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Made in gb
Regular Dakkanaut



Shropshire UK

stormcraft wrote:
The dayli community post confirmd the beta rule for wraiths with 2 dmg. Additionaly it suggest that you can buff canoptek rp roll with the stratagem with an cryptek...


What i never noticed was the buff to whip coils, really makes you debate using them now for the points, then again they are 9 points so a bit expensive with the already points increase

This message was edited 1 time. Last update was at 2018/03/21 16:08:34


 
Made in gb
Regular Dakkanaut



Shropshire UK

After having a few test games so far, I've come up with this list to try and max out the best units i find in the codex while being able to hold onto objectives where possible.

Main idea is to deep strike both destroyer units (ideally not at the same time, so can make most of the protocol and keeping a counter unit for when opponent tries to deep stike in) while the main side of the sautekh is to hold objectives and take out any high value targets with the DDA.
hopefully the wraiths should be a good bullet magnet while the destroyers are not on the board, to ideally allow the rest of the list to gain objectives in the background

Spoiler:

Necron Army list

Command Points: 7

Battalion Detachment
Keyword: Sautekh

HQ: Catacomb Command Barge (138) Staff of Light (10) Gauss cannon (20)
= 169pts (warlord : 1 reroll per game and cp back on 5+)
HQ: Cryptek(70) Staff of Light (10) Cape (5) = 85pts

Troop: Immortal x 5 (40) Tesla x 5 (45) = 85pts
Troop: Immortal x 5 (40) Tesla x 5 (45) = 85pts
Troop: Immortal x 5 (40) Gauss x 5 (45) = 85pts

Heavy Support: Doomsday Ark = 193pts
Heavy Support: Doomsday Ark = 193pts

Detachment total = 894

Outrider Detachment
Keyword: nephrekh

HQ: Cryptek(70) Staff of Light (10) Cape (5) = 85

Fast attack: Canoptek Scarabs x 3 = 39pts
Fast attack: Canoptek Scarabs x 4 = 52pts
Wraiths x 6 = 330pts
Destroyer x 6 (180) Gauss Cannon x 6 (120) = 300pts
Destroyer x 6 (180) Gauss Cannon x 6 (120) = 300pts

Detachment total = 1106

Army Total = 2000/2000pts

This message was edited 3 times. Last update was at 2018/03/25 16:02:17


 
Made in gb
Regular Dakkanaut



Shropshire UK

Sorry ment to be 5 per unit, not sure where the 8 came from lol prob was thinking of the cost and put 8 down instead of 5

Also noticed i had x9 for all the immortal guns too. so yea was thinking of cost not unit size >.<

This message was edited 1 time. Last update was at 2018/03/25 16:02:57


 
Made in gb
Regular Dakkanaut



Shropshire UK

Personally i would be tempted to spam quantum shields against him. Try and make as much of his units worthless and target down the low damage models first.

With the buff to doomsday arks, this would be my possible tactic to try and over come overwhelming firepower
Made in gb
Regular Dakkanaut



Shropshire UK

Feel the Tess. Ark should deserve a B instead of a C.

Over the doomsday ark it still has T7 instead of T6, so plasma and other str 7 weapons wont wreck it as easily.
Comes with a invun too, so can lower the amount the quantum shielding has to do.
And the upgrade to the Gauss cannons also makes this better too.

If the main shot was Str 9+, i would say its an auto include, but in my opinion its still a solid A unit
Made in gb
Regular Dakkanaut



Shropshire UK

Do see your point with the GP, have been debating taking it out for two doomsday arks.

Though at the same time, know if i dont use it i will end up fighting a titan and not being able to deal with it.

The fact it deep stikes and gets in the first hit, makes it very valuable for dealing with problems. and believe ive seem some maths behind it showing it is slightly better value for points than the doomsday arks now against normal targets.

Though my last game with it, i brought near the opponents back line, as his army wanted to get close as possible to me, spent most of the game shooting down custodian bikes, and then when it ran out of good targets, its 2d6 shots at the cowering unit on an objective was not expected by the opponent.
Made in gb
Regular Dakkanaut



Shropshire UK

Am sad to see wraiths go up so much, though they are amazing bullet magnets still, and the increased threat range and extra damage. It just enforces how much they need to die for the opponent. So think one unit to soak up a armys alpha strikes isnt too bad, though never use more than one unit compared to before
Made in gb
Regular Dakkanaut



Shropshire UK

got my first tournament with the codex this weekend, currently still debating a pylon list or two doomsday's and more destroyers list.
Though my main worry is hoard spam. know at least one person is bringing 100's of orc boys, and not sure if i have the fire power to stop it before i get slaughtered

anyone got any suggestions?

Spoiler:
Necron Army list

Command Points: 7

Battalion Detachment
Keyword: Sautekh

HQ: Catacomb Command Barge (138) Staff of Light (10) Gauss cannon (20)
= 169pts (warlord : 1 reroll per game and cp back on 5+)
HQ: Cryptek(70) Staff of Light (10) Cape (5) = 85pts

Troop: Immortal x 5 (40) Tesla x 5 (45) = 85pts
Troop: Immortal x 5 (40) Tesla x 5 (45) = 85pts
Troop: Immortal x 5 (40) Gauss x 5 (45) = 85pts

Heavy Support: Doomsday Ark = 193pts
Heavy Support: Doomsday Ark = 193pts

Detachment total = 894

Outrider Detachment
Keyword: nephrekh

HQ: Cryptek(70) Staff of Light (10) Cape (5) = 85

Fast attack: Canoptek Scarabs x 3 = 39pts
Fast attack: Canoptek Scarabs x 3 = 39pts
Wraiths x 6 = 330pts
Destroyer x 6 (180) Gauss Cannon x 6 (120) = 300pts
Destroyer x 6 (180) Gauss Cannon x 6 (120) = 300pts

Detachment total = 1106

Army Total = 2000/2000pts


Have posted list before but open to suggestions for the hoard spam
Made in gb
Regular Dakkanaut



Shropshire UK

 skoffs wrote:
Moosatronic Warrior wrote:
if you have a blob of 20 warriors in a 2000pt game you should try to avoid having them targeted in the early game. If on turn 3 both armies have less than 1000pts left those warriors become a much bigger threat.

Welllll, if that's really the case, perhaps taking Nephrekh Warriors (kept off the table until later in the game then popped in via Translocation Crypt) would be worth considering.
I mean seriously,
Imagine your opponent is camping something on an objective on the other side of the table, thinking it's completely safe from falling into your hands. Then turn three, oops, looks like 20 ObSec Warriors just arrived to take it from him.
(this might actually make me rethink my position on Warriors).


This honestly sounds like a sound tactic. already love that dynasty for deep striking units and fast moving to objectives. going to have to give my warriors more thought.
Made in gb
Regular Dakkanaut



Shropshire UK

Or better yet, put the destroyers in nephrekh and you can just spend 1CP to deep strike them where needed

and save the monolith cost for 2 x DDA
Made in gb
Regular Dakkanaut



Shropshire UK

No they dont
Made in gb
Regular Dakkanaut



Shropshire UK

Yesterday was in a local tournament which had 4 Necron players out of 20,

Came join 5th with the list in my sig. The guy who tabled me also joined me at 5th lol (not much i can do against 180 orc boys with da jumps into my face. though did get him down to about 30 or so)

Guy who came first, was also Necrons. Using 3 DDA, 17 Destroyers and 6 Wraiths. was a brutal list to be fair. though dont think mephit benefited the destroyers much imo.
Made in gb
Regular Dakkanaut



Shropshire UK

 Arachnofiend wrote:
torblind wrote:
 Xyxel wrote:
It's possible to divide 6 Scarabs into two 3 model units (more flexible) or do You want to keep unit number low? Those buggers agre great to block charges or score objectives in hidding (low profile).


There are advantages or disadvantages to both. Depending on what you need you should pick one or the other.

Also 6 models would let you reanimate them more effectively, best case using the stratagem with only one model left, giving you 5 dice.

...Please don't use Repair Subroutines on scarabs. I don't think you should use the stratagem at all, but in your situation you're unlikely to get more than 13 points back out of your 2 CP.


Completely agree, the only time i would use this stratagem is on my first turn, if my opponent shot my wraiths till the last one or two. (as i keep my cryptek with them for this reason)
Made in gb
Regular Dakkanaut



Shropshire UK

Melionodr wrote:
I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.


This has got to be my favourite list I've seen so far. Personally used a list fairly similar but with the msu of immortals to get more cp.

Am tempted to use this list to see how well it runs. Think with Sauthek doomsdays it has a slight advantage in the mirror match. As you can move them and shoot lower powered shots at the opponents doomsdays with no negatives to hit.
Made in gb
Regular Dakkanaut



Shropshire UK

Melionodr wrote:
I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.


This has got to be my favourite list I've seen so far. Personally used a list fairly similar but with the msu of immortals to get more cp.

Am tempted to use this list to see how well it runs. Think with Sauthek doomsdays it has a slight advantage in the mirror match. As you can move them and shoot lower powered shots at the opponents doomsdays with no negatives to hit.

Also looking at the list. You leave the shield vanes off the tomb blades?
Made in gb
Regular Dakkanaut



Shropshire UK

You seen destroyers? Even though i love them now, they are over powered and spammy.

When the winner of the last tournament i went to used 17.
i used 12 and came joint 5th.

Wouldnt blame them getting nerfed to previous points with the new gun.
Made in gb
Regular Dakkanaut



Shropshire UK

I would look at the list and see how you plan to spend your CP. Yea it sounds nice, having all the CP we can get, but feel that list cant spend them well.
Made in gb
Regular Dakkanaut



Shropshire UK

Think cp scales in value, at the moment im debating using either a no cp using doubles list or a use all the cp doubles list.

(Where both army's cp get added together and free to use any way you like)

one list cp is worthless as nothing really cares much about it. where as the other pops cp like candy and is worth its points in gold.
Made in gb
Regular Dakkanaut



Shropshire UK

Extermination Protocol obviously. Honestly see this going off 1 turn before the destroyers get shot down being only 3 models.

Methodical Destruction: have toyed around with this, but its not as great as it feels for 2cp. mwbd is amazing because it not only makes 5+6 proc, but 2+ to hit aswell. just making 4/5/6 proc and has to be a unit you already shot, doesnt seem too great for 2cp

Solar Pulse: yes, this is good but couldnt help wonder how much higher ap models you can fit in outside this style list.

Quantum Deflection: agree, should be used every turn to try and keep some fire power alive

Damage Control: used this before, but with only 2 doomsday arks, they should blow the one up with out deflection, and other should be on good wounds

Ressurection Protocols: personally not sold on this one outside a command barge with a lightning sheild.


Insane Bravery: with only 2 full sized units, will probally be wiped out in a turn.

Counter-Offensive: worthless in this list

Command Re-roll: Probally one the main ones to use.
Made in gb
Regular Dakkanaut



Shropshire UK

Requizen wrote:
Ooh interesting meta shift:

Now that DS Alpha is less big, Scouts and Nurglings will be less prevalent. That is a buff for Deceiver, since there'll be less things zoning him and his units off.


funny enough i was just thinking about the effect of that. Think im still going to screen because of the world eaters charging beserkers and such. but prob see a cut back in people screening now
Made in gb
Regular Dakkanaut



Shropshire UK

Kuguar6 wrote:
torblind wrote:

Wraiths could advance 18", not bad, and still charge for an extra CP. Scarabs would also like the extra 6". Most C'Tans too, since they can still fire their powers at end of move phase.

Immortals could move 11" and still shoot twice, albeit with -1 to hit.
Same with tesla tomb blades. Characters could get places to provide buffs.

You get the solar staff, which is not too shabby.

The vault could get in position for his CTan powers and still shoot decently.

Its not extra 6". Dont think about this bonus that way. With normal advance you get medium 3,5". So you get extra 2,5" and fly.
Most units prefere sautekh dynasty with better shoot after 3,5" advance.


Feel this dynasty should only be for scarabs, wraiths, destroyers (for deep strike)

I know its not an extra 6" advance, but the fact its a garanteed 6" makes a huge difference for moving wraiths up (anyone rolling 1's will know that feeling)

(ctan dont benefit from the 6" advance)

anything else outside of them 3 units, go into sautekh, for the cp bonus mainly, but also allowing everything to advance and still shoot is huge.
Made in gb
Regular Dakkanaut



Shropshire UK

Couldnt you take the
Spoiler:

++ Outrider Detachment +1CP [15 PL, 237pts] ++

+ HQ +
Overlord [6 PL, 87pts]: Hyperphase Sword

+ Fast Attack +
1x Destroyer [3 PL, 50pts]
1x Destroyer [3 PL, 50pts]
1x Destroyer [3 PL, 50pts]


out, add immotek for the 1cp, and acctually have some points to play around with (though not many)
Made in gb
Regular Dakkanaut



Shropshire UK

 Dynas wrote:
Came Across this from a high level tourney player. Interesting quote regarding the FAQ:

"Durable units that can take shooting for a bit while they wait for reinforcements will see more play, and faster units that can effectively redeploy will be more valuable to make up for the momentum loss."

https://thebrownmagic.com/2018/04/17/faq-breakdown-part-1/

Sounds like necrons to me, with some wraiths, Tomb Blades and Teleporting Deciever/Monolith support to me.


was agreeing all the way till you said the monolith >.< still dont see it getting played in the top lists
Made in gb
Regular Dakkanaut



Shropshire UK

Personally think this is going to be the job of my destroyers, yes they are not object secure, but with their -ap, they should just remove a camped unit.
Made in gb
Regular Dakkanaut



Shropshire UK

torblind wrote:
 iGuy91 wrote:
Mchagen wrote:
 iGuy91 wrote:
Probably would work for a casual, friendly game. I'd use a unit of wraiths to provide target priority issues. Or, sell out, and run 18 Nephrek Wraiths, 10 Lychguard with Anrakyr in a Night Scythe, and then watch them scramble to try and beat all those units. Pretty lulzy stuff. I call the list "Space Jam" because it goes hard in the paint.

How does Anrakyr utilize a Night Scythe? He doesn't have a dynasty keyword. Has this been addressed?


It was addressed in the most recent FAQ for Arankyr and Szeras


Wasn't that just for warlord traits?


Automatically Appended Next Post:
Woha, check out this Facebook reply from GW:

Looks like Void is back in action turn one:

https://www.dakkadakka.com/dakkaforum/posts/list/755153.page#9937480


to be fair, kind of wished it didnt work. rather use veil of darkness later in the game. but dont want 30 ork boys on me turn 1
Made in gb
Regular Dakkanaut



Shropshire UK

Methodical Destruction: 2 CP (Sautekh) If a Sautekh unit causes an usnaved wound, add +1 to hit for friendly Sautekh that target the same unit this phase

Been with being to move and shoot on 2+ seems really good assuming you cause an unsaved wound first
Made in gb
Regular Dakkanaut



Shropshire UK

Was lookimg at it earlier, the str 10 shots in Sautekh really seemed appealing, though no invun or sheild, or fly makes me prefer 3 doomsday arks over running any of these :(

but would 100% use these in a friendly game
Made in gb
Regular Dakkanaut



Shropshire UK

True, but at the same time, a doomsday ark could blow a tank up turn 1 and then turn 2. which is a better verdict than 1 tank dead and one incapacitated.
Made in gb
Regular Dakkanaut



Shropshire UK

Moosatronic Warrior wrote:
moonsmite wrote:
True, but at the same time, a doomsday ark could blow a tank up turn 1 and then turn 2. which is a better verdict than 1 tank dead and one incapacitated.


DDAs aren't quite that good lol. They don't one shot a tank every turn. I would agree they are better than the Sentinel though. That doesn't necessarily mean you always take a DDA instead. You only get 3 DDAs for a start, but while a Sentinel can shoot like a DDA it's also a fast moving monster that Deep Strikes and can DtW, which a DDA can't replicate.

In my list up the page I'd rather stick with the Sentinel than take a 3rd DDA. It comeS in with the Destroyers and offers them some protection. Firstly by being a good target for the same weapons that would target the destroyers, and secondly by being a mild CC threat. Beyond that it's just really flexible as it operates well in every phase: It moves fast, denies psychic powers, shoots decently and fights decently.


Yea I can understand that its not 100% but when replying to best case scenario for the sentinels, then i used the best case for the DDA and it comes out superior.

I think if it had the ability to leave combat and shoot or better survivability, i would look at it. But as it stands, would rather have 3 DDA and rest of the army to support them (like my list in my sig)
Made in gb
Regular Dakkanaut



Shropshire UK

torblind wrote:
Remember, if he's beaming in terminators in your backfield - knowing that you are all tesla. he could place them wherever he likes without a care in the world. if you have gauss, he has to put them well out side their RF range, or attack them hard.


or screen better and let them have to go into chaff?
 
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