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2020/11/22 09:30:05
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
The rad wreathed aura expansion is interesting for sure.
Slap it on a CCB with thrall of the silent king and during a turn that you're being affected by the protocol of the conquering tyrant you've got quite a large model with a 7" bubble of -1 toughness around it that also works in the shoot phase
If you build the SK himself into the list you could also get that 7" bubble for 2 turns because of his WL trait. Food for thought
This message was edited 1 time. Last update was at 2020/11/22 10:02:49
2020/11/23 13:33:49
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Yeah thats absolutely right, the SK doesn't get the aura himself but uses his WL trait to extend the duration of the aura for <Dynasty> units for another turn. Even things like scarabs would have a 4" -1 toughness aura on them as long as you can keep them within 6" of a Necrons character.
The way I was thinking of running it was as a death star - have the SK, CCB with a res orb, and some support crypteks alongside 2 big units of buffed up warriors to take the mid board, then use fast moving units that can fly to tag your opponents more prominent threats. Fly is important so you can still fall back from things like fiends once you've got your aura expansion going (scarabs I'm looking at you), so as soon as the warriors get close, you can let them do their thing.
Chucking a few S6 weapons in there to wound anything that was once T4 on 2s could be brutal. The main thing you'd miss out on is dedicated anti-tank, but a deep striking tomb sentinel could be the answer
Although the praetorians dont get the aura themselves, they'd still benefit from it. I just really like them alongside the SK, you can get them hitting on 2, re-rolling 1s, and wounding gravis on 3s if you tag them with a rad wreathed model.
This message was edited 2 times. Last update was at 2020/11/23 14:57:27
2020/11/23 17:02:57
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Xenomancers wrote: Is there any advantage to taking Silent king in a Szarekhan list over something else? I can't see one but I might just be missing it.
It depends on how you build him into the list I guess - I mean he's a crazy good beat stick for core and praetorians to say the least; he's certainly a build around character but for 450pts I don't think he's an auto pick.
An extra synergy you get access to for running your detachments as Szarekhan is that you can heal him with canoptek spyders, if one has a fabricator claw array, for D3 lost wounds. Pretty sure a technomancer with the cloak can do the same thing too
2020/11/25 18:24:45
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Nostro wrote: Thoughts on Starsteles as backfield DS/Reserve denial?
To me it seems that the teleport shenanigans or shooting are just a bonus, their primary usefulness being area denial as they an be spaced out to cover a significant zone. They just sit there and require non-trivial firepower to remove that your opponent would rather direct at other units.
For the cost, 6 Immortals or 10 Warriors are easier to shoot off to clear the way for deepstrikers, and don't remotely protect the same area. Sure, the Steles are less reactive to threats once they get there (DSing in at the edge of the bubble or fast units that made the trip), but they seem to make a decent job of preventing the usual suspects from landing where and when they want to and mess your backlines.
There's probably some LOS uses as well, obstructing a fire lane for the enemy, or hiding a lone survivor in the later turns.
All the better if their potshots do some damage every now and then, or you have a Cryptek around at an opportune time and it makes sense to zip one of the rocks somewhere, but I feel it's just an extra and not their primary value.
Would love to see a list that makes use of them for sure but I think their potential is only ever gonna be situational at best. I just think they'll be too easy to ignore and too difficult to effectively position 80% of the time to be competitive.
Having said that, how jokes would it be to slap them down mid board, use them to block los to a reanimator, then have a big warrior squad res on 4s re rolling 1s. We gotta do all we can to make the reanimator work boys
2020/11/27 08:45:19
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Xyxel wrote: Convergence of Dominion models are buildings/vehicles - can't they be placed within 3" of batleffield terrains?
Objective secured T8 W10 models nicely defend home objectives and block enemy deepstrike zones.
@Matt Swain
How many Wraiths lost their canoptek lives for this? Looks nice!
3.
Oh, one way i went against the instructions was hard but worth it. I cur the big wraith armor panels apart to make them fit better, just kept scoring them with an xacto knife along the lines , and carefully poked thru the thin plastic at the rim of the energy node recess.
Automatically Appended Next Post: You're all arguing about DDA or DS, look at the tesseract ark's big gun.it has 3 modes.
Heavy anti tank mod has a 36" range, s8, ap3, d6 dhots and dam. Somewhat better than a DDA or DW on low power. Not as good as high power. Can move and fire but at -1 to hit. If he already has a-1 to be hit you lose nothing.
It has 2 other modes including a flamer type attack that has a 12" range, assault d6, hits automatically and wounds non vehicles on a 2+, only 1d but has a 3AP
Another mode has flat 3 damage, -3 ap and s5 and 24" range
There's a video above on how to turn 2 barges into one tesserct ark and its a good idea to do it. The ark is also survivable and had QS with a 4++ save.
The DS, the DDA and the TA all suffer from the same issue though; the d6 shots + d6 or d3 damage is, in it's very nature, unreliable. It's always gonna feel good when you roll hot on them but personally I'd pick consistency every time. Knowing how much damage you're gonna do if your enemy fails a save is dead handy for planning out a turn.
On that note I actually think our most reliable codex anti tank is a LHD with the gauss destructor. At -4 ap it basically puts anything that's got one onto its invun and then you're guaranteed at least 3 damage from that 3d3 roll if your opponent fails their save. There was a list recently that ran 6 LDHs to place second in a tournament. I'll see if I cant find it for you guys because it was pretty interesting.
Now if we had a strat to turn d6 shots into flat 4 or something I'd run 3 DS with a technomancer every time.
p5freak wrote: Wraith are the best CC option. They can operate alone, no need for techno, or chronomancer.
Yeah I'd probably agree. The 4++ and 12" movement makes them a lot more independent. They can also be buffed by the technomancer too so they hit on 3s, plus wounding MEQ on 3s is never bad either. Sure spyders wound T4 opponents on 2s but a full squad of 3 being buffed by a technomancer with the fail safe overcharger and control node is gonna mince pretty much anything they charge anyway. Personally I think its a toss up between skorpekh destroyers and spyders for second place, if you want to start a cc threat on the board at least. The skorpekh destroyers being slightly faster and more independent, much like the wraiths.
This message was edited 1 time. Last update was at 2020/11/27 15:55:00
2020/12/03 12:14:07
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
drakerocket wrote: Yeah, tombblades aren't bad but they don't do anything amazing. They have ok firepower and are fast, but aren't particularly tough. 2w is much worse for reanimation and more vulnerable to multidamage weapons.
The speed is nice but you can't really send them anywhere all that useful given how pathetic they are in melee. They are also physically bulky; makes them tough to hide.
Mostly they don't fill a role. Wraiths are almost as mobile and can take a punch while also being able to threaten non-melee things. Scarabs hold ground much better. Warriors shoot 1 damage weapons more efficiently. Highly mobile 1 damage shots are just not all that interesting.
They just need more punch, utility or to be cheaper. They'd be much more interesting at 26-28 points.
Or heck if they'd made the immortal/tombblade gun 2 damage and cost a bit more they'd have a much more interesting role.
I disagree that Scarabs hold ground better. They die to a stiff breeze. TB's are actually much tougher than you let on with their -1 to hit but it is true that once in combat they are laughable. RP is bad on multiwound models but LG seem to be fine with its current iteration and TB are the same so... What made them great in 8th was Fly allowing them to fall back and shoot, we have a Command Protocols that allows this but you'll have to find a way to have a character keep up with them and that's a big problem. Eh, I'll probably use them to score easy Linebreaker points and give my opponent target priority problems.
This. A smaller unit coming in from reserves gives a lot of those core builds/warrior spam lists some great agency, especially if you run them as obsec. Tricky if your opponent screens well of course seeing as they're big models, but theyve got the speed to make up for it if you have to bring them in further back.
I also think they could be great in reactive obsec lists that look to pin your opponent in their deployment. Most of our faster threats are melee based so throwing some speedy shooting, with decent range at that, could synergies quite nicely
2020/12/05 18:57:06
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
drakerocket wrote: So I guess like....if I'm going to use them to outflank or score points or engage....
Why don't I just use wraiths for that? They do all of those things better because they are much tougher.
Good point to be fair lol. Imo I'd start wraiths on the board precisely because they're tougher. If I was running a couple of units of wraiths though then yeah, they could definitely preform a very similar role
2020/12/09 07:56:18
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
So what do you guys think about spyders? On paper they look to be a threat in melee, especially when babysat by a technomancer with the +1 to hit and D3 extra attacks arcana.
They've got the potential for great utility too, being able to deny psychic powers, heal scarabs and repair dynasty vehicles, yet I haven't really seen any lists running them?
My theory crafting is that you either take 1 for the utility or go wide on them with a couple squads of 3. One squad of 3 seems like it would suffer from focused fire a lot, especially as the damage potential drop off is quite steep.
I haven't got any of the models so haven't been able to test them out, would be interested to see what you lot think
2020/12/10 17:52:15
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Xenomancers wrote: Lets talk CCB. On paper it looks great. Tough/ shooty/ and has decent melee + good move speed. Used it pretty much every game up to this point and it has not impressed. Voltaic staff has done well as has resurrection orb but both of those items can be used elsewhere.
I think I am just gonna try for A standard overlord over it now. Give it the arrow of infinity (kind of an ace in the hole flat 6 damage shot (if they don't have an invune it is a pretty safe bet at 6 damage) or thrall of the silent king (12" MYBD) and phareon and just play him like a support character.
Also - Immortals though they have a great statline...they just aren't cutting it. They issue is they are to slow to do anything of value. I am thinking. bricks of warriors and warriors in ghost archs is the way to go.
Warriors are the confirmed superior troop choice at this point no doubt. They're cheaper, have a higher max damage output, are arguably more durable thanks to the re-roll 1s on RP and synergize with the rest of the codex better. Having said that, IMO immortals still have their place, but I would never go wide on them like I would warriors.
As for the CCB, it's literally a more durable overlord with a splash more shooting. I think a very effective way to run them is in support of a big 20 man warrior blob, like you suggest. If you want the extra durability then the CCB is always gonna be better but otherwise I wouldn't be expecting him to do more then a bit of chip damage here and there.
That said, Richard Seigler recently talked about a list running two CCBs next to the SK to really double down on the code of combat secondary, which is an interesting take for sure.
2020/12/13 20:05:45
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
necron99 wrote: So I know this is not technically the list building part of dakka but I'm very interested in dusting off my necrons (barely saw the table in 8E) but the new dex is ... well complicated. Almost too many potentially good units I think. I picked up 2 of the indomitus box halves and a void dragon and I own every stinking older necron model. What's everyone been playing that they've seen do well? Need to start playing again (had to go on hiatus during the Christmas season which started in October for me). List suggestions would be much appreciated.
A lot of lists at the moment are building around the SK and warriors for sure. They're often also mono dynasty (usually novokh) to make use of the flexibility the SK gives to command protocols on top of the buffs he gives to core units.
That's by no means the only competitive build though. There was a list recently that missed out on a top 4 spot by 3VP that was running 2 squads of 6 wraiths, 2 squads of 6 skorphekhs, the nightbringer, void dragon, 2 chronomancers and a squad of spyders with particle beamers.
The codex has got some great flexibility, you can run some off kilter/destruction focused builds thanks to eternal conquerors giving everything obsec.
This message was edited 1 time. Last update was at 2020/12/13 20:07:40
2020/12/14 11:28:12
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
AduroT wrote: The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.
For sure. It's a very powerful combo that gives basically any list fantastic utility. Those warrior spam lists often go novokh though because they already have obsec, plus it makes them a legitimate threat in melee.
If you splash the CP on a unit you can bump them up to 2 attacks (3 if you're running anrakyr), ap -1 and S6, with the chance to go to ap -2 on a 6 to wound when you're being affected by protocol of the hungry void.
Otherwise the warriors have a tendency to get bullied in CC, and we all know how common it is in 9th
This message was edited 1 time. Last update was at 2020/12/14 11:30:23
2020/12/14 16:48:53
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
AduroT wrote:The impression I’ve gotten is most people are running custom dynasty using the pregame move and everyone Obsec.
That was the hype toward the beginning, but now that a lot of people have settled on the large warrior blobs + TSK, that's tended to steer toward Novokh for the CC punch. Turns out you don't really need OBSEC on the whole army when you've got 50 warriors to handle it.
wuestenfux wrote:
p5freak wrote: Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.
Silent King can become a liability if the enemy is targeting him.
And then a large part of your army is gone. I'd stay away from him.
Yeah, but he has been the lynchpin in the top performing tournament lists. He adds a massive amount to the the silver tide playstyle. He's also not that easy to bring down since he can be obscured and his Menhirs have to go down first.
I agree. I've used the SK a few times myself now and watched him being played fairly often to boot. Yes 450 pts is a hefty investment but he just synergizes too well with core and triarch units.
He works especially well when forcing your opponent to make tricky decisions I.e. presenting multiple threats on the board at once. Not a lot of armies are gonna be able to deal with a buffed up blob of 20+ warriors as well as the SK in a single turn; then if they try to take that swing and miss, you're in a really good position to counter punch. Especially because you can use the stellar alignment strat to boost back up the SKs fighting potential if he does take a big hit
2020/12/22 13:09:28
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Xenomancers wrote: The deceiver is essentially a t ctan that costs 75 points more for a pregame shuffle in your deployment zone. That is certainly not worth 75 points. His unique ability is okay but doesn't average any more average damage to a ld 8 target than most of the ctan abilities. He even loses out of ap-4 which is relevant flat 3(technically worse than d6 is more reliable).
To me he is a clear never pick. Save yourself 75 points and take the Tctan everytime over deceiver.
You already laid out really well the advantages the void and nightbringer have. Clearly the nightbringer is much better in melee - but only vs t6+ (basically vehicals which aren't only rare they are also much faster than ctans and aren't in melee with them unless they want to be) Custodians/ gravis/ harlequins. Ctan and void are pretty much equal except for the 3 additional 1 damage attacks (not really sweating that). Ofc this is all assuming you chose to take 2 powers on the tctan for your fractured personality.
More or less I can see the +75 points being worth it for the night bringer - it is worth what you get. IMO it is just not worth it at the end in your army comp. If they have a primarch level character night bringer is worth it for sure. If the strongest character they have is a primaris captain or harliquen troop master...it is not going to make a lick of difference and youd probably do better with more long range powers anyways.
Havnt tried the tctan yet but he is a lot easier to sneak into a list and will still have a big impact. I think it is wise to just pick the 2 powers personality and take slightly less melee for a -75 point price tag.
You are glossing over a lot of details and underselling things here that are making a significant difference. For instance, the Nightbringer is not only better in melee vs T6. He has the sweep attacks and ignores Invulnerable saves and FNP saves. This is a huge distinction and makes him significantly better against Everything than a T.Ctan shard. You are also overselling the speed of vehicles. Most may be faster, but with the smaller board size, it's still relatively easy to get into melee with most vehicles.
The C'tan and Void are also not pretty much equal... The Void Dragon has +1 to his save, a shooting attack and +3 Strength for his melee attacks. Again, these are significant differences that you are underselling the impact of. That's not even factoring in the bonus' he gets to Vehicles. The Tailblades is a minor bonus, but there are significantly more distinctions between the two.
I am not glossing over. Just assuming you are going to spend 2 cp for ignore invune saves if you need it. Can't ignore the FNP like night bringer. however if you are dropping 3ish d6 damage on a unit with ap-4 no saves. You are going to annihilate them regardless more often than not. It can get expensive but You only pay it once you are in there and probably winning. Where as nightbringer prepays in raw points for this ability whether you are blown up or not. I've already conceded the nightbringer has very good abilities. Why even mention +1 to save though? It is irrelevant.
The powers are roughly equal in their damage output. +1 to wound in melee (sometimes) with 3 trash attacks and a 12" lascannon and a situational healing ability isn't worth +75 points. It's worth maybe 30-40.
The night bringer get his worth in value and then some probably for +75. However he is still 9 W with many army capable of killing him in 2 turns before he gets significant damage off.
Deceiver is just bad.
Also IMO - the transcended is also a bit overcosted. Though it is difficult to price the necrodermis value. I've found it pretty easy to play against myself though. You ether have the tools to deal with it and you remove a 350 point model pretty easy and your opponent is really sad. Or you don't and just ignore it until you can't anymore. I find the real issue with the Ctan is their limited movement. They are very easy to avoid and clog up.
Correction - 80 points.
Again, you are underselling the Void Dragon's abilities. Wounding T4 on a 2+ and T6-T8 on a 3+ is a large swing, and these are not "Trash" attacks, They're D6 damage. The Spear shooting attack is not a Lascannon in any form. You can the spear to snipe characters, and hit multiple units. Finally, there is still plenty of AP 0 shooting in the game, the save is still relevant. You get all of this and then the bonus' vs vehicles tacked on, it is well worth the 75 points.
You guys make some interesting and valid points for sure, IMO whether they're worth the points difference or not depends on the role the units have in your army. Really simplified and boiled down to their purest forms, the void dragon is better at killing vehicles, the nightbringer is better at killing characters, while the c'tan fields a more universal role. For the points, I actually think its easier to get value out of the c'tan, you certainly don't have to build around it as much to get maximum value out of it.
For example, I don't really care if the c'tan gets bogged down by a unit of ork boyz, it's gonna do good damage to them, and be a pain to deal with in return; but I'd be more annoyed if the same thing happened to the nightbringer while Ghaz was stood there laughing you know. Don't get me wrong, for 80pts extra I certainly think you get a better profile for the void and nightbringer, I just think its trickier to maximise their efficiency.
2020/12/28 12:36:45
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
The void dragon is such a cool model, I'm glad its getting a proper look in; have seen it cropping up a little more frequently in lists too.
It surprised me at first because vehicles really aren't as popular anymore, outside of dedicated transports and things like dreadnaughts, you just don't see that many. But like you guys say, its actually got decent versatility.
I cant help but wonder though, for the same pts cost you could run 5 lokhust heavy destroyers. On paper you'd lose the mortal wounds and CC efficiency but you'd get substantially more wounds in terms of durability, plus a higher max damage output if you're running gauss destructors.
Obviously CC is big in 9th and LHDs suck in that regard but I'd be interested to see what you guys would consider as the generally more viable option.
Personally I think LHDs are still a little overcosted but are actually pretty underrated, they're damn efficient at killing MEQ
2021/01/03 09:33:04
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
p5freak wrote: Current competitive necron lists are ~50 warriors with the silent king, technomancer, chronomancer, ghost ark. In addition, some have spyders and scarabs, some have skorpekh lords and skorpekh destroyers.
How is such an army played?
Say you have 3x20 Warriors.
Then you could organize a phalanx with 2x20 Warriors with the SK in the center buffing them.
The Skropekhs could countercharge any unit threatening your front ranks.
The third block of Warriors could be teleported via VoD to get behind enemy front ranks attacking a weak enemy spot.
Not sure if this will really work. Looks a bit too one-dimensional / predictable.
I feel like your main concern with this army archetype is that it doesn't kill stuff. Bare in mind that 40k is a points based game and the way these warrior spam lists approach the game makes them fantastic at gumming up objectives.
If you want to see how that style of army is played then check out the Art of War 40k youtube channel. They've got a couple of good battles where the SK is run with a block of 50 warriors. And believe me the list is still pretty killy
It's far from the only necrons play style though. Theres lists out there which have gone in the opposite direction and have still seen success. They run things like 12 skorphekhs, 12 wraiths, the nightbringer and void dragon as their base.
The codex is pretty balanced, so what I'm saying is that theres plenty of scope for you to work out your own play style and probably see some success with it
2021/01/09 12:17:50
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
im gonna take a straight quote from the goonhammer article
"Since many re-deploy effects happen in the Psychic Phase, and many Actions care about where you are when you complete the action, it was technically possible for you to start performing an action (mostly Deploy Scramblers) in a nice safe position then have a psyker yeet you across the board to tick off the completion in a hard to to reach spot like your opponent’s deployment zone. While very funny this didn’t seem likely to be intentional, and indeed it turns out not to be."
It wouldn't really affect VoD in most cases anyway as it happens during movement, whereas most actions occur at the end of the movement phase. So you can still veil then perform an action, you just cant perform an action and then veil.
Personally I'd say we don't have to worry about RP affecting this either. If you're really worried though come to an agreement with your opponent. I'd play something like if one of my units was performing an action, I wouldn't use RP to slingshot said unit across the board until the action was completed (but then its fair game!)
This message was edited 2 times. Last update was at 2021/01/09 12:19:02
2021/01/13 13:57:25
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Slipspace wrote: I assume the Warriors got split as you need 3 Troops for a Battalion.
There is no need for a battalion. That army can be played as a patrol detachment, and that only requires 2 troop slots. It would be better to play the two 10 warriors units as one 20 model unit.
Agreed.
I get the need for the backfield screening but you could drop 4 warriors from one of the 10 man squads, merge it into a squad of 16 next to the 18 man squad and have 3 scarab bases perform the same backfield role.
it would be a significantly smaller portion of your army points wise doing the same thing (and you'd actually get a higher wound count in total too!)
This message was edited 1 time. Last update was at 2021/01/13 13:58:39
2021/01/15 11:53:11
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
That is exactly what happend.
Hey played
2 x 3 riders
2 x 5 tacticals
Ragnar
6 termis? With 4 lascas
1 droppod with 7? Guys and ragnar inside
1 big blob of the Guys with jumppack
And 2 More characters
(He does Not play Primaris (beside ragnar) cause of fluff reasons, honorable)
But i think the VD performed very well!
I did horrible mistakes wich lost the Game. First of all i placed the VD to far on one side of the table.
My First Turn didnt went well either. I moved my scarabs like 3 inches the screen my Warriors and my doomstalkers. The shooting was realy Good, but his saves where much better. 11 Shots with my doomstalkers into his lasca troup 8 hits 6 saves with a stormshield. I Roll 2 damage. Reroll 1 still 2 damage.....
My Warriors where able to shoot at his tactical squads. Like 10 shots per squad. I did 1 wound.
His Turn. He did no damage with shooting at all.:-) but ran to me as fast as He Could. Droppod came midfield. First riders miss the 10“ charge,
Droppod Guys do the 9“ charge into my doomstalkers screen (i totaly forgot about the droppod, mistake 1) second riders do the 12“ charge into my scarabs (second mistake,should have stayed out of Range or More then 4“ away of my Warriors).
He kills my scarabs and rearange into my 20 Warriors.....(with both troups)
Turn 2
I move the Warriors out of combat, the vd straight to the 7 guys and the riders, my overlord follows him. Deploy my hexmark in the backfield. He kills 3 of 1 tactical squad, my doomstalkers kill the shieldtermi and 2 lascas (I forgot the hole game about the second weapon) my Warriors on the left kill 1 assault marine (with 20 shots....) my lord charges into the 7 man squad my VD into the Rider squad wich missed the charge.
My lord kills 5 of the squad (that went well! :-) ) my VD kill all 3 riders (one where already on 1 wound cause of his powers)
He shots my lord with his lascas cause I didn’t thought about he could just walk out of combat like a filthy dog.... clever boy... dumb me!
He charges the 20 warriors with his riders and ragnar. The 15 warrior get charged by his assault marines and 1 of the characters.
I do overwatch with my doomstalkers and the Warriors. No hits with the warriors, 5 hits with the doomstalker but just 1 ****** wound! This wound did 6 damage.:-)
I lose the hole 15 warriors. On the other side I lose 16 warriors to the riders. 14 stand up again. (Now there is a rule question, where to set the warriors up again after Reanimation? We both thought just in coherency but I don’t know if this is right) so I placed them out of ragnars range.
Turn 3
It seems pretty lost but I try my best!
The VD moves to the riders my warriors move out of combat. My doomstalker kill the troop assaultmarines. Just the character is left alive. My VD kill 2 riders and leave 1 with 1 wound.
His turn. Ragnar ran to my doomstalker. And the character does that too. The rider dies to the VD. Ragnar dies to overwatch of my doomstalker. The character killed my technomacer. And rearrange into both doomstalker (again a mistake....)
Turn 4 my VD kill his character in CC.....
He kills 1 doomstalker with 2 lascas (like realy man.....)
Nothing more to say. I did it horrible....
Pros:
Doomstalker are fun and more consistent then I thought
The VD is Slow but, but damn he is good at killing elite stuff!
My overlord performed well in CC
Contra:
I need something to get out of CC and shoot
My Save roles are like crazy bad
15 warriors are not that taff
I am going to do many things different! First of all my missions, second my positioning, third a few things in the List.
Next time I play against Orcs! I will write another List and will give another feedback!
So recently, at 2k points, I've taken to running a royal warden with viel of darkness and the re-roll charge for core units WL trait in place of a second chronomancer. Being able to fall back and shoot with the warriors is really handy I have to say - especially against orks if you bait them into charging outside of their meks invun range
Here's the list if you're interested, I feel something like this could be easily adapted to 1.5k points games
In terms of secondaries, since the change to While we stand I really like it for big warrior blobs when combined with a bunch of RP shenanigans. Otherwise attrition is often a good pick, as well as purge the vermin (which IMO is an easy 10 vp if you're fielding armies with a large board presence).
This message was edited 2 times. Last update was at 2021/01/15 12:20:25
2021/01/17 12:58:52
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
AduroT wrote: Damage spillover as in my weapon does 3 Damage, it will kill 3 Warriors with a single blow.
This is a big factor in why i think DG currently match up pretty well against our warrior spam builds. Couple this with a mortarions anvil plague company to stop our warriors from firing overwatch on top of preventing re-rolls from the SK and I think our best troop choice is very effectively neutered.
I mean its still very early days and time will show us what sort of premier builds come out of their new codex, but at first glance I dont particularly like the matchup.
Where i can see DG struggling is against those fast canoptek obsec armies that spam things like scarabs/wraiths/skorpheks. DG are still a very slow army and therefore liable to getting pinned back. If scarabs with a chrono invun weren't already one of our best friends they certainly are now IMO
2021/01/17 16:51:25
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
savemelmac wrote: The spill over damage is great against everybody, not just Necrons. And I would probably be more concerned for my Immortals, as the have a lot less wounds and therefore a much smaller chance to roll for RP.
I think in general we are not hit as hard as other factions by the new book, because we have very few D2 weapons, and those are the worst against Death Guard. All plasma and master crafted power swords are suddenly "worthless" against anything with DR, whereas all vehicle weapons and troop weapons we have are better than before against them. Granted, Skorphekh and the Canoptek units suffer a lot with their D2 weapons.
Yeah i hear you man and agree for the most part - the nightbringer is still real mean against them and i wouldnt be too surprised to see lokhust heavy destroyers cropping up a little more frequently too, especially if they come down in points. Both the exterminator and destructor guns seem decent for dealing with DG units.
I still think their new codex has a lot of potential to put a dampen on some of the competitive warrior builds we're seeing right now. Dont get me wrong, the gauss reaper is a mean weapon to be taking on a standard troop choice but IMO where warriors are best is in how they synergize with the rest of our units. At first glance, DG have quite a few tricks to stop that synergy from occurring properly.
like i said, we'll have to wait and see what sort of builds people come up with, its gonna be exciting to see how this shapes the meta too eh!
I'd be interested to see what you guys think are our best units for dealing with DG too
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2021/01/19 12:22:56
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
20 man blobs of reaper warriors are for sure the way to go if you're considering running warriors. The smaller board size, coupled with the fact you can advance and fire (still hitting on 3s if you've buffed the unit with my will be done) actually gives these guys a very similar threat range to the flayers anyway, as well as more versatility.
They're surprisingly fast too, especially when buffed by a couple units with relentless march. Add an extra 1" from the sudden storm protocol and all of a sudden your warriors have a base 8" move. If you wanna take it even further you can use the 6" pregame move dynastic trait to have your warriors reliably move 14" turn one (before advancing) which really pushes their threat range through the roof!
lets not forget about the free movement you get from RP too. A model doesnt have to be set back up in the same position it was killed, it just needs to be put back in coherency. If you're running big blobs of warriors you have a much better chance to reanimating, and, therefore, a better chance of having your warriors string out onto far away objectives.
This message was edited 1 time. Last update was at 2021/01/19 12:28:21
2021/01/20 11:49:00
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Daedalus81 wrote: Are people running Skorpekhs as 6 mans? It seems required to get them anywhere since 3 mans got cleared pretty easily.
Any strong opinions on doing a sling shot on Convergence into the back field for Linebreaker / Engage?
I guess more importantly - what secondaries are people usually taking against marines?
I'm firmly in the 6 man skorpekh camp. I know some people like running 5 to avoid blast but, IMO as one of our strongest counter punch units you want them to be punching back as hard as possible. A hammer for your anvil as it were. A unit of 6 is a natural target for the chronomancers 5++ and re-roll charges too
I run mine with the plasmacyte and often keep a CP in my back pocket just in case you do roll a 1. For 15pts extra having every model get +1S and +1A certainly makes a difference when you need to guaranteed delete something off an objective.
As for secondaries it depends on the army your fielding. I've really liked the changed to While we Stand seeing as you can now slap it onto a very durable unit of 20 warriors (and put them into reserves for a couple turns if you really need to). Having said that, plasma inceptors are one of the few things that can rinse through a full warriors unit in a single round so I might not necessarily take that against marines.
The other option i really like at the moment is Purge the Vermin. Because its scored at the end of your turn it gives you a decent chance to clear anything that does pop its head up in your backfield/unwanted table quarters.
Necrons are a great board control army as is, and with proper screening you can get 10/12 VP from this in 3 turns pretty reliably.
In general I think those warrior spam lists are great at sitting in the midboard and saying "if you dont come a deal with me, im gonna steal your points". So, if you build those lists around controlling your half of the board, while being able to deny your opponent big points on primary, you've got a strong base to win the game with from there
2021/01/20 13:32:58
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
I run mine with the plasmacyte and often keep a CP in my back pocket just in case you do roll a 1. For 15pts extra having every model get +1S and +1A certainly makes a difference when you need to guaranteed delete something off an objective.
Just a quick note: you can't re-roll the Plasmacyte roll. The re-roll strat has a very specific range of things it applies to now. Plasmacytes are still good though, especially with alrge squads. Even if you roll a 1 you still get the buff and that more than compensates for the loss of a single Skorpekh in almost all cases.
You're absolutely right, thank you!
You can’t benefit from Relentless March more than once per unit. Same named Auras don’t stack.
Where's it say they cant stack bro? I might be being slow but i cant seem to find that rule anywhere?
2021/01/20 15:22:09
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
So the Prismatic breach looks good on paper but I think is often quite tricky to pull off in practise literally because of the amount of space you have on the board, especially if your aiming for your opponents backfield.
Against a canny opponent, no way are they gonna leave you a gap big enough to fit what would be about a third of your army, between the scythe, lychgaurd and warriors (at 2k points) into their backfield.
That said, its certainly not impossible, just pretty tricky, especially in early to mid game.
Using the Night Scythe to quickly push a weak flank and pin your opponent back while providing a real short charge for the lychguard IMO would have more play, especially when then backed by veiling the warriors
2021/01/21 14:00:49
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
AduroT wrote: My general plan is more Veiling the Warriors on turn one to try and establish a foothold and clear a landing zone for the Monolith on turn two.
Yeah that could work, especially if you go first and block off a bunch of the board. Ghost Arks are real good for that sort of thing too 12" move with fly is real nice
The monolith seems so good this edition, i just wish it wasn't a lord of war
2021/01/21 18:05:15
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
AduroT wrote: My general plan is more Veiling the Warriors on turn one to try and establish a foothold and clear a landing zone for the Monolith on turn two.
I don't have my dex to hand right now, but does this mean you can DS the pyramid and then Prismatic Breach in the same turn?
Because I thought you couldn't.
Yes, you can.
Both the strat and the monoliths DS happen in the reinforcements phase, so as long as you place the monolith first you should be golden.
It certainly seems intended to work that way at least. Picturing that happen is pretty cool from a fluff perspective either way lol
2021/01/21 18:17:04
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
What do you like about it? Last I saw people kind of panned it for being too expensive and vulnerable for what it can do.
A lot of my enthusiasm for it comes from the new FAQ, its giving up less VP, is now cheaper then the nightbringer and at 24 T8 wounds a decent target for while we stand, especially if you drop it in from reserves.
I also like the movement tricks it can pull, plus I'm generally a fan of using vehicles to block part of the board for a turn or two
On top of that its an iconic necron model that I wish was still a heavy support
2021/01/22 11:43:29
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Darsath wrote: My bigger issue with the Monolith is that it doesn't get Dynasty benefits if it's run at just 1.
The biggest issue is that it doesnt have FLY, which makes it pretty much immobile. A fuel pipe or barricade stops it dead in its tracks, the monolith cannot end its move on top of it, because of unstable position.
Oh yeah dont get me wrong, the monolith still has plenty of problems to fix before it becomes a truly competitive choice, but since the FAQ I'm much happier to give it a go especially locally. It's actually pretty killy after all
And you never know, GW have been pretty attentive so far this addition, if they want to sell a bunch they might just slap FLY on it again. Heres hoping anyway