Sautekh, I could honestly see going no-Veil, and just having Imhotekh and the Voltaic CCB as your characters. Expensive, but they both fight hard, shoot hard, and, buff, are survivable, and you'll have extra CP's. Alternatively, if you've got Veil/Voltaic covered already, he makes for a reasonable third character, despite how bad that idea usually is. The rare special character who has no flies on him.


    Catacomb Command Barge

    CCB is half again as expensive as an Overlord, but justifies the expense with four extra wounds, a point of toughness, a rule that it can't be wounded on 1-3, being a Vehicle, being twice as fast and having just about all the Warlord's goodies. You also get a Gauss cannon (or Tesla cannon, but it's a really cheap upgrade). You do lose a point of invul save, but in my opinion the extra toughness and the wounding rule makes up for it.

    I fully expect a CCB with Enduring Will warlord trait and the Voltaic Staff to be the gold standard Necron HQ. This is the Warlord/Noble pick that just jumps out of the book. It shoots about as hard as it's weight in Lokhust Destroyers, fights just fine, moves fast, does the Overlord's buffing tricks and is just under the 10 wound limit for characters. It's an all around excellent choice in a codex with few others in this slot.


    Royal Warden

    The Royal Warden is NOT a noble, unlike those above, so he can't give you protocols on his own. On the other hand, he shoots a multi wound damage gun a bunch of times, and he has the ability to let a Core unit withdraw from combat and still shoot. He's a fine choice for Veil caddy, as your second character.

    This guy is pretty cheap, down in the Lord/Cryptek price range. I expect he'll see plenty of play as the Voltaic's CCB sidekick in lists that are core heavy.


    Lokhust Lord

    The Lokhust Lord (the old Destroyer Lord) is still about the same as he ever was. still inexplicably hitting on 3's, still buffs himself and nearby destroyers, still can't carry the Gauss cannon you want to give him. Slightly more expensive than an Overlord, cheaper than a Skorpekh Lord. Tough as a CCB, if with slightly less wounds.

    Destroyer Lords compete well for the second slot in armies with Destroyer units, whatever kind they may be. I think the Lokhust is narrowly a better choice than the Skorpekh, he's a bit cheaper and they fight pretty similarly, but paying for the upgrade is far from a bad choice.


    Skorpekh Lord

    The Skorpekh Lord is a lot like the old Destroyer Lord, fast, fighty, buffs nearby Destroyers and himself. They literally have all the same special rules, so the only dif is their wargear, and the Skorpekh having an extra point of strength. He also hits more reliably, except his weapon, which you cannot in any way modify, moves him back to the old hitting on 3's reroll 1's level. Vexing. He's nearly at CCB level in terms of point cost.

    Like the Lokhust, he's a beatstick that you'll take if you take a unit or two (or 3) of Destroyers. He's got a strat the Lokhust doesn't, but that's much more likely to be used on a unit than a character. He doesn't fly, Lokhust does, he's got a minor gun, he has another mode of fighting, but 80+% of the time they will function roughly identically. Good guy to take the Veil.


    Technomancer

    The Technomancer, and all Crypteks, are down by the Lord/Royal Warden in terms of points, but paying for their gear pushes them back up to Overlord area. Like all non special crypteks you can cram 2 of these guys in a slot, if for some deranged reason you want MORE characters in a Necron list. The Technomancer's deal is that once per round he reanimates a model in a Core unit, or d3 Warriors. He also has his pick of 2 mutually exclusive pieces of excellent gear you desperately want to take both of. You can pick a cloak that makes him fly and lets him repair d3 wounds to a Dynasty model, or a node that gives an aura of +1 to hit for constructs.

    Crypteks make excellent second characters to carry the Veil and follow units around. What unit you want him with will help you choose between node and cloak, and it'll also help you pick which Arkana to give him. Perfect world, he hangs around Core units while buffing a Canoptek unit, but one or the other is fine. Main point with him is to pick a job for him and stick with it.


    Illuminor Szeras

    I put Szeras here, like he's a special Technomancer, but he's his own weird deal. Szeras is more than twice the cost of a normal Technomancer, the most expensive HQ we get, and he does a zillion things. First off, he can do the Technomancer's renanimate deal, but twice a turn (just not to the same unit). He also augments Core units with the same random augmentation he's always had, lasts all battle still. He...causes perils? Ok. He gets to do his augmentation thing an extra time in a turn if he kills a model in melee and is standing near a non augmented unit. I'm sure that'll happen at least once, somewhere.

    The interesting thing about him, aside from all the above, is that he's got a for reals profile, better even than an Overlord in some ways, and his gun is a combo warscythe and d3 shot lastcannon equivalent. Only a 3+ armor save and no invul save are what spoil it for me, but if you can take advantage of all his stuff he might well be worth it. I'm against him mostly because there's no way to control the buffs he gives, but I could imagine a Szeras list working out with lots of core units for him to buff/reanimate. I don't think he's for most lists, but he, like Anrakyr, might have a gimmick list or two in his future.


    Psychomancer

    This guy is another basic cryptek, so dirt cheap. He doesn't repair, instead delivering a variety of hexes in the Morale (??) phase. He's got an aura that does bad things to leadership if he gets way too close, and his custom Arkana is a d3 mortal wound dealy that relies on 3d6 vs leadership. I think, in general, he's outcompeted by the Technomancer/Chronomancer.

    This guy is gonna be made or broken by the mission. You are generally going to be trading him to take Opsec off an enemy unit or end their action. I don't think that's usually worth the points you'd pay for this guy, but he probably deserves some table tries. If you can keep him alive to do his thing twice I'd be a lot more sanguine about his chances.


    Chronomancer

    This is the other Cryptek I like, he gives a unit 5+ invul save and reroll to charges, making him a fantastic Veil caddy for throwing Lychguard at people. His ability works on anything Dynasty, so he's also buds with Destroyers, Spyders, etc. Heck, Monoliths can use this. He has a 4+ invul himself, though his stats are the usual Cryptek trash so it probably won't save him. His gun is sort of a souped up lascannon kind of deal, which also hits pretty hard with his 1 attack if the stars align.

    His custom Arkana is aces too, halving the charge/advance on an enemy unit perturn in a decent area around him. A fine choice for second character if the Technomancer's support doesn't suit what you are going for. He's slightly more expensive than the Technomancer, but if you take the Node or Cloak the difference is negligible.


    Orikan the Diviner

    Orikan is like a Chronomancer, except his weapon can't shoot and he can't carry Arkana and you can't give him a relic and he's much more expensive. Hrrm, that's not nice. Well, he fights first, and the enemy can't take invul saves vs his attacks. Also, each round you get to roll and if you can roll under the round number he goes berserk and gets his second profile, which makes him much stronger, gives him more attacks, and lets him hit on 2's.

    I don't think he fits into any particular plan. He can buff a unit, but so can the cheaper guy. He fights badly at first, then well in the late game, averaging about as well as an Overlord, who he costs more than. I mean, I like the guy, I want him to be good, but the undependability of his empowered state combo'd with the fact that he can't take the arkana or relic that I want from a chronomancer makes me give him a pass.


    Plasmancer

    He's got that typically cryptek cheap price , and he's the mortal wound guy. He's got a gun that is basically an 18" gauss cannon, and he does a thing that is basically a smite every round. Beyond that he can buy a piece of arkana that does the orbital barrage thing of doing mortal wounds around a point, a round later.

    This is another Cryptek, after the Technomancer and the Chronomancer, who can be your second character. He's got a gun and a smite equivalent, probably the most personally damaging Cryptek at middle range, and his arkana slot is generally open to taking one of the good generalist pieces of Arkana. He's not great, but he's also not expensive.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 04:35:15


    Post by: Wakshaani


    Flayed ones, I think, are going to be unsung heroes of the future. Two small units for under 150 to go in for secondaries… teleport homers? Easy. Linebreaker? You know it. Sneaking out objectives? Made for it!

    Bonus points if you bring 'em in with a Psychomancer (right at 200 I believe!) … the Scissorhands can charge (maybe) into combat, and their -1 stacks with the 'mancer's reduction. Suddenly winding up at -3LD and possibly running on a 1-3 per model in the unit? YIKES.

    Bonus fun for Nihliak, when your Objective Secured Flayed ones mug a unit on a backline objective and the Psychomancer takes away the defender's ObSec in the morale phase. No VP for you, amigo! BOO!!!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 04:37:50


    Post by: Werekill


    These impressions are pretty solid and enjoyable to read, 40kenthusiast. Have you considered collecting them into a blog of some sort to make them easier to read? It'd be a solid thing to link in the thread OP.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 05:00:59


    Post by: yukishiro1


    Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.

    Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.

    If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 07:54:58


    Post by: Slipspace


    yukishiro1 wrote:
    Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.

    Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.

    If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.



    I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 09:00:50


    Post by: IHateNids


     Kharne the Befriender wrote:
    A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.

    So 6 S10 Ap-4 D3 attacks on a 3+
    or 12 S8 Ap-1 D1 attacks on a 2+

    That'd be interesting
    Out of pure curiosity, I want to clarify if you mean Novokh?

    Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 09:10:49


    Post by: Kharne the Befriender


     IHateNids wrote:
     Kharne the Befriender wrote:
    A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.

    So 6 S10 Ap-4 D3 attacks on a 3+
    or 12 S8 Ap-1 D1 attacks on a 2+

    That'd be interesting
    Out of pure curiosity, I want to clarify if you mean Novokh?

    Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster


    I know, it's odd, but the Mephrit WL trat is +1S and +1A


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 09:15:29


    Post by: IHateNids


     Kharne the Befriender wrote:
     IHateNids wrote:
     Kharne the Befriender wrote:
    A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.

    So 6 S10 Ap-4 D3 attacks on a 3+
    or 12 S8 Ap-1 D1 attacks on a 2+

    That'd be interesting
    Out of pure curiosity, I want to clarify if you mean Novokh?

    Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster


    I know, it's odd, but the Mephrit WL trat is +1S and +1A
    Huh.....

    Mephrit WLT used to be "become a sniper", made character-hunting CCBs great fun.

    I'll have to have another look at Mephrit then. I was expecting to flip between Nihilakh and Novokh. Thanks


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 09:36:49


    Post by: tneva82


    Slipspace wrote:
    yukishiro1 wrote:
    Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.

    Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.

    If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.



    I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.


    New deathmarks aren't all that well suited to deep striking losing damage output compared to old ones when deep striking. Deathmarks you want to put somewhere with good LOS and not move an inch.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 10:22:11


    Post by: IHateNids


    I reckon I'll be putting Deathmarks on my backfield objectives and marching up the board with the other troops

    Because, y'know, decent snipers suddenly.

    EDIT: Indcidentally, whats the accepted split between Immortals and Warriors now? Im thinking a unit of 20 with Reapers and 2x 10 w/ Tesla still.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 10:57:22


    Post by: KurtAngle2


     IHateNids wrote:
    I reckon I'll be putting Deathmarks on my backfield objectives and marching up the board with the other troops

    Because, y'know, decent snipers suddenly.

    EDIT: Indcidentally, whats the accepted split between Immortals and Warriors now? Im thinking a unit of 20 with Reapers and 2x 10 w/ Tesla still.


    Never use Tesla on Immortals, it's way worse right now even if they costed 17 ppm and not 19 ppm


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 11:08:49


    Post by: Slipspace


    tneva82 wrote:
    Slipspace wrote:
    yukishiro1 wrote:
    Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.

    Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.

    If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.



    I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.


    New deathmarks aren't all that well suited to deep striking losing damage output compared to old ones when deep striking. Deathmarks you want to put somewhere with good LOS and not move an inch.


    I was specfically responding to the idea that you want a unit of Flayed Ones to DS for objective/secondary purposes, in which case Deathmarks just seem better in that role. I agree that they're even better sitting on one of your own objectives and firing from there, but that wasn't the scenario being talked about.

    Personally, I'm not a fan of semi-suicide units dropping into your opponent's backfield in general because it often just gives away the unit for little gain or effort on your opponent's part unless they achieve something pivotal in the one turn they come down.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 12:39:19


    Post by: Moosatronic Warrior


    I'm liking the idea of 20 buffed up Reaper Warriors Veiling up on turn one.

    Best version I can see is Novok, with MWBD and a Chronomancer buff. 40 shots hitting on 2s,then an 8" rerolled charge, if they get in pop the Novok strat for 40 more attacks hitting on 2s with AP-1. If you want to blow your load there's other damage boosting strats to play.

    They will be pretty tanky with a 5++ and, unlike Veiling assault units, it's OK for them to fail their charge.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 13:37:17


    Post by: dan2026


    Which model would you have hold the veil and travel with the 20 Warriors.
    As MWBD and the Chronometron buff can be put on them before they make the veil journey.

    So who would be best to make the perilous trip?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 13:56:06


    Post by: Tiberius501


    I don’t have my book yet. How many Flayed Ones can you have in a unit? I imagine a unit of 20 could be pretty awesome. But I’m assuming up to 10?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:05:49


    Post by: Mixzremixzd


     Tiberius501 wrote:
    I don’t have my book yet. How many Flayed Ones can you have in a unit? I imagine a unit of 20 could be pretty awesome. But I’m assuming up to 10?


    5-20 in a unit at 13ppm.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:08:20


    Post by: Tiberius501


    260pts for 20 is a hefty investment but that could be quite a meaty unit. Might be a little hard to deepstrike them.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:26:13


    Post by: Xenomancers


     dan2026 wrote:
    Which model would you have hold the veil and travel with the 20 Warriors.
    As MWBD and the Chronometron buff can be put on them before they make the veil journey.

    So who would be best to make the perilous trip?

    Options are
    Hextec destroyer
    Royal warden
    Plasmamancer

    (Decent suicide options)

    If you want to use it to get a melee character in
    Just take you pick of the beatsticks. Id recommend a skorpeth lord.

    Another neaty trick you can do is use Illuminator sezares to buff the warrior unit before they head out.
    +1 S/ +1 T/ or +1 BS will all be great for the journey. If they are t5 with a 5++ save - They are gonna be staying around another turn for sure.




    Automatically Appended Next Post:
     Tiberius501 wrote:
    260pts for 20 is a hefty investment but that could be quite a meaty unit. Might be a little hard to deepstrike them.

    It is pricey but they have great stratagems.
    They can fight twice!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:29:35


    Post by: Moosatronic Warrior


     dan2026 wrote:
    Which model would you have hold the veil and travel with the 20 Warriors.
    As MWBD and the Chronometron buff can be put on them before they make the veil journey.

    So who would be best to make the perilous trip?


    Not sure on that. The Chronomancer could go to make use of some Arkana like the countertemporal nanomines. A Royal Warden would be OK, as it would like being in rapid fire range, and could use his ability if the warriors survive - although that seems unlikely. A Skorpekh Lord wouldn't mind being delivered to the frontline himself.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:37:08


    Post by: dan2026


    Hmm yeah I'm also thinking a (probably suicide) Royal Warden, to go with them.
    Or maybe a Plasmancer.

    I feel a Skorpekh Lord is better sticking with Destroyers as he buffs them and does nothing for Warriors.



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:42:27


    Post by: Vineheart01


    Warden or Plasmancer imo would be best.

    Warden because especially if you buff the warrior squad before they jump over, theyre probably going to be charged and most likely still be alive unless the enemy team unloaded EVERYTHING into them (also a win for us). Warden lets them back off and shoot.
    Plasmancer because mortals, and a bit of an anti-charge with the arkana.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:44:00


    Post by: Krull


     Xenomancers wrote:
     dan2026 wrote:
    Which model would you have hold the veil and travel with the 20 Warriors.
    As MWBD and the Chronometron buff can be put on them before they make the veil journey.

    So who would be best to make the perilous trip?

    Options are
    Hextec destroyer
    Royal warden
    Plasmamancer

    (Decent suicide options)

    If you want to use it to get a melee character in
    Just take you pick of the beatsticks. Id recommend a skorpeth lord.

    Another neaty trick you can do is use Illuminator sezares to buff the warrior unit before they head out.
    +1 S/ +1 T/ or +1 BS will all be great for the journey. If they are t5 with a 5++ save - They are gonna be staying around another turn for sure


    How do they get a 5up invul?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:46:18


    Post by: Vineheart01


    Chronomancer before they Veil across the battlefield.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 14:59:32


    Post by: dan2026


    Yeah I'm thinking Overlord and Chronomancer buff 20 Warriors.
    Royal Warden jump thems with the Veil.

    Unload 40 Reaper shots and 4 Relic Blaster shots.

    Then you could either hang fast and see if the enemy charges you in their turn.

    Or if there is still a target close, you are Novokh and you are feeling ballsy.
    Then charge your Warriors in and pop the Strat for an extra attack.
    Thats 40 attacks, rerolling ones at AP -1.
    Not bad at all.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 15:38:03


    Post by: Tiberius501


    Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.

    Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 15:54:48


    Post by: Xenomancers


     Tiberius501 wrote:
    Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.

    Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?
    3 on their own will do fine actually. In fact I think it will be pretty difficult to get the buff off on them on the charge anyways.

    The idea I have in my head is 3 doom stalkers with techno in the middle with 2 units of shooty spiders on the front line. That way you are getting lots of plus 1 to hit. The issue with that is stalkers want to stay still and spiders want to move up. So it's difficult in practice. Just saying screw it and running 3 spiders on their own and not taking a crptec at all is still pretty good.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 15:55:41


    Post by: dan2026


     Tiberius501 wrote:
    Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.

    Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?

    I'd say a Technomancer with the Phylacterine Hive would be a good idea to stick with the Spyders.
    Gives them a 3+ to hit on their guns and melee and if one dies you can bring it back.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 15:56:01


    Post by: ListenToMeWarriors


    Is it worth the sub 50 points to take a unit of Cryptothralls to protect Szeras a bit? Sure they will get blown off the table in short order but if they allow him just one more turn of action they could be useful...

    I am really enjoying the new codex a lot, so many new things to take into account when list building. The C'tan choices are proving a real headache though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 15:57:32


    Post by: 40kenthusiast


    I don't think so Listen, what protects Szeras is look out sir. Just keep him in the middle of your units and he be fine. He doesn't need a particular unit to look out for him.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 16:21:55


    Post by: Tiberius501


     Xenomancers wrote:
     Tiberius501 wrote:
    Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.

    Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?
    3 on their own will do fine actually. In fact I think it will be pretty difficult to get the buff off on them on the charge anyways.

    The idea I have in my head is 3 doom stalkers with techno in the middle with 2 units of shooty spiders on the front line. That way you are getting lots of plus 1 to hit. The issue with that is stalkers want to stay still and spiders want to move up. So it's difficult in practice. Just saying screw it and running 3 spiders on their own and not taking a crptec at all is still pretty good.


    Yeah this is what I was thinking myself. I want to keep a Cryptek with the Canoptek buffing gear near so many different Canoptek units, I’m thinking I might just leave him by the Doomstalkers and let the spyders go do their thing by themselves. What a time to be a Necron player, when Spyders are actually COOL!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 16:23:29


    Post by: Vineheart01


    i wouldnt charge with the warriors that veil'd over.
    Issue being is if you actually succeed in that, warriors arent really that great in melee anyway and you are now leaving the Warden in the dust since there is no way he's also succeeding to charge. He'll be in the wide open and get shot down immediately.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 16:23:34


    Post by: wuestenfux


    Doomstalkers have inv. saves which makes them quite appealing.
    Chronomancer can also hand out 5++ saves.
    I like an army with inv. saves and I'm looking at you, Wraiths.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 16:29:17


    Post by: Tiberius501


    What did just occur to me though is 5 Wraiths compared to 3 Spyders seems better. Faster, invuln saves, more attacks (though worse strength and AP). So I’m not sure which I want to use, but I really like the look of Spyders so I’ll most likely use them anyway.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 16:46:52


    Post by: yukishiro1


    IMO the 20 warriors with reapers veil bomb thing is an interesting option to keep in your back pocket, but not something to actually plan around using every game. A smart opponent will just screen you out and with only a 12" range and having to come in 9" away, you can only shoot what your opponent lets you. So a lot of the time you probably won't actually want to pull the trigger on T1. Which is fine; by having that option, you're forcing your opponent to play in a certain way, and the 20 warriors are useful anyway, as is the veil, so you're not really losing much by taking the option.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 17:33:56


    Post by: dan2026


    I'm kinda worried that Wraiths are going to be let down by the 4+ WS.
    Technomancers can also keep up with Spyders where as they can't with Wraiths.
    And Spyders can lay down 12 S5 shots on the way in.

    I think I have to come down on team Spyder.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 18:15:40


    Post by: Sasori


     dan2026 wrote:
    I'm kinda worried that Wraiths are going to be let down by the 4+ WS.
    Technomancers can also keep up with Spyders where as they can't with Wraiths.
    And Spyders can lay down 12 S5 shots on the way in.

    I think I have to come down on team Spyder.


    They got an extra attack, so on average they should be hitting the same. They'll hurt if they get bit by -1 to hit though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 18:28:49


    Post by: yukishiro1


    Wraiths don't kill much of anything, you're paying points for the 4++ and the mobility. Which is a good trade if what you want is mobility, but a very bad trade if what you want is damage. They serve totally different roles IMO. Wraiths are competing with scarabs in my mind much more than with spyders.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 18:45:11


    Post by: 40kenthusiast


    40kenthusiast hot takes part 5 of lots

    Alright, since last time I took on HQ choices, it feels only right to take on troop choices this time. The last of the 'chore' choices, the ones you have to take. Warriors and Immortals aren't really competing against the worker units, the shot caller units, the destroyers, spyders, wraiths, etc. They are only competing with one another. You need either 2 or 3, depending on if you are going with a pair of patrols or a battalion.

    Warriors:

    What's to say about these guys? Not a lot new here. Both guns are better at short range, so your choice is the extra power of the reapers vs the extra work the flayers can put it at long range. I expect if you are planning to sit them on an objective in cover and wait out the game you want to go with flayers, just on the 'no nearby enemy at least they do SOMETHING' vibe, whereas if they are getting dumped out of a ghost arc or night scythe you probably want the reapers. It's not an enormous difference either way, in both cases you are doing 1 damage per successful wound.

    I expect min warriors will be pretty uncommon, just because if you are looking for that kind of thing a unit of min immortals is cheaper and shoot about equally well at long range. Immortals nowadays seem likely to show up in blobs of 20, which is costly, but lets you maximize all the new support options.

    Don't overvalue the 'reroll 1's on protocols rule'. Imagine a unit that takes 18 wounds from shooting. Split that into 3 rolls of each number, 1 through 6. So 6 warriors, the fives and sixes, hop back up. The twos, threes and fours stay dead, and the ones reroll. One of those rerolls is a 5 or 6, the other two are not. So the warriors get back 7 warriors. Next to them, a unit of 20 Flayed Ones, who lack this rule, take an identical volley. They get back 6 Flayed Ones. That's about the weight of the rule, one model coming back per entire unit getting wiped out.

    There is a lot of rapid fire love in this codex, and a lot of Core unit love, so a warrior unit can get kind of fierce when properly blessed. It's still not going to deal out the kind of damage a destroyer unit or wraith unit will put out, but it's not quite the bolter equivalent of days gone by. You have +1 to hit from MWBD, maybe reroll 1's if you have a Stalker or Lord nearby, core boosting strats, a dynasty boost if you are mephrit or sautekh, protocols if its the right turn, Royal Warden letting you back out, etc. A 20 man unit rapid firing can mess up less durable enemy's day.

    I expect there will even be a bit of appetite for the next level beyond just a 20 man blob, where you have the blob but also there's a ghost arc they can't hop in next to them, and a technomancer nearby, and maybe a second blob. The world has a lot of melta rifles in it nowadays, and a skew list that basically just spams 1 wound models that stand back up has some legs. I don't think its dominant, or even all that competitive, but if I ran into a 4 warrior blob 2 flayed one blob + big HQ list I wouldn't exactly be stunned.


    Immortals:

    These are, generally, the troop choice for the player who doesn't like troop choices. You take them because they are mandatory, then they spend the game wandering around doing actions and standing on objectives. 3x5 immortals will probably be a popular choice, with gauss dominating over tesla because they are cheaper.

    Immortals haven't really lost all that much as actual fighting troops though. Like, their points per wound is dreadful, but the volume of fire they put out at 24 with tesla is still positively withering. A max unit of tesla immortals does very much the same job of a max unit of warriors that stands on an objective and supports at 24", but arguably they shoot harder and are cheaper, at the cost of being easier for the enemy to remove.

    I don't think we'll see a lot of Immortals in Night Scythes. Immortals work just fine at a distance, and in almost any reasonable Necron list they will NOT be priority targets. No reason not to walk them up, firing all the while.

    With this, we reach the end of the mandatory choices for Necron Battle Forged Units

    The most common list, at this point, looks something like:

    2 patrols (mephrit or custom dynasty)
    CCB - Guass cannon, Voltaic Staff, Enduring Will (warlord)
    -5 Immortals w/ gauss

    Royal Warden/Technomancer w/node /Chronomancer/Destroyer lord - Veil of Darkness, + fighty warlord trait from strat if you are a destroyer Lord, or good piece of arkana if you are a techno/chronomancer
    -5 immortals w/gauss\

    A worthy backbone to build a list on, though obviously there are other choices.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 19:33:52


    Post by: Acehilator


    Not sure why you would ever pay 2CP to avoid taking the third unit of Immortals.

    Regarding Tesla, pretty dead after the changes, imho.

    5 Immortals without any buffs/bonuses @max range vs MEQ:

    Tesla: 1.97 damage
    Gauss: 1.48 damage

    Gauss obviously doubles the output at 15", so that would be enough for the tie, and being cheaper puts them quite firmly ahead, imho. Unless you are tailoring against Harlequins or whatever.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 19:44:53


    Post by: yukishiro1


    Only real reason I can see taking tesla is in a novokh list that wants the ability to advance and still hit stuff 24" away. Though in those lists I'm not sure you're taking immortals in the first place.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 19:55:24


    Post by: buddha


    Not sure I get the take only min squad immortals approach. They are T5, 3+ save, CORE, 2 attacks, with a great gun and 1wound to maximize RP.

    For a game that now relies on durability and objectives they are rock solid good choices. Even with all the other goodies I want to take I can't see not bringing 3 units of 10 gauss immortals in every list.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 20:40:10


    Post by: CKO


     buddha wrote:
    Not sure I get the take only min squad immortals approach. They are T5, 3+ save, CORE, 2 attacks, with a great gun and 1wound to maximize RP.

    For a game that now relies on durability and objectives they are rock solid good choices. Even with all the other goodies I want to take I can't see not bringing 3 units of 10 gauss immortals in every list.


    I agree I think people are really underestimating toughness 5 and 3+ save. If you use Eternal Guardian you will have Immortals who are toughness 5 with a 2+ save that is very durable.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 20:59:57


    Post by: yukishiro1


    4 points for +1S and AP on the gun, +1T, +1 attack and +1 save is quite a steal. Normal bolter fire does quite a number on warriors, but barely touches immortals.

    In my battalion-based list, I'm planning on one 20-man warrior blob with reapers and two immortal squads for my troop choices. Haven't decided whether to keep them 5 man or go to 10.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/14 22:56:42


    Post by: Kharne the Befriender


    10 Immortals with gauss seem to be the best troop standard troop choice.

    But if you have the points I like 20man warrior blocks, they can also do a lot of work.

    Personally I see our standard for troops being 2x 10 Guass Immortals and 20 Warriors or 2x 20 Warriors and 10 Gauss immortals


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 01:56:07


    Post by: CKO


    A look at the Void Dragon.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 08:24:39


    Post by: Eldenfirefly


    Silent King has very good auras. Considering 6 inch auras are now rare, he gives multiple 6 inch auras. The problem is he can be targeted. Even with a 4++, he can be brought down if enough firepower is directed at him.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 08:32:28


    Post by: IHateNids


    KurtAngle2 wrote:
     IHateNids wrote:
    I reckon I'll be putting Deathmarks on my backfield objectives and marching up the board with the other troops

    Because, y'know, decent snipers suddenly.

    EDIT: Indcidentally, whats the accepted split between Immortals and Warriors now? Im thinking a unit of 20 with Reapers and 2x 10 w/ Tesla still.


    Never use Tesla on Immortals, it's way worse right now even if they costed 17 ppm and not 19 ppm
    Why is this? I don't see why they are now viewed as Dead.

    I can't see how Tesla Immortals are not still going to be extremely good sitting mid-to-back field, in cover, pumping out shots.

    Sure, an extra 2 pm is something, and adding 40 points in guns across 20 dudes is a little steep, but thats just what our codex is, and always has been.


    EDIT: If the reason they should be cast aside is because you can no longer get 10 dudes spitting 20 shots hitting on 2s, rerolling 1s popping for 2 extra hits on a 4 plus, then I'm not surprised because that was broke to feth even if it was one of our only good tricks.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 09:34:38


    Post by: DogHeadGod


    Tesla is dead for multiple reasons. Main one is this: tesla is feth-awful vs primaris. Even when we could on average gak out 30+ hits on 20 shots, it was damned inefficient. Without that advantage, it is worse, and our infantry has to be able to drop primaris blocks to earn a place other than backfield objective campers in min squads.

    I say this as someone who regularly played 40 to 50 immortals in ITC. All tesla.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 09:38:14


    Post by: Acehilator


    Just look at the math I posted above. Exploding 5s were the saving grace of Tesla, now they lost that, got more expensive, and you are seeing more units with good armor on the table. That's a triple beatdown.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 09:49:50


    Post by: dan2026


    Eldenfirefly wrote:
    Silent King has very good auras. Considering 6 inch auras are now rare, he gives multiple 6 inch auras. The problem is he can be targeted. Even with a 4++, he can be brought down if enough firepower is directed at him.

    It will take a while as they have to shoot through both of his floating shields.
    That's 10 T7 3+/4++ wounds to get though before you can even target the king directly.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 09:58:43


    Post by: Wakshaani


     CKO wrote:
    A look at the Void Dragon.




    So the big takeaway from the new information about the Void Dragon and, from it, the other shards, is this:

    The bodies you see are in essence an illusion, nothing more than a projection of what they want to look like. The actual C'tan Shard is a crystal at the core of it.

    A crystal gem.









    CANON


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 10:44:53


    Post by: p5freak


    I really love how GW removed our only option to deploy outside of our deployment zone. All we have left is a custom trait which lets us move 6" before the first turn, which is not enough to get to markers in the middle of the map. Other armies, like daemons, or SM, can deploy outside their deployment zone almost for free. We are not only forced to fire on those units, they also act as area denial to our deepstrikers.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 10:51:17


    Post by: CthuluIsSpy


    Wakshaani wrote:
     CKO wrote:
    A look at the Void Dragon.




    So the big takeaway from the new information about the Void Dragon and, from it, the other shards, is this:

    The bodies you see are in essence an illusion, nothing more than a projection of what they want to look like. The actual C'tan Shard is a crystal at the core of it.

    A crystal gem.









    CANON


    Oh god no.
    I preferred it when C'tan were pokemon.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 11:33:55


    Post by: wuestenfux


     p5freak wrote:
    I really love how GW removed our only option to deploy outside of our deployment zone. All we have left is a custom trait which lets us move 6" before the first turn, which is not enough to get to markers in the middle of the map. Other armies, like daemons, or SM, can deploy outside their deployment zone almost for free. We are not only forced to fire on those units, they also act as area denial to our deepstrikers.

    Frankly, I don't want to play SM, which amounts more and more to being a stupid faction.
    They are more beefed up than any other faction in the 40k universe.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 12:27:15


    Post by: IHateNids


    DogHeadGod wrote:Tesla is dead for multiple reasons. Main one is this: tesla is feth-awful vs primaris. Even when we could on average gak out 30+ hits on 20 shots, it was damned inefficient. Without that advantage, it is worse, and our infantry has to be able to drop primaris blocks to earn a place other than backfield objective campers in min squads.

    I say this as someone who regularly played 40 to 50 immortals in ITC. All tesla.
    That is fair enough, but Tesla has always been awful against Primaris? But, they were extremely good against everything else. S5 is still good, wounding the new Grav Troopers on 4s is gonna be an ok factor at least. I'll agree they aren't the greatest by default anymore, but still taking a couple units to round out lists isnt bad.

    We have better sources of Guass now, at least thats my logic.

    Acehilator wrote:Just look at the math I posted above. Exploding 5s were the saving grace of Tesla, now they lost that, got more expensive, and you are seeing more units with good armor on the table. That's a triple beatdown.
    I didn't see any math, but then again I did skip about 3 pages because I just couldnt keep up with the backlog. Could you repost it for me please?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 13:43:38


    Post by: nintura


    Well, I mean it's called a C'tan shard for a reason. They are trapped in a tesseract labyrinth inside that shard. Then wrapped in a necrodermis body which is what you see, not an illusion. More like a mech suit than.....whatever that is.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 14:25:55


    Post by: Acehilator


     IHateNids wrote:
    I didn't see any math, but then again I did skip about 3 pages because I just couldnt keep up with the backlog. Could you repost it for me please?


    5 Immortals without any buffs/bonuses vs MEQ:

    Tesla: 1.97 damage @24"
    Gauss: 1.48 damage @30", obviously 2.96 @15"

    Tesla is 11% more expensive and deals 25% more damage in the 15-24" range band, but no damage at 24"+, and 33% less at 1.1-15".



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 15:13:40


    Post by: IHateNids


    Acehilator wrote:
     IHateNids wrote:
    I didn't see any math, but then again I did skip about 3 pages because I just couldnt keep up with the backlog. Could you repost it for me please?


    5 Immortals without any buffs/bonuses vs MEQ:

    Tesla: 1.97 damage @24"
    Gauss: 1.48 damage @30", obviously 2.96 @15"

    Tesla is 11% more expensive and deals 25% more damage in the 15-24" range band, but no damage at 24"+, and 33% less at 1.1-15".

    Unless I'm mistaken, arent those numbers basically exactly the same as provious editions, minorly adjusted to fit the fact Blasters are now 30" range?

    Thank you for the duplication though, I do see what you are saying. I am not claiming Tesla will hold our troops up like it used to, but I still think Tesla is the go-to if you plan on that unit not getting near anything else.I will have to see once I start writing up lists of course, but being from the north east of england, gaming is illegal at the minute unless it's in your house, and im the only one, so ¯\_(ツ)_/¯


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 15:34:53


    Post by: Acehilator


    5 Immortals with MWDB vs MEQ:

    old Tesla: 3.1
    new Tesla: 2.47
    Gauss: 1.85/3.7

    The new rule cost Tesla 21% output compared to the old one.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 16:14:54


    Post by: IHateNids


    Yeah, that sucks, but I'd still like some for the option of clearing out low save troops like Orks and Guard

    Especially considering our other options are Annihilation Barges or Enmitic weapons on the Chonkstroyers

    Plus, right, I am loath to buy any more of those blasted kits. I have 40 bodies out of that stinking framework already, I cannot be chowed buying more.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 17:09:39


    Post by: Shappermon


    Question for you phaerons, does the Ghost Ark's Repair Barge rule stack with the Technomancers Rites of Reanimation rule?

    I plan on taking two units of 20 gaus flayer warriors and two units of 10 gaus reaper warriors in ghost arks. Hoping I can stack the technomancer rule with the ghost ark one, can't see anything to suggest I can't atm, but I also expect this to be FAQd.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 17:10:39


    Post by: Kharne the Befriender


    A note on the Silent Kings melee output, had a few games against UM and man, every time Guilliman and the Silent King got into combat guilliman died everytime.

    The trick I'm slowly finding to keeping Szarekh alive is give your opponent more pressing things to shoot at, 10 Praetorians, 10 S/B Lychguard, etc..

    I think it could be the prospect of what gets killed for the opponent. Do I kill this big thing that can kill maybe a unit, or do I take the same amount of fire power and try to take down the other 3 or 4 units that'll likely do the same.

    Here's the list I ran:

    Spoiler:
    1996/2000 12-4+3: 11CP

    Sup. Com
    -Silent King
    ---WL: Triarchs Will

    Battalion
    -OL - Indomitus loadout
    ---R: Sovereign Coronal, Strat: Phaeron
    -Royal Warden
    ---R: Veil of Darkness, WL: Implacable Conqueror
    -Technomancer
    ---Cloak
    -17x Warriors - Flayers
    -10x Immortals - Gauss
    -10x Immortals - Gauss
    -10x Lychguard - S/B
    -10x Praetorians - RoC
    -DDA



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 17:32:11


    Post by: Emissary


     Kharne the Befriender wrote:
    A note on the Silent Kings melee output, had a few games against UM and man, every time Guilliman and the Silent King got into combat guilliman died everytime.

    The trick I'm slowly finding to keeping Szarekh alive is give your opponent more pressing things to shoot at, 10 Praetorians, 10 S/B Lychguard, etc..

    I think it could be the prospect of what gets killed for the opponent. Do I kill this big thing that can kill maybe a unit, or do I take the same amount of fire power and try to take down the other 3 or 4 units that'll likely do the same.

    Here's the list I ran:

    Spoiler:
    1996/2000 12-4+3: 11CP

    Sup. Com
    -Silent King
    ---WL: Triarchs Will

    Battalion
    -OL - Indomitus loadout
    ---R: Sovereign Coronal, Strat: Phaeron
    -Royal Warden
    ---R: Veil of Darkness, WL: Implacable Conqueror
    -Technomancer
    ---Cloak
    -17x Warriors - Flayers
    -10x Immortals - Gauss
    -10x Immortals - Gauss
    -10x Lychguard - S/B
    -10x Praetorians - RoC
    -DDA



    Quick thing, the Silent King has the Phaeron keyword, so you can't use the strat on your Overlord.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 17:35:34


    Post by: Kharne the Befriender


    Emissary wrote:
     Kharne the Befriender wrote:
    A note on the Silent Kings melee output, had a few games against UM and man, every time Guilliman and the Silent King got into combat guilliman died everytime.

    The trick I'm slowly finding to keeping Szarekh alive is give your opponent more pressing things to shoot at, 10 Praetorians, 10 S/B Lychguard, etc..

    I think it could be the prospect of what gets killed for the opponent. Do I kill this big thing that can kill maybe a unit, or do I take the same amount of fire power and try to take down the other 3 or 4 units that'll likely do the same.

    Here's the list I ran:

    Spoiler:
    1996/2000 12-4+3: 11CP

    Sup. Com
    -Silent King
    ---WL: Triarchs Will

    Battalion
    -OL - Indomitus loadout
    ---R: Sovereign Coronal, Strat: Phaeron
    -Royal Warden
    ---R: Veil of Darkness, WL: Implacable Conqueror
    -Technomancer
    ---Cloak
    -17x Warriors - Flayers
    -10x Immortals - Gauss
    -10x Immortals - Gauss
    -10x Lychguard - S/B
    -10x Praetorians - RoC
    -DDA



    Quick thing, the Silent King has the Phaeron keyword, so you can't use the strat on your Overlord.


    I totally missed that part! Thought it was one per detachment. That probably would have changed some things. I'll let my roommate know

    Thanks


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 18:32:44


    Post by: Acehilator


    Shappermon wrote:
    Question for you phaerons, does the Ghost Ark's Repair Barge rule stack with the Technomancers Rites of Reanimation rule?

    I plan on taking two units of 20 gaus flayer warriors and two units of 10 gaus reaper warriors in ghost arks. Hoping I can stack the technomancer rule with the ghost ark one, can't see anything to suggest I can't atm, but I also expect this to be FAQd.


    It stacks - it's not the same ability. As such it won't get FAQ'd (and it's the main theme of the army).

    I am not sold on using minimum units offensively. Unattractive buff targets, and can be overwhelmed with just a bit of focus fire. I plan on running an empty Ghost Ark and a Triarch Stalker, just to give enemy AT weapons targets (trying to distract them from my Skorpekhs).


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 19:11:53


    Post by: Shappermon


    Acehilator wrote:
    Shappermon wrote:
    Question for you phaerons, does the Ghost Ark's Repair Barge rule stack with the Technomancers Rites of Reanimation rule?

    I plan on taking two units of 20 gaus flayer warriors and two units of 10 gaus reaper warriors in ghost arks. Hoping I can stack the technomancer rule with the ghost ark one, can't see anything to suggest I can't atm, but I also expect this to be FAQd.


    It stacks - it's not the same ability. As such it won't get FAQ'd (and it's the main theme of the army).

    I am not sold on using minimum units offensively. Unattractive buff targets, and can be overwhelmed with just a bit of focus fire. I plan on running an empty Ghost Ark and a Triarch Stalker, just to give enemy AT weapons targets (trying to distract them from my Skorpekhs).


    The reason I think it might get FAQ'd is usually when units have the same ability but it has different names they usually get FAQd or it says in the original rulings that they can't stack. Similar to how -1 to hit spores work between the malanthrope and carnifex carapace for nids.

    As for the Ghost arks with the 10 warrior units, I like the idea of quickly dumping them on objectives, getting into range with the reapers and then using the ark, or probably remaining ark after one gets taken down to buff the bigger units with the technomancer.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 19:23:24


    Post by: yukishiro1


    It's not actually the same ability, though, either in substance or in name. The technomancer can rez any <CORE>, the ghost ark can only rez warriors.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 19:26:47


    Post by: Shappermon


    yukishiro1 wrote:
    It's not actually the same ability, though, either in substance or in name. The technomancer can rez any <CORE>, the ghost ark can only rez warriors.


    I suppose you're right, but both res d3 warriors. I just assumed this was too good to be true, and wasn't intended. Resurrecting 2d3 warriors per turn (on one unit) seems super strong.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 19:35:54


    Post by: Acehilator


    It's a joke compared to what SM have in their arsenal, so no.

    (I mean granted, GW loves dunking on Xenos not named Eldar, but still no in this case.)


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 20:57:56


    Post by: TheArchmagos


    Hey all,

    Just got my hands on the codex finally and this is the first list idea I came up with as a kind of TAC list that can play objectives. Does this seem like a decent list overall?

    Spoiler:


    Total Starting CP: 9

    Nihilak Outrider Detachment:

    HQ
    -Catacomb Command Barge (WL) 150
    Voltaic Staff, gauss cannon, warlord trait: enduring will

    Fast Attack
    -5x Wraiths 175
    -5x Wraiths 175
    -5x Tomb Blades 165
    shield vanes
    -3x scarabs 45
    -3x scarabs 45
    -3x scarabs 45

    Heavy Support
    -Doomstalker 140

    Nihilak Patrol Detachment:

    HQ
    -Technomancer 90
    canoptek control node

    Elites
    -Triarch Stalker 140
    heat ray

    Troops
    -10x warriors 130
    probably reapers?
    -10x warriors 130

    Heavy Support
    -Doomstalker 140
    -Doomstalker 140

    Dedicated Transport
    -Ghost Ark 145
    -Ghost Ark 145

    The Plan:
    -Play the objective and dominate the mid board.
    -Technomancer sticks with the trio of doomstalkers to provide heavy fire support. Triarch stalker can buff them too.
    -Wraiths can bully the mid board, go after characters, or clear screens in a pinch. Or they can just cap objectives.
    -Scarabs can hold backfield objectives and screen deepstrikes to protect the doomstalkers.
    -Tomb blades, ghost arks, warriors, and CCB can go where needed.
    -If I'm worried about snipers I can pay 1CP to give the cryptek the Infinity Mantle.
    -Nihilak plus protocol of the eternal guardian means I'm pretty hardy going second against a first turn alpha strike since I can have army wide cover for 2+ saves and ignore -1 AP weapons on everything.
    -Also I think the CCB might be able to make use of that secondary where you score points for killing stuff with nobles?
    -2000pts on the nose, TT viewers already know this means I auto win






    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 21:28:31


    Post by: v0iddrgn


    How does the new RP interact with the Thin their Ranks secondary?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 22:05:42


    Post by: Sasori


    Here is an Article by Richard Siegler talking about the new Necrons.

    https://www.theartofwar40k.com/home/necrons-9th-edition-codex-review


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 22:16:09


    Post by: unitled


    Acehilator wrote:
    5 Immortals with MWDB vs MEQ:

    old Tesla: 3.1
    new Tesla: 2.47
    Gauss: 1.85/3.7

    The new rule cost Tesla 21% output compared to the old one.


    Other thing to note, though, is that while new Tesla gains less from MWBD, it loses less from being in cover.

    Honestly, I think the thing that makes it harder for Tesla to compete is smaller board size and the close range fighting around objectives.

    It was always king at longer range just through weight of fire, and a meta call at shorter ranges. It's less that Gauss went to 30", more that it went to RF in 15". If your meta is folks playing other Xenos or Guard, go ham on Tesla as it still rocks.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 22:27:00


    Post by: Matt Swain


     IHateNids wrote:
    Yeah, that sucks, but I'd still like some for the option of clearing out low save troops like Orks and Guard

    Especially considering our other options are Annihilation Barges or Enmitic weapons on the Chonkstroyers

    Plus, right, I am loath to buy any more of those blasted kits. I have 40 bodies out of that stinking framework already, I cannot be chowed buying more.



    "Chonkstroyers" What is that even supposed to mean?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 22:29:32


    Post by: Acehilator


    Regarding matchups, apart from Harlequins I don't think we will have many problems. Power armor remains the thing to beat, not only SM, but CSM and Custodes too. Like I said before, the average armor save on the board is going way up. Stormshield Terminators sitting at an easy 1+ armor save, you need AP -3 to even equalize their invul save. Blightlord Terminators will be terrifying if they don't get shafted by point costs. Guard running Ogryns etc.

    For "average" metas, unless Harlequin heavy because of some weird coincidence, the margins for weapons without AP are really slim imho.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/15 22:36:01


    Post by: Wakshaani


     Matt Swain wrote:
     IHateNids wrote:
    Yeah, that sucks, but I'd still like some for the option of clearing out low save troops like Orks and Guard

    Especially considering our other options are Annihilation Barges or Enmitic weapons on the Chonkstroyers

    Plus, right, I am loath to buy any more of those blasted kits. I have 40 bodies out of that stinking framework already, I cannot be chowed buying more.



    "Chonkstroyers" What is that even supposed to mean?


    "Chonky" or "Chonk" is newspeak for "fat" or "Thicc" to use a sleightly less-new phrase.

    So "Chonky Destroyers" or "Fat Destroyers" aka the new heavy Destroyers.

    English Major, AWAYYYyyyyyyyy!!!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 08:26:10


    Post by: p5freak


    v0iddrgn wrote:
    How does the new RP interact with the Thin their Ranks secondary?


    Thin their ranks is crystal clear about that. Models that are resurrected count each time they are resurrected, and destroyed again.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 08:43:25


    Post by: Krull


     TheArchmagos wrote:
    Hey all,

    Just got my hands on the codex finally and this is the first list idea I came up with as a kind of TAC list that can play objectives. Does this seem like a decent list overall?

    Spoiler:


    Total Starting CP: 9

    Nihilak Outrider Detachment:

    HQ
    -Catacomb Command Barge (WL) 150
    Voltaic Staff, gauss cannon, warlord trait: enduring will

    Fast Attack
    -5x Wraiths 175
    -5x Wraiths 175
    -5x Tomb Blades 165
    shield vanes
    -3x scarabs 45
    -3x scarabs 45
    -3x scarabs 45

    Heavy Support
    -Doomstalker 140

    Nihilak Patrol Detachment:

    HQ
    -Technomancer 90
    canoptek control node

    Elites
    -Triarch Stalker 140
    heat ray

    Troops
    -10x warriors 130
    probably reapers?
    -10x warriors 130

    Heavy Support
    -Doomstalker 140
    -Doomstalker 140

    Dedicated Transport
    -Ghost Ark 145
    -Ghost Ark 145

    The Plan:
    -Play the objective and dominate the mid board.
    -Technomancer sticks with the trio of doomstalkers to provide heavy fire support. Triarch stalker can buff them too.
    -Wraiths can bully the mid board, go after characters, or clear screens in a pinch. Or they can just cap objectives.
    -Scarabs can hold backfield objectives and screen deepstrikes to protect the doomstalkers.
    -Tomb blades, ghost arks, warriors, and CCB can go where needed.
    -If I'm worried about snipers I can pay 1CP to give the cryptek the Infinity Mantle.
    -Nihilak plus protocol of the eternal guardian means I'm pretty hardy going second against a first turn alpha strike since I can have army wide cover for 2+ saves and ignore -1 AP weapons on everything.
    -Also I think the CCB might be able to make use of that secondary where you score points for killing stuff with nobles?
    -2000pts on the nose, TT viewers already know this means I auto win






    How do you start with 9CP?
    I think it is 7 cp.
    Your warlord is in the outrider det. It doesnt give you cp back.
    So you have to pay for the patrol to. Switch your characters from det. and you have 9cp.
    Interesting list btw.
    Let me know how it plays out.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 08:58:06


    Post by: Slipspace


     unitled wrote:
    Acehilator wrote:
    5 Immortals with MWDB vs MEQ:

    old Tesla: 3.1
    new Tesla: 2.47
    Gauss: 1.85/3.7

    The new rule cost Tesla 21% output compared to the old one.


    Other thing to note, though, is that while new Tesla gains less from MWBD, it loses less from being in cover.

    Honestly, I think the thing that makes it harder for Tesla to compete is smaller board size and the close range fighting around objectives.

    It was always king at longer range just through weight of fire, and a meta call at shorter ranges. It's less that Gauss went to 30", more that it went to RF in 15". If your meta is folks playing other Xenos or Guard, go ham on Tesla as it still rocks.


    With Tesla in general, it's probably best to completely ignore the maths/experiences from 8th. Dense terrain should be common enough that it messes up the expected damage on the old Tesla and therefore new Tesla using unmodified 6s is not quite as bad as it first seems, though it is overall a very slight net nerf I think. My biggest problem with Tesla is that GW did the classic double-nerf and bumped up the cost while making their rules worse. If Tesla was the same cost as Gauss I think it would be a much more even choice between the two but as it is now I'm not sure we'll see much Tesla on Immortals at the current prices.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 09:11:44


    Post by: IHateNids


    Slipspace wrote:
     unitled wrote:
    Acehilator wrote:
    5 Immortals with MWDB vs MEQ:

    old Tesla: 3.1
    new Tesla: 2.47
    Gauss: 1.85/3.7

    The new rule cost Tesla 21% output compared to the old one.


    Other thing to note, though, is that while new Tesla gains less from MWBD, it loses less from being in cover.

    Honestly, I think the thing that makes it harder for Tesla to compete is smaller board size and the close range fighting around objectives.

    It was always king at longer range just through weight of fire, and a meta call at shorter ranges. It's less that Gauss went to 30", more that it went to RF in 15". If your meta is folks playing other Xenos or Guard, go ham on Tesla as it still rocks.


    With Tesla in general, it's probably best to completely ignore the maths/experiences from 8th. Dense terrain should be common enough that it messes up the expected damage on the old Tesla and therefore new Tesla using unmodified 6s is not quite as bad as it first seems, though it is overall a very slight net nerf I think. My biggest problem with Tesla is that GW did the classic double-nerf and bumped up the cost while making their rules worse. If Tesla was the same cost as Gauss I think it would be a much more even choice between the two but as it is now I'm not sure we'll see much Tesla on Immortals at the current prices.
    Yeah, that makes sense.

    I just think I'll hav Tesla troops because I have Guass-everything-else. But that's just me. Thanks for the clarification though.

    Wakshaani wrote:
     Matt Swain wrote:
     IHateNids wrote:
    Yeah, that sucks, but I'd still like some for the option of clearing out low save troops like Orks and Guard

    Especially considering our other options are Annihilation Barges or Enmitic weapons on the Chonkstroyers

    Plus, right, I am loath to buy any more of those blasted kits. I have 40 bodies out of that stinking framework already, I cannot be chowed buying more.



    "Chonkstroyers" What is that even supposed to mean?


    "Chonky" or "Chonk" is newspeak for "fat" or "Thicc" to use a sleightly less-new phrase.

    So "Chonky Destroyers" or "Fat Destroyers" aka the new heavy Destroyers.

    English Major, AWAYYYyyyyyyyy!!!
    Yeah, thats bang on. I'll apologise for the choice of words, I keep on forgetting not the entire world is fluent in internet joke culture as my friendship circles.... I just didnt wanna type out Lokhust heavy Destroyer ever time I wanna talk about them....


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 09:37:33


    Post by: tneva82


    Acehilator wrote:
    5 Immortals with MWDB vs MEQ:

    old Tesla: 3.1
    new Tesla: 2.47
    Gauss: 1.85/3.7

    The new rule cost Tesla 21% output compared to the old one.


    Now there's so much -1 to hit though that MWBD basically got you to what you are rolling now. Pre-codex you needed MWBD to get what you get now for free.


    Automatically Appended Next Post:
    Acehilator wrote:
    Shappermon wrote:
    Question for you phaerons, does the Ghost Ark's Repair Barge rule stack with the Technomancers Rites of Reanimation rule?

    I plan on taking two units of 20 gaus flayer warriors and two units of 10 gaus reaper warriors in ghost arks. Hoping I can stack the technomancer rule with the ghost ark one, can't see anything to suggest I can't atm, but I also expect this to be FAQd.


    It stacks - it's not the same ability. As such it won't get FAQ'd (and it's the main theme of the army).

    I am not sold on using minimum units offensively. Unattractive buff targets, and can be overwhelmed with just a bit of focus fire. I plan on running an empty Ghost Ark and a Triarch Stalker, just to give enemy AT weapons targets (trying to distract them from my Skorpekhs).


    Even better. Being same ability doesn't prevent stacking. Same AURA ability prevents.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:07:18


    Post by: Eldenfirefly


    So, I just had a thought, is it worth losing command protocols so that we run two separate necron detachements with different dynasties?

    Like while we lose command protocols, we do get to now choose a shooty dynasty (like mephrit) for a shooty detachment, and then maybe a custom dynasty or a melee based dynasty for a more melee oriented detachment that has everything obsec.

    Because the command protocols are a pain to use, and kind of dependent on how the game goes each turn. While, if you take a shooty dynasty and a melee based dynasty, you can tailor the units in those detachments to make the best use of the dynasty traits and such.

    So, do you think its worth losing command protocols over?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:20:50


    Post by: nintura


    Eldenfirefly wrote:
    So, I just had a thought, is it worth losing command protocols so that we run two separate necron detachements with different dynasties?

    Like while we lose command protocols, we do get to now choose a shooty dynasty (like mephrit) for a shooty detachment, and then maybe a custom dynasty or a melee based dynasty for a more melee oriented detachment that has everything obsec.

    Because the command protocols are a pain to use, and kind of dependent on how the game goes each turn. While, if you take a shooty dynasty and a melee based dynasty, you can tailor the units in those detachments to make the best use of the dynasty traits and such.

    So, do you think its worth losing command protocols over?


    Several of the articles I"ve read have mentioned that Cron players probably will shy away from the command protocols because they are convoluted and don't really do much. So yeah you'll probably see what you're doing being very common. Sort of like Tyranid players.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:21:46


    Post by: Sasori


    Eldenfirefly wrote:
    So, I just had a thought, is it worth losing command protocols so that we run two separate necron detachements with different dynasties?

    Like while we lose command protocols, we do get to now choose a shooty dynasty (like mephrit) for a shooty detachment, and then maybe a custom dynasty or a melee based dynasty for a more melee oriented detachment that has everything obsec.

    Because the command protocols are a pain to use, and kind of dependent on how the game goes each turn. While, if you take a shooty dynasty and a melee based dynasty, you can tailor the units in those detachments to make the best use of the dynasty traits and such.

    So, do you think its worth losing command protocols over?


    This is the big question I myself have been asking. I've been leaning toward yes. I've played a few games, and the command protocols have been impactful. That being said, a deatchment without them would likely have been just as impactful without them. Our Dynasty codes are pretty good, taking something like just an Outrider with the Obsec+ 6' move and then a patrol to fill out whatever else you need seems pretty strong.

    I'm going to keep play testing with protocols and I enjoy the mechanic. That being said, it's just got way too many hoops to pull out, and you can raise the floor on the army quite a bit by just running two dynasties.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:28:37


    Post by: Eldenfirefly


    Yeah, I mean, with command protocols, maybe they will matter in one or three turns. And even if they do, it probably won't impact your whole army.

    But shooty dynasty with shooty units plus melee obsec dynasty with melee based units. Then you basically know that your units will get the best benefit from your two dynasties for all 5 turns.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:32:07


    Post by: dan2026


    I think I'm going to run two different Dynasties.
    Command Protocols seem like a pain in the arse and not worth losing what 2 or more Dynasties can do for you.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 14:50:30


    Post by: buddha


    I think there's a good argument to be made that abandoning command protocols is a smart bet.

    You no longer need to take a noble and you can make a mixed detachment to access different dynasties strategems like Nepherkh.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 17:14:31


    Post by: Cynista


    I'm glad more and more people are seeing that command protocols are crap and best ignored. Been saying it from day 1

    A little but surprised that nobody is hot on the Scytheguard bomb yet. Chronomancer with VoD can deep strike them with a 5++ and rerolling charges. Seems like a perfect combination to me. I've rewritten my list to include them at the expense of the Skorpekh's


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:03:52


    Post by: yukishiro1


    Protocols is definitely worth it if you take the Silent King b/c of the two different ways he gives you to manipulate them to be more reliably useful, but if you don't, I'm not sure it's worth the trouble honestly.

    The problem with the scytheguard bomb is that it fails that charge 50% of the time, and when it does, it just sits out there in the wind and dies, 5++ or no 5++. And it can just be screened out the way any other DS-based charge can be. You're very rarely going to get it into any prime target against a decent player, and it'll typically die the next round, even if it does get in. You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:03:57


    Post by: dan2026


    Cynista wrote:
    I'm glad more and more people are seeing that command protocols are crap and best ignored. Been saying it from day 1

    A little but surprised that nobody is hot on the Scytheguard bomb yet. Chronomancer with VoD can deep strike them with a 5++ and rerolling charges. Seems like a perfect combination to me. I've rewritten my list to include them at the expense of the Skorpekh's


    Can you tell me more why you are going with them over any of the other melee options?
    I really want to include some Lychguard but I don't know how to best use them.

    My current plan for the Veil is dropping a 20 man Reaper Warrior bomb.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:06:37


    Post by: yukishiro1


    Yeah I like the 20 man reaper squad a lot better myself, just because you're guaranteed to end up in range. Right now I am trying to figure out whether it's better to have a royal warden or a psychomancer carrying the artefact.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:13:15


    Post by: Twilight Pathways


    yukishiro1 wrote:

    The problem with the scytheguard bomb is that it fails that charge 50% of the time... ...You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.


    It should be a 6" charge though, so 72% normally, or 83% with Novokh. Then you have a CP reroll to consider. I don't know how to work out a new % with that in mind.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:15:18


    Post by: Xenomancers


    yukishiro1 wrote:
    Yeah I like the 20 man reaper squad a lot better myself, just because you're guaranteed to end up in range. Right now I am trying to figure out whether it's better to have a royal warden or a psychomancer carrying the artefact.
    It's a tough choice. Probably depends a lot on what else is in your list. 1 Squad of 20 warriors - take plasmancer. 2 Squads of 40 - take warden. You can always outflank 1 then next turn OR can use a monolith or nightscythe to bring in another.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:17:15


    Post by: yukishiro1


    Twilight Pathways wrote:
    yukishiro1 wrote:

    The problem with the scytheguard bomb is that it fails that charge 50% of the time... ...You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.


    It should be a 6" charge though, so 72% normally, or 83% with Novokh. Then you have a CP reroll to consider. I don't know how to work out a new % with that in mind.


    No, that's the night scythe bomb, not the Veil of Darkness bomb. The night scythe delivery is around a 90% chance even without Novokh with the reroll, and you can therefore rely on it. But it requires a night scythe, obviously, and can only be done from T2 onwards.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:17:15


    Post by: dan2026


    I feel like I don't really see the usefulness of the Plasmancer.
    With the Warden at least you get to double tap his decent gun, then if you get charged you have a chance of backing out and shooting again.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:21:27


    Post by: Twilight Pathways


    Oh I read scytheguard as night scythe + lychguard but now I see it means warscythe lychguard


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:22:16


    Post by: yukishiro1


     dan2026 wrote:
    I feel like I don't really see the usefulness of the Plasmancer.
    With the Warden at least you get to double tap his decent gun, then if you get charged you have a chance of backing out and shooting again.


    Yeah I said psychomancer myself, not plasmancer. I wouldn't take a plasmancer as the VoD holder, to me it's between a warden and a psychomancer. The psychomancer's big problem is that its debuff is only 12" range and happens in the morale phase; if you use him as the VoD holder that gives you the option of pinging him to wherever he needs to be to debuff something even on T1.



    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:23:06


    Post by: dan2026


    Sorry I meant Psychomancer.
    Stupid similar names lol.

    My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:27:37


    Post by: Cynista


     dan2026 wrote:
    Cynista wrote:
    I'm glad more and more people are seeing that command protocols are crap and best ignored. Been saying it from day 1

    A little but surprised that nobody is hot on the Scytheguard bomb yet. Chronomancer with VoD can deep strike them with a 5++ and rerolling charges. Seems like a perfect combination to me. I've rewritten my list to include them at the expense of the Skorpekh's


    Can you tell me more why you are going with them over any of the other melee options?
    I really want to include some Lychguard but I don't know how to best use them.

    My current plan for the Veil is dropping a 20 man Reaper Warrior bomb.

    I plan on veiling them early, up the board and behind cover to get -1 to hit and then the next turn hopefully getting a charge off on an objective. Of course every game will be different but it's true that they are too expensive for a throw away unit so have to be handled with care

    Although I'm also taking Wraiths, Scarabs and Flayed Ones, so they aren't the only melee threat.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 18:30:51


    Post by: yukishiro1


     dan2026 wrote:
    Sorry I meant Psychomancer.
    Stupid similar names lol.

    My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


    Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:08:44


    Post by: Xenomancers


    Plasmamancer just has a nice weapon you put in range of something juicy and then the mortal wound generation too. It is not much but damage wise I think he will out damage the royal warden.

    You can get turn 2 fall back and shoot from your protocols. Also - if you get that 20 point orb for the plasmamancer - you can place it in the most inconvenient place for your opponent. 12" diameter zone of your are taking a smite this next turn is actually pretty fantastic for 20 points. Esp. if you drop it right in front of the access t your 20 man warrior squad.


    Automatically Appended Next Post:
    yukishiro1 wrote:
     dan2026 wrote:
    Sorry I meant Psychomancer.
    Stupid similar names lol.

    My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


    Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.
    Chronomancer can give the 5++ and someone else can be the taxis for the warriors. I wouldn't send a chrono to his dealt like that.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:28:21


    Post by: dan2026


     Xenomancers wrote:
    Plasmamancer just has a nice weapon you put in range of something juicy and then the mortal wound generation too. It is not much but damage wise I think he will out damage the royal warden.

    You can get turn 2 fall back and shoot from your protocols. Also - if you get that 20 point orb for the plasmamancer - you can place it in the most inconvenient place for your opponent. 12" diameter zone of your are taking a smite this next turn is actually pretty fantastic for 20 points. Esp. if you drop it right in front of the access t your 20 man warrior squad.


    Automatically Appended Next Post:
    yukishiro1 wrote:
     dan2026 wrote:
    Sorry I meant Psychomancer.
    Stupid similar names lol.

    My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


    Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.
    Chronomancer can give the 5++ and someone else can be the taxis for the warriors. I wouldn't send a chrono to his dealt like that.

    Don't get me wrong I'm not sending the Chronomancer or the Overlord with the Warriors, just using them to give buffs beforehand. That thing about the orb is interesting though.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:32:23


    Post by: Vineheart01


    i actually like the plasmancer.
    He's basically a smite-spammer that cant be countered. He doesnt really offer any synergy with other units which is a problem since like 99% of necron HQs are buffbots and its a highly contested slot, but its still amusing.

    I really wish the warden wasnt an HQ. He really doesnt feel like he should be one.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:47:43


    Post by: dan2026


    I like most of the Cryptek units.

    The Technomancer is good at repairing, reanimating and buffing Canoptek units.
    The Chronomancer can give a 5++ to any unit and has a pocket lascanon.
    The Plasmancer can throw out unblockable smites and has a decent D2 gun.

    The only Cryptek unit I don't like is the Psychomancer.
    He just doesn't seem very useful.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:51:28


    Post by: Vineheart01


    imo, if he was at the end of the movement phase for his abilities, he'd be significantly better.
    Main issue is most of his use takes an entire turn to even matter.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 19:58:31


    Post by: Xenomancers


     Vineheart01 wrote:
    i actually like the plasmancer.
    He's basically a smite-spammer that cant be countered. He doesnt really offer any synergy with other units which is a problem since like 99% of necron HQs are buffbots and its a highly contested slot, but its still amusing.

    I really wish the warden wasnt an HQ. He really doesnt feel like he should be one.

    Well the great part about him is you are probably taking a technomancer or chronomancer anyways. So the slot is free for the palsmamancer. Royal warden really should be an elite IMO.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 20:06:41


    Post by: Cynista


     dan2026 wrote:
    I like most of the Cryptek units.

    The Technomancer is good at repairing, reanimating and buffing Canoptek units.
    The Chronomancer can give a 5++ to any unit and has a pocket lascanon.
    The Plasmancer can throw out unblockable smites and has a decent D2 gun.

    The only Cryptek unit I don't like is the Psychomancer.
    He just doesn't seem very useful.

    Tbh I think the Psychomancer could well be the most useful. Just situational. If you find yourself in a position where you'd really like to stop an enemy unit performing an action, he's golden


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 22:21:45


    Post by: Resin Glazed Guardsman


    Looks like the silver tide is back!

    When including the silent king in a list, does it matter if I bring him in a supreme command detachment for the Legion keywords, or just use the auxiliary detachment and not gain the keyword? Does it really matter?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 22:32:30


    Post by: Tiberius501


    If you include the Silent King in a Supreme Command Detachment he will refund your CP and give you 3 more, so deffs put him in that.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/16 23:00:08


    Post by: v0iddrgn


    Has anyone noticed that the Dimensional Corridor strat can pull core units out of combat without Falling Back?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 00:20:22


    Post by: Vineheart01


    technically you can put SK in the aux detachment...

    why would you ever do that though? Supreme Command is free, refunds a bat/pat cp cost, and if the unit going in there didnt have Agent denying the Dynasty Codes already he'd get them.

    Theres 0 reason to put him in an aux superheavy and several to NOT put him in there.

    Aux superheavy is one of the big reasons LoWs are so hard to use atm.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 01:49:29


    Post by: CKO


    Best non-c'tan unit in the codex? Do you agree?




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 03:00:08


    Post by: yukishiro1


    Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 06:59:41


    Post by: dan2026


    yukishiro1 wrote:
    Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.

    Would you personally go with Wraiths over Spyders?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 10:46:27


    Post by: wuestenfux


     dan2026 wrote:
    yukishiro1 wrote:
    Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.

    Would you personally go with Wraiths over Spyders?

    In the current meta, I'd go for units with inv. saves.
    Wraiths, Doomstalkers, Lychguard with shields and what not.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 14:35:33


    Post by: Xyxel


    Any restrictions for Starstele (Convergence of dominion) to be teleported into ruins or other type of terrain?

    Those models might be fun (and pretty) to block enemy movement and line of sight, hidding warden or cryptek, block enemy deep strikes.

    (Building models are hit automatically in close combat?)


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 15:30:38


    Post by: Orkimedez_Atalaya


    I am planing on using the 20reaper bomb with a technomancer with the ablator. That way I can ensure that my warriors will be in cover no matter where they land.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 16:02:12


    Post by: Eldenfirefly


    Is taking two C'tan viable? Forgo command protocols and take two detachments of separate dynasties. This then also allows you to take two C'tans.

    That is a lot of mortal wounds being throw out by two models which are also extremely hard to kill in one round.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 16:27:10


    Post by: Cynista


    Two or even three C'tan would die against good shooting armies at the same rate as one would. Their durability comes from only being able to take 3 wounds per phase but if you have multiple, they all take 3 wounds each shooting phase

    So I'm not sure if more than one is viable


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 17:01:03


    Post by: Cauthon


    Full shooting armies couldn’t even deal with 1 c’tan though. The only way to kill them is in multiple phases. Can you smite enough to put 3 wounds on multiple c’tans in each psychic phase, can you go toe to toe with more than 1 in combat and still do your missions?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 17:39:46


    Post by: CKO


    Cauthon wrote:
    Full shooting armies couldn’t even deal with 1 c’tan though. The only way to kill them is in multiple phases. Can you smite enough to put 3 wounds on multiple c’tans in each psychic phase, can you go toe to toe with more than 1 in combat and still do your missions?


    The durability is not the issue its the offense. You may be overestimating the c'tan, take the Nightbringer for example. With six attacks you will roll one's for either to hit or to wound which drastically reduces its damage out put. Than you have to roll another d6 for damage where you might only do 1 damage! Every time you roll a one with a Nightbringer in cc it hurts. Now imagine if you are a Voiddragon or Deceiver who wounds on 3's instead of 2's and need entropic strike to ignore invulnerable saves. With that being said they are amazing units but when you actually roll the dice they only kill 2-4 models in cc a turn.

    A list based around doing mortal wounds with 2 C'tan has potential.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 17:47:42


    Post by: Oberron


    While having a list of two or even three c'tan sounds super fun and look intimidating bringing even just two is 540 for just the T.ctan let alone the named ones. Then gotta take into account of the detachment tax of hank and troops which is gonna be another 155 for smallest amount per detachment. So 850 if playing 2k points you now have 1150 left which might be enough for something solid since you have troops taken care of.

    My thoughts would be to take deceiver and set up both shards in reserves to avoid any wound loss turn 1 then have them come from the sides turn two much closer to the enemy.

    Or take double t.c'tan for power spamming mws.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 19:03:01


    Post by: yukishiro1


    C'tan are super underwhelming offensively for their cost. 350 points for example buys you 10 chaos terminators that put out 20 S8 -3 D2 plasma shots, which you can double to 40 for 2CP, with deep strike, that can then charge in for 31 S5 AP1 D1 attacks, with the unit getting legion benefits, being able to vets for +1 to wound in either phase, can benefit from some fanstastically powerful legion stratagems, can get prescience, warptime, delightful agonies, etc etc...and that's not even a unit that's recognized as being particularly overpowered.

    Nightbringer is the only one who's even passably good at killing stuff for his points cost, and he's only actually good at killing stuff with good invulns or FNPs.

    You take one C'tan or none IMO, it's gimping your army offensively far too much to take more than one.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 19:23:49


    Post by: CKO


    You have to factor in mortal wounds when you talk about c'tan's offense.

    If your opponent has that powerful of a unit in reserve then you have to screen properly, also that many plasma shots mean some would die from the get hot rule. Yukishiro1 is correct 350 points is a large investment and you may not do 350 points worth of damage.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 19:28:57


    Post by: yukishiro1


    I am figuring that in. It's the only thing keeping them even in the picture, their melee is pathetic for the points cost.

    C'tan have decent - not good, but decent - offense against armies without screens that are overwhelmingly made up of elite infantry. Their offense drops to almost nothing against anyone who can screen with cheap junk. Nightbringer goes up one rank for both, to good offense against ideal targets and mediocre against screens. Void dragon has good offense against vehicles if your opponent lets him get into melee with one, but still practically nothing against screens.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 20:16:27


    Post by: CKO


    yukishiro1 wrote:
    I am figuring that in. It's the only thing keeping them even in the picture, their melee is pathetic for the points cost.

    C'tan have decent - not good, but decent - offense against armies without screens that are overwhelmingly made up of elite infantry. Their offense drops to almost nothing against anyone who can screen with cheap junk. Nightbringer goes up one rank for both, to good offense against ideal targets and mediocre against screens. Void dragon has good offense against vehicles if your opponent lets him get into melee with one, but still practically nothing against screens.


    We have gauss for days, Necrons do not worry about screens.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 20:41:21


    Post by: yukishiro1


    A list with two or three C'tan typically has a lot less gauss than a list without 700+ points going into a couple models.

    I'm not saying C'tan are terrible, I'm just saying you need to think very carefully about how even one is actually going to function in a list. They need careful support to function, they aren't something you just toss into any old list and figure it's bound to get value. That's true of almost all expensive single entity units, but it's especially true of single entity units that do limited damage at range, don't move quickly, can't do anything after advancing or falling back, AND don't get character protection.

    If you line everything right a C'tan can be a great unit, but they will flop hard if you just try to use them as a bully. They have big upsides, but also massive limitations.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 20:41:35


    Post by: buddha


    It's a bit more expensive than the C'tan but I've been looking at the SK of late instead. Great shooting and CC and of course is a buff machine.

    Anyone had any good game experience with him yet?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 20:42:33


    Post by: Cauthon


    I liked the argument about how it’s not very good if you roll ones.. what is? Does that invalidate DDA’s, the ol’ 1 rolling?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 20:53:05


    Post by: yukishiro1


    He's the only LoW since pre-nerf Girlyman that's actually value for points IMO. He just does so much. He's like the opposite of a C'tan. C'tan do a couple of things very well and everything else badly or not at all; he does practically everything pretty well, without necessarily having any game-breaking tricks.

    I think there's potentially a place for him in almost every list, though obviously lists with a strong <CORE> focus are going to get more out of his buffs than ones that don't. But honestly he's so strong that I think he potentially has a place even in lists that take only one big unit of, say, Lychguard or Praetorians, even without much else that he can buff.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 21:33:55


    Post by: CKO


    Cauthon wrote:
    I liked the argument about how it’s not very good if you roll ones.. what is? Does that invalidate DDA’s, the ol’ 1 rolling?


    Certain units suffer more when they see 1's and C'tans, Doomsday Arks, and Doomstalkers are units like that. I am not saying they are bad because they may roll ones I am saying that on average they will perform poorly due to the fact that you will roll ones or twos.

    Rolling a one or two with a Doomsday Ark or Doomstalker with their number of shots or their hit roll the unit will underperform.

    Rolling a one for the wound roll or ones and twos for the damage roll than those units have underperformed.

    I like the C'tans but the doomsday weapons are not efficient enough for me.




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 21:40:25


    Post by: punisher357


    40kenthusiast wrote:
    40kenthusiast hot takes, part 3 of lots



    Would you please use spoilers? These posts take up an entire page


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 22:25:51


    Post by: Matt Swain


    C'tan spit out mortal wounds which is very useful against high octane armies where most models have good armor and toughness, at a high cost per model.

    They are very good against custodes as they represent the peak of such armies and their obscene high saves avail them little.

    Against horde armies C'tan are of less value. While the mortal wounds a c'tan can dish out might put some notable hurt on a custode force, it won't amount to a fart against a horde of greenskins.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 23:06:34


    Post by: Amaurosis


    Hi all!

    I have picked up the codex after haven't played anymore for more than 12 years.

    Now I got some question, which might occur odd to you, but for me are just not clear as I seem to be "spoiled" by half-knowledge of old WH40k/WHF ages ago.... :



    1.) Do not quite understand the relics. Do I have to use the strategem "Dynastic Heirlooms" for every relic I get or only for the ones after the first (thus: first one is free)?

    2.) Same question for "Rarefield Nobility". Only to be used, if I choose a 2nd one for a non-warlord character?

    3.) How does the Resurrection Orb exactly work? E.g.: I have 2 Tomb Blades left from a formerly unit of 9, which has suffered on different occasions in different rounds those 7 casualties. When I finally choose to use the orb, do I roll 14 dice (= 7x 2 Wounds each) regardless of how long those Tomb Blades already have been destroyed? (Do you consider it worth the 30P ?)

    4.) Why do some consider the Heroic Intervention being so good (e.g. cryptek arkana "corticla subjugator scarabs")? The heroic intervention move is only 3" after all...does it bring any additional bonus I am not aware of?

    5.) Is there a limit of how good a armor saving throw can be? Could it even become "0"?

    6.) In the preview of the 9th edition some youtubers mentioned, that only one +1 or -1 bonus may be given at a time. I just can't find that in the core rulebook...can someone please tell me where?

    7.) Is there some core rule which states that a natural "1" is always a fail? Or is it possible for Deathmarks with their BS2+ and "My will be done" to achieve auto hits?


    Sorry to bother you with those questions, but my opponent has been away from 40k as long as I have. Maybe we can speed up our game not arguing about those points at least. ^^

    Thank you for helping me!

    Cheers,
    Amaurosis


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/17 23:17:38


    Post by: CKO


    Excited about this one! Look at that alpha strike potential!




    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 03:20:05


    Post by: Kharne the Befriender


    Amaurosis wrote:
    Hi all!

    I have picked up the codex after haven't played anymore for more than 12 years.

    Now I got some question, which might occur odd to you, but for me are just not clear as I seem to be "spoiled" by half-knowledge of old WH40k/WHF ages ago.... :



    1.) Do not quite understand the relics. Do I have to use the strategem "Dynastic Heirlooms" for every relic I get or only for the ones after the first (thus: first one is free)?

    First one is free, then it's one relic per heirloom stratagem use. Ex. 3 relics is 2 CP, 1 free then pay 2CP to use Heirloom strat twice

    2.) Same question for "Rarefield Nobility". Only to be used, if I choose a 2nd one for a non-warlord character?

    Same as above, except the 'free' warlord trait would be your warlord

    3.) How does the Resurrection Orb exactly work? E.g.: I have 2 Tomb Blades left from a formerly unit of 9, which has suffered on different occasions in different rounds those 7 casualties. When I finally choose to use the orb, do I roll 14 dice (= 7x 2 Wounds each) regardless of how long those Tomb Blades already have been destroyed? (Do you consider it worth the 30P ?)

    Yes, you would roll 14 dice. The res orb can be good if used right, but generally that 30pts is better spent elsewhere

    4.) Why do some consider the Heroic Intervention being so good (e.g. cryptek arkana "corticla subjugator scarabs")? The heroic intervention move is only 3" after all...does it bring any additional bonus I am not aware of?

    It has the potential of pulling an extra unit into combat, it's situational, but could be very useful for potentially killing an enemy unit

    5.) Is there a limit of how good a armor saving throw can be? Could it even become "0"?

    Yes and no, a roll of 1 will always fail on an armor save, but a '1+' armor save gives you a cushion, as anything with Ap-1 would take your 1+ to a 2+ leaving it relatively the same

    6.) In the preview of the 9th edition some youtubers mentioned, that only one +1 or -1 bonus may be given at a time. I just can't find that in the core rulebook...can someone please tell me where?

    It should be under the Shooting Phase, could be wrong. It does apply to To Hit and To Wound modifiers, but usually just those two... and Reanimation Protocols

    7.) Is there some core rule which states that a natural "1" is always a fail? Or is it possible for Deathmarks with their BS2+ and "My will be done" to achieve auto hits?

    A hit roll of 1 will always fail regardless of modifiers, so giving Deathmarks MWBD only helps them ignore a -1 to hit on a unit, but they can't auto hit

    Sorry to bother you with those questions, but my opponent has been away from 40k as long as I have. Maybe we can speed up our game not arguing about those points at least. ^^

    Thank you for helping me!

    Cheers,
    Amaurosis


    Hope that helps!


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 10:11:25


    Post by: CthuluIsSpy


    I would use the orb on stuff like destroyers. Even if you get one back you make back double its points, and destroyers don't have many options to revive.

    Using it on deathmarks and immortals is probably more points efficient as you need 2 successes as opposed to 3, but they already get some RP buffs.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 12:38:51


    Post by: tneva82


    Cauthon wrote:
    Full shooting armies couldn’t even deal with 1 c’tan though. The only way to kill them is in multiple phases. Can you smite enough to put 3 wounds on multiple c’tans in each psychic phase, can you go toe to toe with more than 1 in combat and still do your missions?


    9e isn't about full shooting armies though.nor do you need to be full shooting army to do 3 wounds to 2 c'tans. People gear up to do 24 wounds to t8 models with inv. 6 wounds to t7 is hardly impossible...or even hard


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 13:32:49


    Post by: Diezrevenge



    Not sure if I am reading into the wording to much. For hardwired for destruction it says each time a model in this unit makes an attack, re-roll a hit roll of 1. All our reroll ones have a re- roll of 1 per model. Do I need to roll each model separately so only gets one re- roll. The Triarch stalker is worded the same way could make turns take a lot longer.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 13:42:05


    Post by: Tiberius501


    Diezrevenge wrote:

    Not sure if I am reading into the wording to much. For hardwired for destruction it says each time a model in this unit makes an attack, re-roll a hit roll of 1. All our reroll ones have a re- roll of 1 per model. Do I need to roll each model separately so only gets one re- roll. The Triarch stalker is worded the same way could make turns take a lot longer.


    No they’ve just worded it really annoyingly because reasons. Every attack the unit makes, a result of a 1 can be re-rolled is what it’s saying, not that only 1 dice can be re-rolled per unit.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 14:52:59


    Post by: Araablane


    Stupid question but i have 20 necron warriors built with gauss reapers but i have another 20 to build.
    Should i equip them with gauss flayers or go full out with gauss reapers?


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 15:02:37


    Post by: wuestenfux


    Araablane wrote:
    Stupid question but i have 20 necron warriors built with gauss reapers but i have another 20 to build.
    Should i equip them with gauss flayers or go full out with gauss reapers?

    I'd give your army more variety.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 15:17:35


    Post by: Vineheart01


    i think reapers are generally better, but flayers arent worthless. I wouldnt assemble every warrior with reapers, just a majority.
    i have 70 warriors, im doing 20 flayers.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 15:29:06


    Post by: Wakshaani


    Araablane wrote:
    Stupid question but i have 20 necron warriors built with gauss reapers but i have another 20 to build.
    Should i equip them with gauss flayers or go full out with gauss reapers?


    I've gone with 20 of each, because they each have a place.

    The next 20 will be Flayers which I *think* have more general use, and will top out the number of Warriors I think I'd use in a battle. I'd enjoy more, I think, up to possibly 80 (!), but there's a point where you have enough and I think, *think* that 60 is it.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 17:35:47


    Post by: tneva82


    Diezrevenge wrote:

    Not sure if I am reading into the wording to much. For hardwired for destruction it says each time a model in this unit makes an attack, re-roll a hit roll of 1. All our reroll ones have a re- roll of 1 per model. Do I need to roll each model separately so only gets one re- roll. The Triarch stalker is worded the same way could make turns take a lot longer.


    Maybe it helps out when you remember every attack is it's own sequence. To hit, to wound, save, damage. You do them together because of speed. At the core they are each separate attacks. Model with 3 attacks does 3 attacks, not one attack with 3 dice.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 17:37:54


    Post by: yukishiro1


    I don't anticipate using warriors with flayers myself, because I think immortals offer better value for points. My current list has a 20-man reaper bomb, partially for the damage potential but honestly more for the move-blocking ability.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 19:03:23


    Post by: Acehilator


    20 Reapers with MWDB + 2 CP (Relentless Onslaught + Desintegration Capacitors) deal 19.25 damage to MEQ.

    Reaper Warriors are strong.


    Necron New 9th Edition Codex Tactica: All Hail The Silent King @ 2020/10/18 20:54:07


    Post by: yukishiro1


    Reapers can't use relentless onslaught. They can use Disintegration Capacitors, though I'm not sure it's great value unless you're shooting at something T5 or above.