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Made in us
Wicked Canoptek Wraith






 Xenomancers wrote:
 Vineheart01 wrote:
double ctan AND the SK? Wheres your army dude? lol.

Even if one is a TCtan thats more than half your army in 3 models, which in 9th is generally a bad idea. And you need 2 patrols for the Ctans.

The rest of the army is pretty much immortals in that list. Have not run it before but In theory it could work.

Chrono
Techno
27 immortals
20 warriors
Tctan
Voiddragon
SK

Even got some room for upgrades on the cryptics too.


I also made a list with this same concept that I was hoping to get some critiques on in the army list forum. I feel like it answers the above guy's question too, but if anyone else has some thoughts on it that'd be cool. you can find it here https://www.dakkadakka.com/dakkaforum/posts/list/796975.page
Made in us
Wicked Canoptek Wraith






 AduroT wrote:
It’s not specifically tailored for them, it’ll only be my second game with current Necrons and first time seeing new Drukhari, but this is the list I’m looking at taking vs a friend’s force this weekend.

Spoiler:
Monolithic
Necrons - Strikeforce - Eternal War ( 8CP - 1999PT - 1PT )

Necrons Battalion Detachment ( 3CP - 1619PT )
SUB-FACTION: Nephrekh
HQ
WARLORD: Catacomb Command Barge (180) Resurrection orb
TRAITS: Immortal Pride
RELICS: Voltaic Staff
Royal Warden (75)
RELICS: Veil of Darkness
STRATAGEMS: Dynastic Heirlooms
Technomancer (80) Canoptek cloak

TROOPS
Necron Warriors (260)
20x Necron Warrior
Necron Warriors (260)
20x Necron Warrior: Gauss reaper
Necron Warriors (260)
20x Necron Warrior: Gauss reaper

ELITES
Lychguard (224)
8x Lychguard
Lychguard (280)
10x Lychguard: Hyperphase sword, Dispersion shield

Necrons Super-Heavy Auxiliary Detachment ( 6CP - 380PT )
SUB-FACTION: Nephrekh
LORD OF WAR
Monolith (380) 4 X Death ray

STRATAGEMS
Dynastic Heirlooms (1CP)

Total Command Points: 7/15
Reinforcement Points: 1
Total Points: 1999/2000


Likely make the Overlord a Phaeron, but the app doesn’t recognize the CCB as a valid target for that Strat. Monolith and Warscythes will be deep striking, with the Warscythes using Prismatic. If I have time to build it I may replace the Warden with another Technomancer.


The CCB doesn't have the 'Overlord' keyword, so I assume it's not actually a valid target for the "Hand of the Phaeron" stratagem. The Overlord entry does have the keyword, so it seems intentional. Feel free to correct me if I'm wrong though.
Made in us
Wicked Canoptek Wraith






 AduroT wrote:
 Parsalian wrote:
 AduroT wrote:
It’s not specifically tailored for them, it’ll only be my second game with current Necrons and first time seeing new Drukhari, but this is the list I’m looking at taking vs a friend’s force this weekend.

Spoiler:
Monolithic
Necrons - Strikeforce - Eternal War ( 8CP - 1999PT - 1PT )

Necrons Battalion Detachment ( 3CP - 1619PT )
SUB-FACTION: Nephrekh
HQ
WARLORD: Catacomb Command Barge (180) Resurrection orb
TRAITS: Immortal Pride
RELICS: Voltaic Staff
Royal Warden (75)
RELICS: Veil of Darkness
STRATAGEMS: Dynastic Heirlooms
Technomancer (80) Canoptek cloak

TROOPS
Necron Warriors (260)
20x Necron Warrior
Necron Warriors (260)
20x Necron Warrior: Gauss reaper
Necron Warriors (260)
20x Necron Warrior: Gauss reaper

ELITES
Lychguard (224)
8x Lychguard
Lychguard (280)
10x Lychguard: Hyperphase sword, Dispersion shield

Necrons Super-Heavy Auxiliary Detachment ( 6CP - 380PT )
SUB-FACTION: Nephrekh
LORD OF WAR
Monolith (380) 4 X Death ray

STRATAGEMS
Dynastic Heirlooms (1CP)

Total Command Points: 7/15
Reinforcement Points: 1
Total Points: 1999/2000


Likely make the Overlord a Phaeron, but the app doesn’t recognize the CCB as a valid target for that Strat. Monolith and Warscythes will be deep striking, with the Warscythes using Prismatic. If I have time to build it I may replace the Warden with another Technomancer.


The CCB doesn't have the 'Overlord' keyword, so I assume it's not actually a valid target for the "Hand of the Phaeron" stratagem. The Overlord entry does have the keyword, so it seems intentional. Feel free to correct me if I'm wrong though.


Command Barge does have the Overlord keyword, or at least does in the app.


My mistake! I looked right past it in the list, you're definitely right that it has the keyword so Phaeron to your heart's content
Made in us
Wicked Canoptek Wraith






Since you have a large number of Lychguard, it could be to your benefit to take a Psychomancer to benefit them while in cc. Could be a useful way to remove ObSec while also providing an easier time cleaning up via morale. Just a thought.
Made in us
Wicked Canoptek Wraith






 Xenomancers wrote:
Moosatronic Warrior wrote:
 Xenomancers wrote:
Ophidians -5
LHD - 10
Ghost Arc - 20
Silent King - 30



Are these hopes/guesses?

Hopes.


Based on the "leaks" from today, I'd say these are unlikely since they seem to think immortals being the same points as before is a big change if they make tesla free...Somehow I think they missed their own goals with points changes.
Made in us
Wicked Canoptek Wraith






 iGuy91 wrote:
Based on warhammer community article, they said that:

Tesla is going to cost the same as gauss for immortals.
Immortals are going to 16
Immortals are only 4 points more than warriors.

So the leak image was wrong about warriors going up, but was right about immortals going down.



I don't think anything in there actually said immortals will be 16 points. Currently they're 17, warriors are 13, so already 4points more per model (what they stated). The only stated change is that tesla is 0 points now instead of 2.
Made in us
Wicked Canoptek Wraith






Mandragola wrote:
Unfortunately I think the answer is probably just "more Chronomancers". The unit veiling across the board wants the buff and so does the rest of your army. 2+ is probably the way to go.

Basically whenever I'm looking at a support character for Necrons I ask if a Chronomancer wouldn't be a better pick. It always feels like it would be.

Voltaic staff goes on the Overlord. Chronomancers have a good gun already.


The only exception to the "is a chronomancer better" is usually when I think about whether I want to veil Lychguard with shields. Generally speaking, it's not an amazing move since you lose the buff (no more +1 attacks strat) but sometimes planning a game around a psychomancer veiling with Lychguard can actually be pretty strong. If the plan is more about objective control than damage output, the psychomancer's moral phase powers can be pretty awesome. Again, someone will likely point out better options, but this is a fun move on occasion since the shield-guard don't need the invuln.

This message was edited 1 time. Last update was at 2021/06/11 19:25:40


 
Made in us
Wicked Canoptek Wraith






 Xenomancers wrote:
Mandragola wrote:
 Parsalian wrote:
Mandragola wrote:
Unfortunately I think the answer is probably just "more Chronomancers". The unit veiling across the board wants the buff and so does the rest of your army. 2+ is probably the way to go.

Basically whenever I'm looking at a support character for Necrons I ask if a Chronomancer wouldn't be a better pick. It always feels like it would be.

Voltaic staff goes on the Overlord. Chronomancers have a good gun already.


The only exception to the "is a chronomancer better" is usually when I think about whether I want to veil Lychguard with shields. Generally speaking, it's not an amazing move since you lose the buff (no more +1 attacks strat) but sometimes planning a game around a psychomancer veiling with Lychguard can actually be pretty strong. If the plan is more about objective control than damage output, the psychomancer's moral phase powers can be pretty awesome. Again, someone will likely point out better options, but this is a fun move on occasion since the shield-guard don't need the invuln.

This is very true, and a major argument in favour of sword and board lychguard. I think they might actually be the stand out unit in our book. There's just not very many things that are really tuned to deal with them and you can make them obsec. They're also by far the best unit for coming on from reserve (through whatever method) because they don't need to have been there in the command phase to collect buffs.

The Psychomancer is probably the most interesting Cryptek. He doesn't have the simple power of the Chronomancer but it's true that, in a game that's about scoring objectives, he looks like he has skills that you want. I've built one and, as a random aside, I think it had more pieces than any other infantry model I've ever seen. There's also something kind of cute about a model with fly and a 5" move.
I'd take a hexmark destroyer over any of that nonsense.


I think the Hexmark Destroyer has it's place as a counter DS unit or an easy secondary scoring unit, but I don't think veiling Lychguard (regardless of the type of cryptek) generally fill the same role or purpose exactly. You don't want to be positioning your guard somewhere obscure even when they're going to perform an action for a turn. They need to be able to get near something quickly since they're such an impactful unit or even have them tarpit a primary objective for a while which a hexmark can't do. There's definitely some overlap there, but I think saying you'd take a hexmark over using the Lychguard + veil combo in every situation wouldn't quite cover things.
Made in us
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Mandragola wrote:
I can't really see any scenario where I'd use a hexmark destroyer. I'd take normal deathmarks first pretty much 100% of the time.

I don't really think I'll be veiling Lychguard much. For me, their strength is in an eternal expansionist force, contesting the midfield. They'll be relatively hard to get rid of in that role. I'm contemplating swapping out a block or two of 20 warriors for 10-man squads of these guys.

I'd then take something like one unit of 20 reaper warriors with a Veil Chronomancer (or possibly psychomancer) and a couple of immortal squads to fill out my troops and hold backfield objectives. With a CCB Lord, some scarabs and wraiths to zoom around and the nightbringer to kill tough things, I think that could be a decent enough army.

I'm actually not sure the psychomancer makes all that much sense to take the veil. Switching off obsec is mostly going to be useful in midfield, fighting over those central objectives. It doesn't do so much to remove it from back field units, which you'd expect the warriors to either kill or, in the unlikely event they manage a charge, massively outnumber anyway. But removing obsec from someone else's tough midfield unit could make a lot of difference.


One main reason I mentioned that the Hexmark Destroyer doesn't really fit into the same role is that it is a character, so it can take the Gauntlet artifact which people like to do a lot. This is used so that you can prevent an opponent DS 5 man unit from scoring an action secondary since it gets to shoot them on the opponent's turn and can definitely kill 5 models with its 6 pistols + bonus shots AND the gauntlet MWs. Doing that is kind of gimmicky, but if your opponent doesn't have a unit for that purpose, you can also use yours to do the same move to them (plus put out some not awful shooting).

You're definitely right about the midfield being the most likely place for Lychguard to shine (especially w/ the no obsec psychomancer ability) but quite a few missions don't have a centered objective, which means if you deploy to a side and your opponent audibles on you to avoid your guard, you may want the veil to move them to the other end of the board for maximum value. This isn't a particularly rare possibility either. Again I don't think it's a requirement that you take a psychomancer for this job but veiling lychguard is a fully viable option in situations like this. I find that the psychomancer pairs more effectively with the lychguard than with warriors since as you said, warriors will outnumber your opponent's units for the most part, whereas lychguard may not and depending on your dynasty may not be obsec themselves.

This message was edited 1 time. Last update was at 2021/06/14 23:57:45


 
Made in us
Wicked Canoptek Wraith






 Xenomancers wrote:
 AduroT wrote:
I wanna get one, but the flgs has been unable to restock them since that first release weekend.

He is quite rare. You are gonna have to order 3rd party most likely.


I bought one online the day I was able and then my friend got me one as a gift within the same week or so for my birthday, lol. I ended up with two but so far I haven't seen two in a list being as useful as I'd like although I haven't built a list around multiple so who knows.

This message was edited 1 time. Last update was at 2021/06/15 17:37:00


 
Made in us
Wicked Canoptek Wraith






 vict0988 wrote:
Mandragola wrote:
I do actually have 12 Skorpekhs so I guess I could run him with the scythe and aim for melee, but I'm not convinced that's actually a very good army.

I have tried out a lot of wacky lists, 3x6 Skorpekhs + 2 Lokhust Lords among them, you can find 3 short battle reports with the list in the battle report section of Dakka. Short version is that Skorpekhs are a lot better than Ophydians and can help carry casual games. Lokhust Lords are pretty meh, but they are not terrible either, you are getting a lot of toughness for not that many points and our other HQs provide pretty measly buffs.


My take on Lokhust Lords so far is that they're only worth it when fielding a heavy amount of Lokhust Destroyers and LHDs since you can far more easily keep him alive, and the range/strength of LHDs alone benefit massively from more consistency. Even then it's a fairly hefty tax for the value you gain but the output can be pretty solid. LDs and LHDs are unfortunately still a bit 'meh' for the cost but fun in a non-competitive game. Again, all from my anecdotal experience rather than statistics or large-scale testing.
Made in us
Wicked Canoptek Wraith






 oni wrote:
I just started building a Necron army and am looking to do a classic horde of warriors with some support units.

I'm thinking, maybe around 50-60 warriors. I was thinking about supporting them with 1 or 2 doomstalkers and a Monolith, some Skorpekh Destroyers for fast attack (i.e. carnifex distraction), for HQ choices I like the idea of a Skorpekh Lord leading the destroyers, an Overlord to support the warriors and a Chronomancer.

Thank you for any comments and advice.


There's been quite a few lists created in the 'army list' forum focused on 'warrior spam' which you could reference for some ideas. There's a lot of conversation on the value of certain units that goes on there so I'd suggest taking a look through those at least briefly.
Made in us
Wicked Canoptek Wraith






teamtigerstripe wrote:
I just had my first encounter with grey knights and psychic powers deleting my units. It is really painful when your chronomatron unit of warriors just picks up a handful of models without saves or res protocols. Then when I shoot back they have a strat to give invulnerable saves, combined with a few things goes to a 2++ on a unit I need to focus on. Finally there is a heavy weapons squad with a psychic power to ignore LoS and cover. Are there any tips that a new player like me can use to help?


An army list I like taking against GK currently would have both 10 shield Lychguard as well as 6 Skorpekh Destroyers. If you can get your destroyers into CC (being the ones to charge) they can actually delete some terminators very effectively. Lychguard can also do the same and they're very sticky. I take a chronomancer with the skorpekhs for the 5++ and re-roll to charge to give them a much better chance.

Unfortunately, the "Astral Aim" psychic power is SUPER deadly and there's very little you can do to combat it except have some extra fast units get to them first. If you take wraiths to tie up a terminator squad for a turn while you get your other units in range, that can work too. I've also tried a LD list against them which worked fairly well, but I think I won that mostly on misplays from my opponent who didn't clear out my MSU immortal squads that were performing actions and holding objectives which gave me a lot of flexibility. Regardless, GK termies are scary and the best counter is either being really far away from them, MW spam, or getting to charge them first (and having invuln saves).

This message was edited 1 time. Last update was at 2021/06/22 16:02:23


 
Made in us
Wicked Canoptek Wraith






Maestroode wrote:
Hey everyone,

So I've been a long time (6-7 years) reader, but never posted on Dakka before. I've been collecting and playing Necrons for about 15 years now, but don't have a huge amount of experience playing the game. I really average about 2-3 games a year, and the ever-changing Warhammer editions keep my head spinning. That said, I've been reading this entire Tactic Thread and am up to pg. 30. Its slow going, but there's a ton of useful information.

My friends and I are planning a Crusade set of games over the July 4th weekend and I'm looking for some input to a 50 PL list. My friends will claim they're not competitive, but let's be honest...we all are. So I'm looking to build a solid army but not be a spammy/WAAC list either. Since its Crusade, I think going semi-fluff would be appropriate. My biggest hang-up is selecting a Dynasty. I'm circling through Mephrit, Novokh, or a custom one with a combination of either Relentlessly Expansionist and Rad-Wreathed or Eternal Conquers. Right now I'm gathering that realistically, I would do fine with any of those options, though the list I'm working with is Novokh.

Since we're playing PL 50, the list is around 1000 points, and I variety of models to choose from, but not always huge numbers of those models. The list is being built as a Patrol Detachment and currently includes:

20 Gauss Reaper Warriors
6 Wraiths with claws/particle casters
6 Tomb Blades with shieldvanes, nebuloscopes and gauss blasters

After that, there's about 15-20 PL to play with that I'm not sold on anything else. I've thought about adding:

1 Doomstalker
1 Doom Scythe
5 Lychguard
1 Canoptek Tomb Stalker
I have other units too, but these are the stand-outs that I'm toying with.

I've gone back and forth with HQ units too tossing around an Overlord, Chronomancer, or Royal Warden. Since its Crusade, I can outfit those as need be based on my Requisition Points, etc.

The armies the rest of my friends playing in the Crusade include: Custodes, Salamanders, Dark Angles, Tyranids, and Harlequins. I'll be facing a lot of 3+ armor saves and a little bit of horde; the space clowns will be all over the place and I have no idea how to crack the Custodes. Let me know if you have any questions about my picks.

Any of your collective experience is appreciated, and as always, thank you in advance!

~Maestroode


If you've got large blobs of warriors, you can't really go wrong with a Chronomancer (or multiple) since they benefit massively from the 5++. People generally agree that Lychguard w/ shields are legit and synergize decently well w/ warrior heavy lists. Again, people will tell you doomstalkers are underwhelming unless you take a technomancer to buff their hit rolls by +1 so there's some tax there to make them feel strong. I don't usually play 1k games so I honestly don't know what will feel good/bad otherwise but I can tell you that buffing warriors and keeping making each unit/model as hard to kill as possible is your optimal strategy.
Made in us
Wicked Canoptek Wraith






 vict0988 wrote:
 AduroT wrote:
1000 points. All Canoptek other than HQ. What would you take?

Chronomancer leading Scarabs and Wraiths with a Doomstalker cheerleader.
Spoiler:
++ Outrider Detachment -3CP (Necrons) [55 PL, 3CP, 1,000pts] ++

+ Configuration [6CP] +

Battle Size [6CP]: 3. Incursion (51-100 Total PL / 501-100 Points) [6CP]

Detachment Command Cost

Dynasty Choice: Dynasty: Novokh

+ HQ [4 PL, 80pts] +

Chronomancer [4 PL, 80pts]: Aeonstave, Chronotendrils, Relic: Gauntlet of the Conflagrator, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King

+ Fast Attack [44 PL, 780pts] +

Canoptek Scarab Swarms [6 PL, 105pts]
. 7x Canoptek Scarab Swarm [105pts]: 7x Feeder Mandibles

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm [75pts]: 5x Feeder Mandibles

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm [75pts]: 5x Feeder Mandibles

Canoptek Wraiths [10 PL, 175pts]
. 3x Canoptek Wraith (Claws) [105pts]: 3x Vicious Claws
. 2x Canoptek Wraith (Whip Coils) [70pts]: 2x Whip Coils

Canoptek Wraiths [10 PL, 175pts]
. 3x Canoptek Wraith (Claws) [105pts]: 3x Vicious Claws
. 2x Canoptek Wraith (Whip Coils) [70pts]: 2x Whip Coils

Canoptek Wraiths [10 PL, 175pts]
. 3x Canoptek Wraith (Claws) [105pts]: 3x Vicious Claws
. 2x Canoptek Wraith (Whip Coils) [70pts]: 2x Whip Coils

+ Heavy Support [7 PL, 140pts] +

Canoptek Doomstalker [7 PL, 140pts]: Doomsday Blaster, Twin Gauss Flayer

++ Total: [55 PL, 12CP, 1,000pts] ++

Created with BattleScribe (https://battlescribe.net)


Solid concept. I'd probably swap the doomstalker for a couple spiders with prisms, upgrade the Chronomancer's weapon, and switch to Relentless/Obsec since nothing would have it otherwise.

As a side note, the chosen warlord trait doesn't do anything for a chronomancer since his ability isn't an aura, it's a 'choose 1 unit within x range' which isn't buffed by thrall. And since you don't get command protocols that's not relevant either (although it too would be unaffected by thrall from my understanding). I'd probably go either 'Immortal Pride' for the FNP vs MWs or 'Honorable Combatant' for extra attacks against characters.


Automatically Appended Next Post:
Here's the version I think I'd run.

Spoiler:


++ Outrider Detachment -3CP (Necrons) [55 PL, 9CP, 1,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost [-3CP]

Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

Gametype: Matched

+ HQ +

Chronomancer [4 PL, 90pts]: Entropic Lance, Warlord, Warlord Trait (Codex 6): Honourable Combatant

Chronomancer [5 PL, 105pts]: Arkana: Cortical Subjugator Scarabs, Entropic Lance

+ Elites +

Canoptek Spyders [4 PL, 65pts]
. Canoptek Spyder: Gloom Prism

Canoptek Spyders [4 PL, 65pts]
. Canoptek Spyder: Gloom Prism

+ Fast Attack +

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm: 5x Feeder Mandibles

Canoptek Scarab Swarms [4 PL, 75pts]
. 5x Canoptek Scarab Swarm: 5x Feeder Mandibles

Canoptek Wraiths [10 PL, 175pts]
. 5x Canoptek Wraith (Whip Coils): 5x Whip Coils

Canoptek Wraiths [10 PL, 175pts]
. 5x Canoptek Wraith (Claws): 5x Vicious Claws

Canoptek Wraiths [10 PL, 175pts]
. 5x Canoptek Wraith (Claws): 5x Vicious Claws

++ Total: [55 PL, 9CP, 1,000pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2021/07/06 14:48:03


 
Made in us
Wicked Canoptek Wraith






Cauthon wrote:

Automatically Appended Next Post:
On another note, I had a scratch that needed itching so I modified my Annihilation Barge to be a CCB. That triggered me to modify the look of my unbuilt Tomb Blades.....

Long story short - Has anyone had fun running a CCB with 5, 6 or more Tomb Blades and if so, what build did you use?




I have been running 3x5 gauss bikes in a mephrit detachment. With a CCB that has the void reaper and +1 attack and strength warlord trait. It’s not the best but at str 8 he at least has a chance at getting a few wounds into something tough, with voidreaper so a chance to actually kill something. Also a technomancer with cloak.

The volume of fire is pretty decent IMO. The extra 1.5” range on the double tap made a difference.

5 bikes is 20 shots hitting on 2’s, wounding pretty much everything I shoot at on 5’s at -3 d1. Using the strat to make 6’s to hit auto wound seems like decent value. If there arnt vehicles I’m worried about (probably rare) then they do well against elite infantry as well, with lots of units getting t5 these days.

I went with shields and scopes, I wouldn’t argue with anyone who preferred the 5++ though, metta pick I guess.

Technomancer with cloak. If someone is split firing your squads down he can revive bikes in both units and heal wounds on your ccb perhaps. Bikes are the most valuable revive unless you’re rolling hot on d3 warriors, which I’m not taking.

Barge lord is fairly durable but Im aware he’d get punked by lots of stuff. I need the anti tank though, he’s maneuverable enough I should be able to choose what to put him into. Both my bikes and ccb would be focused on my anti tank if vehicles are going to be a problem so I don’t have to worry about the barge and the bikes wanting to be doing different things. Both units also have large footprints. Rites of reanimation has a 6” range and techno doesn’t mind missing out on a staff of light to advance. Including scarabs I havnt had issues with various unit speeds. Everything flies of course.

My other detachment is full board control so that’s basically all of my shooting/ anti tank. Multiple dynasties has been well worth the loss of protocols, especially not having to worry about having enough character coverage.

Yeah it’s been fun.


Have you thought about including Szeras for buffs to the TBs? I'm considering a list that would focus on immortals and TBs buffed by Szeras w/ some elite choices holding up the cc and denial (hex + gauntlet, skorpekhs, T C'tan, spyder + prism) and then taking 3x1 LHDs w/ gauss all in a Szarekhan dynasty (considering the potential massive increase to MWs w/ new GK and TSons).

I should also clarify that I think this list would be best if taking secondaries that force the opponent to come to you -- Purge is a must, you could possibly run ROD since TBs are fast as feth and you have the hex for an optional move, Could opt for mission secondary some games or assassinate/bring it down potentially. Might struggle if you go for stranglehold/banners as I don't think there's a huge amount of long-term survival on mid-field objectives so you're going to need to hold your opponent to 10 points primary and match it each turn by trading out immortal squads efficiently and then winning on secondaries.

This message was edited 3 times. Last update was at 2021/08/17 00:29:33


 
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Well, Szeras buff is random so my thought is that play slightly will adjust based on what the TBs get and be more aggressive or passive based on the buff for each immortal squad. +1 T on TBs seems pretty decent honestly.

I'm gonna just post the list I'm thinking about so you can have more context and critique/compare if you feel like it.

I'm not sold on specifics of my own list as I haven't tested any of this yet so feel free to pick things apart that you don't like. The TBs I'm not sure if I'd rather have ignore cover or invulns, I am also toying w/ the idea of trying to fit the Hypermaterial Ablator to use on the TBs exclusively to give them a 2+ all the time (basically). I think that'd be quite hard to achieve so I'm not really sure it's worth but probly worth testing.

Spoiler:


++ Battalion Detachment 0CP (Necrons) [104 PL, 9CP, 1,995pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Szarekhan

Gametype: Matched

+ No Force Org Slot +

Bound Creation [2 PL, 40pts]
. Cryptothralls
. . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

Viral Construct [1 PL, 15pts]: Canoptek Plasmacyte

+ HQ +

Catacomb Command Barge [9 PL, -1CP, 165pts]: Dynastic Heirlooms, Gauss Cannon, Relic: Voidreaper, Warlord, Warlord Trait (Codex 6): Honourable Combatant, Warscythe

Chronomancer [4 PL, 90pts]: Entropic Lance, Relic: Veil of Darkness

Illuminor Szeras [8 PL, -1CP, 160pts]
. Rarefied Nobility: Warlord Trait (Codex 1): Enduring Will

+ Troops +

Immortals [8 PL, 136pts]: Gauss Blaster, 8x Immortal

Immortals [8 PL, 136pts]: Gauss Blaster, 8x Immortal

Immortals [8 PL, 136pts]: Gauss Blaster, 8x Immortal

+ Elites +

Canoptek Spyders [4 PL, 75pts]
. Canoptek Spyder: Gloom Prism, Two Particle Beamers

Hexmark Destroyer [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic: Gauntlet of the Conflagrator

Skorpekh Destroyers [10 PL, 175pts]: Skorpekh Destroyer (Reap-Blade)
. 4x Skorpekh Destroyer (Thresher): 4x Hyperphase Threshers

Transcendent C'tan [14 PL, 270pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Seismic Assault, Power of the C'tan: Transdimensional Thunderbolt

+ Fast Attack +

Tomb Blades [12 PL, 342pts]
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes, Twin Gauss Blaster

+ Heavy Support +

Lokhust Heavy Destroyers [4 PL, 60pts]
. Lokhust Heavy Destroyer (Gauss Destructor)

Lokhust Heavy Destroyers [4 PL, 60pts]
. Lokhust Heavy Destroyer (Gauss Destructor)

Lokhust Heavy Destroyers [4 PL, 60pts]
. Lokhust Heavy Destroyer (Gauss Destructor)

++ Total: [104 PL, 9CP, 1,995pts] ++

Created with BattleScribe

This message was edited 2 times. Last update was at 2021/08/17 01:58:31


 
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 Da-Rock wrote:
I tested out Blades in various forms - 3, 5 and 6 in qty and with 5++, 3+, and Particle Beamer.

5++ is just not in my dice.....just as with my Chronomancer escorting my Skorpekh Destroyers, they just always fail the 5++

3+ save is nice, but not enough for the points since so much has -1 and -2 AP.

I did enjoy the 6 shots at 18" from Particle Beamer. Massed shots did work, but as always that varies per target.

I am in Love/Lust over Doomstalkers.........x3 and a Technomancer is too much for the casual games, but I found x2 and a Techno are still really good.


I guess my thought was more in context of goals. The math can be worked out but I'm curious if they'll accomplish what I want them to. That might be something I'll only know once I've had a chance to playtest though.

This message was edited 1 time. Last update was at 2021/08/17 20:39:55


 
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Cauthon wrote:
How does ap-1 and 2 make shields not worth it? Cheaper than the invuln with better or equal saves. There’s also a lot of ap- dash.

Shields are cheaper than the invuln so they are “better” until you hit ap3. The question is what you’re expecting so see more of. Ap3 or less than.

If you like the 5++ then more power to you. It’s not better vs ap1 and 2 though.


True, I made a slight adjustment to the list in that direction as well replacing the invulns w/ ignores cover to 8/9 of them and then giving the 'counts as cover' cryptek upgrade to the chrono so the TBs will effectively be 2+ save until I decide to veil of darkness something and he's too far away. Since I plan on the list playing cagey I think that's a good starting point and if it doesn't feel like something I can easily maintain then I'll see about moving points around a bit.
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 Da-Rock wrote:

* add on question here - are two 3 man Skorpekh Destroyers better than one 6 man?

I have seen some issues where a ton of fire hits and kills them all....having them have to guess with the split fire would have saved a few.....or is it just better overall to have the 6 man?


The consideration is basically buffs vs board control. The advantage of small squads is moving separately and controlling more board space. The downside is you can't defend both units w/ the -1 to wound strat nor with a chrono 5++ since you'd need 2 at that point. Some argue that 5 man squads is best, but I'm not sure of that either tbh since you lose quite a large amount of output. Could be better if you expect large amount of blast weapon firepower, otherwise I think it's worse.
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Umbros wrote:
The issue is that new codexes seem to bring with them more opportunities for unusual damage (e.g impact hits). Ad Mech used to struggle with them, but found ways to get around it, for example.

That said, I will never argue against the C'tain. They just do something unique. And Voidy is gorgeous


As I've been reminded over and over throughout any game I've played in which I didn't bring the NB: He's too important as a deterrent to not take. As much as his price point absolutely blows, his presence is such an important deterrent especially against armies like new GK. If they're playing a heavy DK list, you're REALLLYYY going to want him in there to clean up in combat. 4+ invulns on those guys is legitimately so hard to chew through if your list isn't tailored specifically for it.

I'm just praying that the next point adjustment sees -100ish to all of our ctan cause they're really just that bad for their points cost relative to everything else that's new.
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 Da-Rock wrote:
I just found a great purchase of 9 Wraiths, 15 Scarabs and 3 Spyders........

I made a new list with this as my center piece............any list suggestions for the above? Is rolling with just 2 Technomancers as HQs ok?

Also: I was trying to build a pirate version of the Silent King out of a Ghost Ark and Logan Grimnar's Santa Sled......then I discovered a picture of the Tesseract Ark...........is that any good?


Tesseract Ark is one of the highest value vehicle available to Necrons for their points. Unfortunately they're about $100 each but that's a separate problem.
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Cauthon wrote:
Honestly not having to wait 5+ years for a new book has me optimistic about our current power level. Things will get fixed. Hopefully. Reasonable to expect imo.


Not to be a debbie downer but I honestly don't think it's reasonable to expect much of anything from GW. Their track record for correcting imbalance is woefully underwhelming and slow. They seem to be of the opinion that it's just easier not to try and instead to wait for a new edition. I definitely want to see a serious revisit to some of the most basic and fundamental parts of our codex that are lacking but I seriously doubt that anything of note will happen in 9th edition.
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Hecate wrote:
What do people think of Cryptothralls for tying up weak units away from objectives?

Note: I'm trying to figure out if the following is reliable. Not saying it's reliable. Anyway:

Cryptothralls for tying up weak units in melee away from objectives, compared to scarabs. The thralls have T5 vs. the scarabs' T3, so a weak unit would likely need 5s to wound, compared to 3 or 4+. They have less wounds than scarabs, but being harder to wound in the first place combined with a 3+ save makes them significantly harder to kill (against weak units anyway). It's also possible to RP one of them, but you can't count on that. They're slower, too.

I had 2 Thralls in melee with a squad of 20 Pink Horrors, and it took the Horrors 3 entire turns to shift them. Definitely worthwhile there.

Again, just trying to guage whether this is common enough to be worthwhile. 3 Scarabs would be the same Power Level, but easier to remove, I think.

What say you?


On paper it seems fine, but realistically how often are you successfully making it across the board or to a location where they're doing something without dying on the way or being intercepted by a unit that walks right over them? They're just not mobile and can't have enough models to survive open field movement imo.
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charles_the_dead_lizzard wrote:
Dreaming allowed?

DDA -20
Doomstalker -10
Immortals -3
Warriors -2
Nightbringer -20..30
Crypteks -15 (all)
Szeras -30
Praetorians -3..5
Lychguard -3
Flayed Ones +3
T-Vault -30


you were not kidding when you prefaced by asking if dreaming was allowed, lmao.
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Wicked Canoptek Wraith






 p5freak wrote:
ccs wrote:
 MinMax wrote:
Hand of the Phaeron implies you're not taking The Silent King, which is probably a mistake.


{shrug} By the time I get him built & painted it won't be.


By that time GW will have TSK and TITANIC units excluded from the CORE change.


Based on how they explained that TSK was intentionally made core, I somehow think they'll leave that change in play, but possibly FAQ some of the dumber interactions (menhir res, etc). I do agree that I think we'll see TITANIC units excluded in a future faq.
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 p5freak wrote:
 Parsalian wrote:


Based on how they explained that TSK was intentionally made core, I somehow think they'll leave that change in play, but possibly FAQ some of the dumber interactions (menhir res, etc). I do agree that I think we'll see TITANIC units excluded in a future faq.


They will wait 4 weeks, until all TSK are sold out, and then remove the CORE keyword from him.


LMAO honestly I wouldn't be surprised AT ALL if they actually did this. I wonder if they'd remove core from him but FAQ his rules so he still buffs himself w/ his auras. Honestly that'd be an interesting change.
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I feel like lords just have no actual identity. Their purpose is completely gone. They should have just not added the royal warden and instead given the fallback ability to Lords imo. Give people a reason to take them over the overlords.
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Moosatronic Warrior wrote:
Obviously just referring to the fact that he provides rerolls to hit, like TSK and stalker.

At this point, if you want a res orb, he's your man because you don't need more MWBD after the king.



They should demote him and take away all of his other abilities. Make him like, 50 points with no possible upgrades and just comes with a res orb by default. Maybe then he'd serve a decent purpose.

This message was edited 1 time. Last update was at 2022/07/08 13:40:28


 
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 CKO wrote:
Sounds like "All Hail The SIlent King" ended up being a great title for this thread after all!


So has anyone else actually had the opportunity to use the Szeras + TSK shenanigans (obviously not in a tournament setting as this is largely been ruled against)? I got my first game in something like 6 months this weekend and played against my friend's GK army. He was running a little bit of a jank list, but still took the staple Grand Master in Dreadknight + 2 additional Dreads along w/ Draigo and another character (chaplain or something, i forget) but also took a Stormraven to be fun. Since he got the first turn he decided to just try for a quick alpha strike on TSK using the raven and grand master. By the end of his shooting he had brought down the Menhirs and took TSK down low enough to be bracketted once. My turn ressed a Menhir and deleted his raven w/ shooting and finishing in combat w/ the king as well as taking his grand master down to 3 wounds, forcing him to use both the 3+ invuln and once per game shunt reaction. I was also lucky enough to get +1 Toughness on TSK turn 1 (but went second so it didn't help against his attempted alpha strike).

The reason I bring this whole thing up is because he ended up forfeiting after my t2 since by that time i was able to kill his GM, Raven, another dreadknight, and multiple interceptor units while only losing my 3-man scarabs, and a few models from various other units. He tried in T2 to finish off TSK but again only got him down to 3 wounds since the Menhir res + technomancer heal effectively gives a minimum 7 wounds back per turn (including living metal).

So all of that to basically say, this is some VERY niche tech and a large points investment, but in the end it's the entire reason the game ended so fast. While I do think it is legal based purely on RAW, now I can def understand why TOs would decide to not allow it. It may be a really specific interaction, but it was obviously not an enjoyable experience for my friend. I did mention to him that I wanted to play it once before the FAQ inevitably makes this a thing of the past so I won't be abusing it much.
 
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