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Made in nz
Dakka Veteran




 CthuluIsSpy wrote:
Yeah, but the same problem as before applies; they aren't great when there's a lot of los obscuring terrain, like in an urban environment. Doomsday deals a lot of damage, but only if your opponent wanders into its line of fire.


Very rare are are the games on boards I've played, including tournaments, where LoS would shut out the use of a Doomsday under 8th rules.

Cover for sure, but what are cover saves to AP-5?

This message was edited 1 time. Last update was at 2017/06/03 00:21:41


 
   
Made in us
Longtime Dakkanaut




Orikan seems really good.

Put him in the middle of a bunch of infantry units spreading out in octopus fashion and he is handing out a lot of RP bonuses and Inv saves.
   
Made in gb
Deranged Necron Destroyer




Having just watched the Warhammer Live battle report, it raised 3 really interesting things which I'd realised, but didn't quite realise how much of a game changer they were:
1) Characters must be the closest unit if you want to shoot at them. You cannot shoot at units in combat. Therefore, if there's a combat happening anywhere between you and a character, that character cannot be shot at. If the character is interspersed with a unit in combat, it's basically invincible to all but snipers. That makes certain AOE buffs extremely potent.
2) It is much harder to kill your opponent generally. Not only have vehicles become more survivable, all large model count armies have. Additionally, you control objectives by having the most models close to them as possible. That means that bodies on the table is much more meaningful than it first appears.
3) Even slightly touching a vehicle in combat completely stops it firing in it's next shooting phase unless they can fly. In the live game, a land Raider absolutely wreaked havoc until enemies got near - then it was useless because its only options were retreat or make some very weak attacks. That means we don't HAVE to deal with vehicles as long as we can just reach them in combat. In particular, you MUST consolidate to the nearest enemy model - kill an enemy unit walling off a vehicle and you will instantly lock up the vehicle with consolidation moves.

Reconsidering that, it makes me less worried about vehicle heavy armies. We don't need to kill them - just render them useless somehow. So what if there were some super fast, super tough units which could aid this - Wraiths, perhaps?

I've been very negative about what we can't do. It's time to knuckle down and get to grips with what we beat everyone else at.

Imotekh, 2 units of flayed one and a Deceiver is deceptively strong. In combat, if you can get the effects to work together and use my will be done, you have flayed ones charging 2D6"+1, hitting on 2+ rerolling, S4 rerolling to wound with 4 attacks each AND the enemy is at -2 morale. Additionally, this detachment gives +1 CP, so you could afford to reroll one of the dice in the charge. If you deep strike, that puts a 9" charge down to 8" from MWBD, If you reroll the lowest, assuming a failed charge, the maths becomes pretty tricky - assuming you don't waste a CP when it's a double one (that's an impossible charge no matter how you reroll), your chances become 125/216, or ~57% to make that charge. Still not amazing odds, but something. To put that into perspective, a unit of 10 will kill ?9.7 MEQ per turn, then force a morale check at -2 as if they'd inflicted 11.7. Against Ork Boyz, you kill ~24.3 and they test as if it was ~26.3. Ld effects are actually pretty strong.

Zahndrekh is really, really geared for combat. All his abilities really want the enemy up close and personal. This makes him pair fantastically with Szeras or Orikan, both of whom will buff units nearby in combat.

Szeras grows on me every time I read his rules. Worst case, you buff 1 unit to S5 and have a pocket lascannon. Best case, you just made a blob of 20 warriors T5 with a big gun hidden in the middle and which reanimates on 4+.

Orikan seems very good with Scythe Lychguard. Instead of paying 70 points to give a unit sword and shield, you could pay 143 to give them a 5++, +1 to reanimate, a character with an AP-3 D3 damage weapon who might suddenly become super tough. It's not the world's best unit, but it's definitely pretty solid - excellent against tough assault units. Even if you sit him in a unit of 20 warriors and do nothing else, it's a pretty good anti-charge defence.

I think Anrakyr buffs himself to 4 attacks. Either way, this guy is amazing - even if you don't want to run a dedicated combat unit, the attacks buff is always relevant if you expect to get charged (you should - it's almost unavoidable as far as I can see). Additionally, mind in the machine is pretty great when it goes off, the S8 warscythe is a very nice buff and the Tachyon Arrow is a cool bonus, if not always that meaningful.

Hopefully everyone realises how incredibly strong Immortals are now. They're actually slightly ridiculous - S5 is as good as S7 against T4 or T8, and they're just extremely cost effective. You basically can't go wrong with these guys as long as you protect them from being charged.

Triarch Stalkers seem great. They don't cost you victory points in Big Guns Never Tire, and they're much more durable than Heavy Destroyers. Even ignoring the Quantum shielding, they're more than 3 times as durable as a Heavy Destroyer and hand out buffs, as well as being quite reasonable against vehicles in combat. It's a shame they lose BS from moving and degrade in ability, otherwise I'd always be taking one.

C'tan are still surprisingly vulnerable to big guns if exposed, but hidden away they are quite deadly. Now, the T C'tan strikes me as poor, but I would happily take the Deceiver or Nightbringer in most lists, at least for now. I definitely feel like Antimatter Meteor is the right pick 99% of the time, as it's the only one almost guaranteed damage, but Seismic Assault can be great if you're worried about hordes. I don't think that times arrow is ever worth it - it only starts beating anti-matter meteor at 3 wound models and becomes useless against things with more than 5 wounds. The meteor is just incredibly reliable mortal wounds, which is great.

I'm a big fan of the Doom Scythe. It's got good damage output which is hard to hide from, plugs a hole in our anti-tank, and can't be assaulted very easily. Not much more to say - it's a flyer with guns. Fragile but strong.

I feel like Wraiths get a bad rap because they're not the slaughter machines they once were in assault. Whilst true, they're still M12" T5 W3 3++ for 38 points; it's hard to argue they're not good. They're fast, they're durable and they will hurt things in assault. An absolute minimum size unit of them is only 114 points, has 9 S6 AP-1 attacks and is pretty tough to shift while still killing 2 MEQ per turn. 20 Genestealers, one of the most incredibly efficient melee units in the game, buffed by a Broodlord to get +1 to hit, goes 7.4 wounds. That means that your 114 point unit just survived one of the most brutal assaults in the game. The real downside is no reanimation compared to Praetorians, but they're still good. In fact, against MEQ, they're practically the same at fighting after 2 round of combat, and slightly better after 3. Sounds good to me.

Scarabs are also hard to oversell. Okay, they die like flies to anything which shoots at them. However, at a little more than 4 points a wound, they're relatively disposable, easy to hide and quite deadly in combat. Maybe the scarab farm is dead, but these guys are still kicking.

Tomb blades are 2 Immortals stuck together with 14" movement, +1T and a worse save. Solid unit. Not much more to say - they're excellent all around, and it's possible that an army of these without many troops might work well.

Heavy Destroyers get special mention here for being the best AT we have. You seriously pay for it, but there's something to be said about a lascannon which can move 10" without penalty.

Monoliths are growing on me. I'm not sure exactly what archetype of list they fit, but they seem really quite good. Point for point, they are nearly as good at shooting as an Immortal with Gauss at 12"-24" and better for T6+ - buffed with a Stalker shooting, they're very formidable indeed. However, they're surprisingly "easy" to kill - 16 lascannon shots will put it down quickly. Still, they're pretty fun and I'll definitely try them at least once.

So yeah, what do people think will do well? What are you excited to try most?
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

Imhotek, a C'Tan and two units of Flayed Ones is a minimum of what, 650pts? It better be at least deceptively good.

I really like the Stalker model, and I really would like to use at least one. However, at the cheapest its just under 160 pits and only has one gun in any of the builds. The expensive build, with the twin HGC, is only 20 pts less than a Doomsday Ark, which has a much bigger gun. I just have trouble finding room for the Stalker when I'm building lists. If I'm spamming RP, which is what I'm current;y playing with, I'd almost always prefer another Ghost Ark. IDK, the model is cool enough I may just have to fight through that.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in jp
Proud Triarch Praetorian





Uh, I think we have a problem with Anrakyr.
Because he lacks the <Dynasty> keyword he can't get a ride from Night Scythes or Monoliths.
I can't see any way to effectively get him into combat any time before turn 3 (unless enemies come to him). As the ideal use for him is to accompany a unit of Warscythe Lychguard, who CAN get rides, that does not bode well for that combo.
I mean, you can use the Deceiver but that seems like kind of a misuse of Grand Illusion.

Basically, we REALLY need the Veil back.
:(

 
   
Made in nz
Dakka Veteran




I like Imotekh + Flayed Ones, but the real problem he has is that he can't MWBD Flayed Ones that come in from using their Haunting Horrors Placement rule because that happens at the end of the move phase while MWBD is at the start.

If they're moved up by the Deciever, then he can MWBD them but nobody can charge

Now you can move the Deciever and Imotekh up with Grand Illusion, Haunting Horror in your Flayed Ones and try for that first turn standard charge using rerolls. They won't get MWBD but they will hit first on 3+ rerolling 1's, and blend with Str4 rerolling.

Also I think what you can do very reliably if you run Imotekh + Flayed Ones + Deciever is not necessarily have it as a turn one play, but a reliable turn two play instead. If you have first turn advantage, use the Deciever to Grand Illusion himself, Imotekh, and a Res Orb Cryptek forward, and bubblewrap everyone in a unit of Flayed Ones 20-strong, and sit there.

If the enemy can't blow up your entire unit of Flayed Ones in their next turn (requires shooting/assaulting 20 T4 4+/5++) models then you've got 4+ RP followed by a second 4+ RP to bring them back, then away you go with everybody.

Are 20 Flayed Ones (1x20 or 2x10), Imotekh, and the Deciever expensive? Yes, it's 873 points, and a touch over 1000 with the Cryptek, but this force can easily blend half a parked army itself. Engage on a wide front with the Flayed Ones where the enemy is susceptible to morale and units will crumble.

   
Made in fr
Been Around the Block




Now you can hide a C'tan (wich is a character with less than 10 wounds) in a unit scarab may be to bring him fastly in cac and kill that vehicules you have trouble with 4 hits and 2+ for d6 wound each can kill them fast.
   
Made in nz
Dakka Veteran




 skoffs wrote:
Uh, I think we have a problem with Anrakyr.
Because he lacks the <Dynasty> keyword he can't get a ride from Night Scythes or Monoliths.
I can't see any way to effectively get him into combat any time before turn 3 (unless enemies come to him). As the ideal use for him is to accompany a unit of Warscythe Lychguard, who CAN get rides, that does not bode well for that combo.
I mean, you can use the Deceiver but that seems like kind of a misuse of Grand Illusion.

Basically, we REALLY need the Veil back.
:(


I'm not too fussed, I think he's the go-to guy alongside Szeras for just getting a whole block of Immortals and walking up the board in a silver tide. +1 Attack is an amazing aura, on the Sanguinor level. Transportation tricks are just taking away from the raw bodies you should have in an Anrakyr list.

Battalion 1
Anrakyr
Lord with Warscythe, Res Orb

10 Immortals
10 Immortals
10 Immortals

Battalion 2

Szeras
Orikan

10 Immortals
10 Immortals
10 Immortals

1592 points, 9 CP, add up to whatever points level or swap out for bigger blocks of warriors.

This message was edited 2 times. Last update was at 2017/06/03 04:40:49


 
   
Made in us
Loyal Necron Lychguard





Erm, why would Immortals care about +1 Attack? Immortals don't want to get in melee.
   
Made in us
Pile of Necron Spare Parts




Halfpast_Yellow wrote:

Battalion 1
Anrakyr
Lord with Warscythe, Res Orb

10 Immortals
10 Immortals
10 Immortals

Battalion 2

Szeras
Orikan

10 Immortals
10 Immortals
10 Immortals

1592 points, 9 CP, add up to whatever points level or swap out for bigger blocks of warriors.


Probably carbines on the first battalion of immortals at least to benefit from MWBD.




Also, as a new player, it seems like everyone is talking about tactics in reference to just a total war kind of match. How much of this is relevant in an more objective based match? All I've played is a quick 1000pt game so I'm not sure I know how drsatically things can change.

This message was edited 1 time. Last update was at 2017/06/03 05:25:21



W̸̴̺͍͒̃̑è̦͓ͣ̋͋̇ͣ̚͢ ͛̀̾̍͆͂͊̓҉̢̜͖ͅa̳̣͂ͤ̏͒̎̐̚͟r̩̓͠ệ͚̝̗͙͌̿͞͞ ͓̗̜̳ͧͣͣ͆́ͣ͟͟ḇ̘̥͓͙͎̭̬ͮ̾ͬ̔͛o̵͔̩̣̰͈̯͖͚͊̒̄ͥ̔ͬͩ̕r͖̝̻̼̊ͥn͕͔̒ͫͧ͗͆ͦ̀̽͡ ̵̬̬̜͎͇̉͋ͭͮ͝͞o̢̢̩̾̈ͮͩ̍͐̌̏̃f̹̙̲̤͉̤͂͛̓̅̽ ̗̘̖̘̐̉̾̔͗͝t̷̏҉͍̼̹̗̖̻̯̖h̡̎͑̎̇̄͝͏̺̳̝̭e͖̺̟ͮ̇ͮ͢͠ͅ ̵̘͉̰͓̜͖̱̌̽́̏̆̚ḃ̤̫̝̫͉̲̮̒͗̿̂ͦͮl̸̢̫̝̰̼͎̾ͩ͘ơ̯͙̥̩͖̋͊̆̎ͣ́̀ͅo̲͕͇̤̠̻̍͐͛̽̂ͧ̀ͅd̯̞̮̰̩̮̼̫ͧ͋̆̊͜.̛͔͎̩̪͙ͤͅ ̢̬͙͓̜̾̓M̭̗̻̯͙͙̣ͤͦ̎͗ͪ̄͡ͅá̺̏͌ͩ̒ͭd̵̳̳̤̖̃ͨ́̊̈ͮ͝eͩ̅ͥ̀ͤ͋ͬ͘҉̫͉͖ͅ ͚̱͚̬̓͛̈́͂m̼̲̳͔͙̭̻̞̩̓̅̆ͯ̐̓̇̚eͯ͏̼̖̭͔̟̮̜̞n̶̡̘͎̱̺̳̙̑̏̊ͤ̌̾̉́̒ ̴̡͖̝̭͖̜͉̟͌͆b̖̲͕̓͐̐ẙ͔̥̋ ͧ̋͘͢҉̺̼͎ṫ͉̮͔͓̼̘̦̂̿̈̊̊̍̀͞h̛̙̝̖͎̣̩͓̬̊̐̈̋ͯ̎͡ẻ̸͍͉̭͙̆̆ͫ͋͋̄ͭ͢͞ ̛͈̟̱̜̜̜̹̞͙̏̃͢͝bͩ͏̛̠̘͈͖̞̟̫ͅl̞̪̘̞̮̝̻͈ͩ͠o̵̦̼̹͍͈̺͙͒̑̃͟o̸̼̬̎͐ͧͮͪ͞d̀̂͐͏̠͎̬̞̱̳̭.̸̩̭̯̫̤̎̍͌͗ͦ̒͜ ̅̉͠͏̼̣U͚̗͚̠̳̜͎̞ͮ̀ͩͮ̂̓ͨ̉n̅̑̒͆̎͆̉̆ͦ҉̸͖̲͕̮d̛͇̪̉̏ͨͣ̓͌͊̈̚o̡̠̟͍͍̰͈͂̃̓ͬ͞n̶̳̺̗͕̮̈̀e͚̝̣̝̘̘̩̬̓͐̓̄̽͗͟͝͠ ̟͍̼ͭ͆̿̌ͣ́b̢̮͎͔́͌̐̇̽͑͋y̡͍̗̠̹̩̘ͦ̈́̇ͨ̂̃̿͞ ̷̧͈̮̼͙̆͒̒͗ͦ̿̽ţ̖͉͖͎̄̄ͤ̿h̵͑̈́͏̼͎͖͎̗͙ẹ̢̪̳̝͙͎̱͕̫͒̈̄́ͯ̕͝ ̸͆̍̒̌͏̸̦̮͓͕̯̘̥͇̥b̤͖̜̗̌̈́ͦͨl̨̜͚̹͂̄ͮ́͡ö̫͔̐ͦͪo̙̗̱̼̖͇̗̣͓ͧ͑̉͗̽ͩd̉̀ͣ̇̎̾ͤ͑ͪ͏͎̼̗̦̗͉͖͎͞.̑̈́͏̫͎̘̺̞


 
   
Made in nz
Dakka Veteran




Arachnofiend wrote:
Erm, why would Immortals care about +1 Attack? Immortals don't want to get in melee.


Play some 8th and see.
   
Made in us
Longtime Dakkanaut




Ute nation

So I did my first 2k 8th ed game, my necrons vs blood angels, it was a pretty big victory on my part, but the Blood angels player got my scythe guard, 20 man warrior blob, and two of my wraiths. The 20 man warrior blob was roadkill for the a large death company, and he got lucky, rolled a six and got to assault again with his death company after wiping out my warriors, so got to attack my scythe guard. I'll have full battle report up in the morning (with pictures) but just wanted to say I had a fight against a decent BA army, had it in had the whole time, and would have tabled at the loss of less than 500 points.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Halfpast_Yellow wrote:
 CthuluIsSpy wrote:
Yeah, but the same problem as before applies; they aren't great when there's a lot of los obscuring terrain, like in an urban environment. Doomsday deals a lot of damage, but only if your opponent wanders into its line of fire.


Very rare are are the games on boards I've played, including tournaments, where LoS would shut out the use of a Doomsday under 8th rules.

Cover for sure, but what are cover saves to AP-5?


fair enough. I tend to play on more urban environments, so ymmv.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Eyjio wrote:
Szeras grows on me every time I read his rules. Worst case, you buff 1 unit to S5 and have a pocket lascannon. Best case, you just made a blob of 20 warriors T5 with a big gun hidden in the middle and which reanimates on 4+.


Do you think he's worth it over a standard Cryptek or Orikan - both of which give surrounding units a 5++?

Eyjio wrote:

Hopefully everyone realises how incredibly strong Immortals are now. They're actually slightly ridiculous - S5 is as good as S7 against T4 or T8, and they're just extremely cost effective. You basically can't go wrong with these guys as long as you protect them from being charged.


The point about S5 is an eye-opener, actually.

Eyjio wrote:

Triarch Stalkers seem great. They don't cost you victory points in Big Guns Never Tire, and they're much more durable than Heavy Destroyers. Even ignoring the Quantum shielding, they're more than 3 times as durable as a Heavy Destroyer and hand out buffs, as well as being quite reasonable against vehicles in combat. It's a shame they lose BS from moving and degrade in ability, otherwise I'd always be taking one.


Losing BS for moving seems a bit silly.

I'm less bothered about the degeneration as they can repair themselves to get back over the thresholds.

Eyjio wrote:

C'tan are still surprisingly vulnerable to big guns if exposed, but hidden away they are quite deadly. Now, the T C'tan strikes me as poor, but I would happily take the Deceiver or Nightbringer in most lists, at least for now. I definitely feel like Antimatter Meteor is the right pick 99% of the time, as it's the only one almost guaranteed damage, but Seismic Assault can be great if you're worried about hordes. I don't think that times arrow is ever worth it - it only starts beating anti-matter meteor at 3 wound models and becomes useless against things with more than 5 wounds. The meteor is just incredibly reliable mortal wounds, which is great.


Regarding Time's Arrow, I think the main point is that it can target characters. It's a long-shot for sure, but the potential to kill a 4- or 5-wound character without them ever getting to make a save isn't to be underestimated.

It's not reliable initially, but if a character (or MC or Vehicle) starts to lose wounds, then this could be a very good way to get those last couple of wounds. Especially if the target has a good invulnerable save or some other means of protection.

Eyjio wrote:

Tomb blades are 2 Immortals stuck together with 14" movement, +1T and a worse save. Solid unit. Not much more to say - they're excellent all around, and it's possible that an army of these without many troops might work well.


Out of interest, how would you run them? The base one with 2 Gauss Blasters is 42pts, would you buy any of the upgrades?

Eyjio wrote:

Heavy Destroyers get special mention here for being the best AT we have. You seriously pay for it, but there's something to be said about a lascannon which can move 10" without penalty.


Would you run them on their own or would you hide them in units of regular Destroyers?

Eyjio wrote:
So yeah, what do people think will do well? What are you excited to try most?


I want to use my Destroyer Lord and Triarch Stalker (mostly because I converted some models for them that I love using), so I'll probably try a Destroyer Wing of some sort or other.

What do you guys think of the Warscythe vs. the Staff of Light on the D. Lord and other characters?

I'm quite interested to see how the new RPs pan out. I still find it depressing that our HQs don't get them anymore, but bringing back models on full wounds could be interesting. As could the ability to bring back models that have previously failed their RP roll.

Out of interest, do you think infantry-Necrons could be viable in this edition? (I can't remember what it was called - Silver Tide or something like that?)

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

On the D-Lord, I might go Warscythe. You don't want to be in HtH with him, but I might like the lunch. My thinking is that if you're within Staff range, you might also reasonably be thinking about charging stuff. On most other characters I think I'd go staff, generally speaking HtH isn't where I want to be.

On a general note, has anyone found any reason why a unit moved via the Ghostwalk Mantle can't charge the same turn it moves? I haven't, and the ability to autocharge with an Infantry unit of my choice seems too good to pass up is almost any list.Either Lychguard or Flayed ones could do a decent job against most units short of main assault units and big beatstick characters. I can't think of a reason not to include him at this point.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in gb
Longtime Dakkanaut




Kutlakh and Toholk, but no charnel scarabs.
[Thumb - image.jpeg]

   
Made in gb
Numberless Necron Warrior





I saw that earlier and thought the same thing. There could be variant rules on page 6 or 7.

10,000+ 
   
Made in nz
Dakka Veteran




 Fenris-77 wrote:
On the D-Lord, I might go Warscythe. You don't want to be in HtH with him, but I might like the lunch. My thinking is that if you're within Staff range, you might also reasonably be thinking about charging stuff. On most other characters I think I'd go staff, generally speaking HtH isn't where I want to be.

On a general note, has anyone found any reason why a unit moved via the Ghostwalk Mantle can't charge the same turn it moves? I haven't, and the ability to autocharge with an Infantry unit of my choice seems too good to pass up is almost any list.Either Lychguard or Flayed ones could do a decent job against most units short of main assault units and big beatstick characters. I can't think of a reason not to include him at this point.


Yep you can charge no problems. If you have first turn you can blitz with Deciever + Zandrekh + MWBD Immortals/Warriors opening up a hole for Obyron and assault unit of choice.

Given Zandrekh is so close-range oriented himself, this is pretty much the way I'd always go with him.

This message was edited 1 time. Last update was at 2017/06/03 12:15:43


 
   
Made in gb
Deranged Necron Destroyer




Quite surprised to see Kutlakh and Toholk there when they don't have models. I'm still not super hopeful about Necron's FW stuff but if it's good then it'll be nice to get them off the shelf. End of June can't come fast enough.

 vipoid wrote:

Do you think he's worth it over a standard Cryptek or Orikan - both of which give surrounding units a 5++?

Absolutely, though I feel they're for different units. The 5++ is fantastic for its cost, but Orikan can't shoot; the Cryptek only gives a 5++ vs shooting and doesn't want to be within 12" if it can be avoided as it's terrible in assault. That means that Orikan wants to jump into a melee unit (otherwise his abilities are largely wasted) and the Cryptek is ~100 points for better reanimation and a 5++ for a backfield unit. If either get sniped out then you lose all their benefits. Meanwhile, Szeras buffs troop blobs, and even if he dies they keep that buff. While usually a 5++ is stronger than the buffs, those buffs are incredibly meaningful - 20 warriors firing at BS 2+ are 25% more deadly, T5 is 3% more durable against S4 small arms and S5, while a little lacking, is a reasonable deterrent to being charged. On top of that, he has a really good AT weapon which can be used after advancing (which he might want to do to hand out a buff at the end of movement, for example) and is surprisingly decent in a pinch against marines in combat. I think there's a place for all of them, but Szeras really takes my eye.

Regarding Time's Arrow, I think the main point is that it can target characters. It's a long-shot for sure, but the potential to kill a 4- or 5-wound character without them ever getting to make a save isn't to be underestimated.
It's not reliable initially, but if a character (or MC or Vehicle) starts to lose wounds, then this could be a very good way to get those last couple of wounds. Especially if the target has a good invulnerable save or some other means of protection.

Is that true? If so, that's really powerful. I guess if it's not a shooting attack there's no reason it shouldn't be true. I also missed that it's the only power which doesn't have to target the closest enemy unit, so I guess you could charge one unit and time's arrow units in the enemy's backfield (with a 2+ to kill many things through cover). That might've just convinced me that it's the best power by far then - removing an enemy character can be utterly lethal for some armies; guard rely on orders for example. Most characters seem to have 6 wounds though, so there's that. I dunno, maybe it pairs well with Deathmarks - fire to reduce wounds, then outright remove them from the game. Might be worth a shot.

Out of interest, how would you run them? The base one with 2 Gauss Blasters is 42pts, would you buy any of the upgrades?

Probably not to be honest. I'm not sure how important ignoring cover is now, because I don't think that intervening models (i.e. hiding guys behind tanks) or firing through ruins actually confers it any more which is huge. a 5++ seems good on paper, but unless that shot is AP-3 or better, it's not as good as shieldvanes. So, shieldvanes are what I would tend towards if I was going to buy anything, but usually I'll probably skip all the upgrades.

Would you run them on their own or would you hide them in units of regular Destroyers?

I'll probably try both. My fear with running them alone is that they're easy VP for the opponent in 2 of the missions, and they give you more units so you're less likely to choose who goes first. My issue with running Destroyers is that they seem underwhelming on paper - a lot worse than Tomb Blades at shooting and as many points per wound. I might be wrong though - it may turn out that their combination of fast, tough, counts as infantry for cover and being able to disengage from combat at will gives them a huge bonus for objective missions. We'll see.

I want to use my Destroyer Lord and Triarch Stalker (mostly because I converted some models for them that I love using), so I'll probably try a Destroyer Wing of some sort or other.

What do you guys think of the Warscythe vs. the Staff of Light on the D. Lord and other characters?

I'm quite interested to see how the new RPs pan out. I still find it depressing that our HQs don't get them anymore, but bringing back models on full wounds could be interesting. As could the ability to bring back models that have previously failed their RP roll.

Out of interest, do you think infantry-Necrons could be viable in this edition? (I can't remember what it was called - Silver Tide or something like that?)

I feel like the Staff of Light is a great choice for D Lords and not much else, as I imagine usually you'll want to disengage from combat rather than rush in. I dunno though, we'll see how it pans out.

Characters kind of get RP in the form of living metal. It's not the same, sure ,but it is at least automatic. I sort of think infantry heavy lists might be one of the better Necron lists in this edition to be honest; my other bet is on Tomb Blade heavy armies just due to the sheer effectiveness of gauss blasters at half range; a unit of 6 puts 24 shots out at 12" for 252 points, which is quite amazing.
   
Made in nz
Dakka Veteran




Eyjio wrote:


Regarding Time's Arrow, I think the main point is that it can target characters. It's a long-shot for sure, but the potential to kill a 4- or 5-wound character without them ever getting to make a save isn't to be underestimated.
It's not reliable initially, but if a character (or MC or Vehicle) starts to lose wounds, then this could be a very good way to get those last couple of wounds. Especially if the target has a good invulnerable save or some other means of protection.

Is that true? If so, that's really powerful. I guess if it's not a shooting attack there's no reason it shouldn't be true. I also missed that it's the only power which doesn't have to target the closest enemy unit, so I guess you could charge one unit and time's arrow units in the enemy's backfield (with a 2+ to kill many things through cover). That might've just convinced me that it's the best power by far then - removing an enemy character can be utterly lethal for some armies; guard rely on orders for example. Most characters seem to have 6 wounds though, so there's that. I dunno, maybe it pairs well with Deathmarks - fire to reduce wounds, then outright remove them from the game. Might be worth a shot.



What makes me think it's legitimate is Imotekh's "pick an enemy unit in the shooting phase" ability specifies that it can't target Characters, while the C'tans Times Arrow doesn't.

I think Time's Arrow is legit really good against certain armies - minor characters tend to have a 4 wound profile, and you can 5 or 6 em, backed up with a reroll - 50% removal chance.

Outside of characters, even just splatting a model from a Terminator or Bike type squad is useful.
   
Made in gb
Deranged Necron Destroyer




Yeah, I'm 100% going to try time's arrow. It seems like it could be brutal; one roll could just remove a commissar or even an Inquisitor if you get lucky. That's a serious asset. I think I slightly prefer the Nightbringer too; while redeploying units seems very good, the ability to do D6 shots hitting on 2+, wounding on 2+ at AP-4 and doing D3 damage each seems amazing. It's like a super good pocket battlecannon which is weak to vehicles.

Also, just so I'm clear, for multiple wound shots you have to allocate wounds one at a time, then save rolls, then roll for damage, then allocating the next wound, rolling, etc right? I want to make sure I'm going to play it correctly going into 8th.

This message was edited 1 time. Last update was at 2017/06/03 16:11:46


 
   
Made in us
Decrepit Dakkanaut




I'm wondering what everyone else is planning in terms of lists.

Right now I'm thinking I still want the super mobility I had to begin with. 2 units of Warriors in Arks, 2 Immortals in Scythes, a single Tesla squad marching behind, and 3 squads of Tomb Blades.

However, what's the easiest AT to throw in there? Stalkers seem like the best bet because 2 Gauss Cannon shots seems it can be brutal if you have rerolls from one of the HQs...

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in no
Grisly Ghost Ark Driver





Was it concluded that warriors can't shoot out of Ghost Arks?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

No embarked unit can shoot about of vehicles anymore, unless it has been explicitly stated they could. Ghost Arks lack that specification.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Longtime Dakkanaut




Ute nation

so here is the promised batrep, necrons vs. the nastiest death company that can be made currently.

https://www.dakkadakka.com/dakkaforum/posts/list/727516.page

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Pile of Necron Spare Parts




 Grimgold wrote:
so here is the promised batrep, necrons vs. the nastiest death company that can be made currently.

https://www.dakkadakka.com/dakkaforum/posts/list/727516.page


Good write up. How did RP feel? it sounds like it might have been too short for it to be a large impact.

Were you playing any named characters? if so how did they feel.


W̸̴̺͍͒̃̑è̦͓ͣ̋͋̇ͣ̚͢ ͛̀̾̍͆͂͊̓҉̢̜͖ͅa̳̣͂ͤ̏͒̎̐̚͟r̩̓͠ệ͚̝̗͙͌̿͞͞ ͓̗̜̳ͧͣͣ͆́ͣ͟͟ḇ̘̥͓͙͎̭̬ͮ̾ͬ̔͛o̵͔̩̣̰͈̯͖͚͊̒̄ͥ̔ͬͩ̕r͖̝̻̼̊ͥn͕͔̒ͫͧ͗͆ͦ̀̽͡ ̵̬̬̜͎͇̉͋ͭͮ͝͞o̢̢̩̾̈ͮͩ̍͐̌̏̃f̹̙̲̤͉̤͂͛̓̅̽ ̗̘̖̘̐̉̾̔͗͝t̷̏҉͍̼̹̗̖̻̯̖h̡̎͑̎̇̄͝͏̺̳̝̭e͖̺̟ͮ̇ͮ͢͠ͅ ̵̘͉̰͓̜͖̱̌̽́̏̆̚ḃ̤̫̝̫͉̲̮̒͗̿̂ͦͮl̸̢̫̝̰̼͎̾ͩ͘ơ̯͙̥̩͖̋͊̆̎ͣ́̀ͅo̲͕͇̤̠̻̍͐͛̽̂ͧ̀ͅd̯̞̮̰̩̮̼̫ͧ͋̆̊͜.̛͔͎̩̪͙ͤͅ ̢̬͙͓̜̾̓M̭̗̻̯͙͙̣ͤͦ̎͗ͪ̄͡ͅá̺̏͌ͩ̒ͭd̵̳̳̤̖̃ͨ́̊̈ͮ͝eͩ̅ͥ̀ͤ͋ͬ͘҉̫͉͖ͅ ͚̱͚̬̓͛̈́͂m̼̲̳͔͙̭̻̞̩̓̅̆ͯ̐̓̇̚eͯ͏̼̖̭͔̟̮̜̞n̶̡̘͎̱̺̳̙̑̏̊ͤ̌̾̉́̒ ̴̡͖̝̭͖̜͉̟͌͆b̖̲͕̓͐̐ẙ͔̥̋ ͧ̋͘͢҉̺̼͎ṫ͉̮͔͓̼̘̦̂̿̈̊̊̍̀͞h̛̙̝̖͎̣̩͓̬̊̐̈̋ͯ̎͡ẻ̸͍͉̭͙̆̆ͫ͋͋̄ͭ͢͞ ̛͈̟̱̜̜̜̹̞͙̏̃͢͝bͩ͏̛̠̘͈͖̞̟̫ͅl̞̪̘̞̮̝̻͈ͩ͠o̵̦̼̹͍͈̺͙͒̑̃͟o̸̼̬̎͐ͧͮͪ͞d̀̂͐͏̠͎̬̞̱̳̭.̸̩̭̯̫̤̎̍͌͗ͦ̒͜ ̅̉͠͏̼̣U͚̗͚̠̳̜͎̞ͮ̀ͩͮ̂̓ͨ̉n̅̑̒͆̎͆̉̆ͦ҉̸͖̲͕̮d̛͇̪̉̏ͨͣ̓͌͊̈̚o̡̠̟͍͍̰͈͂̃̓ͬ͞n̶̳̺̗͕̮̈̀e͚̝̣̝̘̘̩̬̓͐̓̄̽͗͟͝͠ ̟͍̼ͭ͆̿̌ͣ́b̢̮͎͔́͌̐̇̽͑͋y̡͍̗̠̹̩̘ͦ̈́̇ͨ̂̃̿͞ ̷̧͈̮̼͙̆͒̒͗ͦ̿̽ţ̖͉͖͎̄̄ͤ̿h̵͑̈́͏̼͎͖͎̗͙ẹ̢̪̳̝͙͎̱͕̫͒̈̄́ͯ̕͝ ̸͆̍̒̌͏̸̦̮͓͕̯̘̥͇̥b̤͖̜̗̌̈́ͦͨl̨̜͚̹͂̄ͮ́͡ö̫͔̐ͦͪo̙̗̱̼̖͇̗̣͓ͧ͑̉͗̽ͩd̉̀ͣ̇̎̾ͤ͑ͪ͏͎̼̗̦̗͉͖͎͞.̑̈́͏̫͎̘̺̞


 
   
Made in us
Longtime Dakkanaut




Ute nation

lol well for two of my units RP never came up, but for the immortals it felt solid, and I definitely felt it's lack on the wraiths and scarabs.

This message was edited 1 time. Last update was at 2017/06/03 19:08:53


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in nz
Dakka Veteran




Nice writeup, the Lascannons firing at the Ark if they could have shot at the Destroyers seems a mistake for sure..
   
Made in us
Haemonculi Flesh Apprentice






So I've seen alot of talk about using scythe guard out of a night scythe and I think this is risky. Remember, if you don't have another NS to bring them in with and they are in reserve when it goes down they are destroyed. Also remember, you disembark at the start of your movement phase meaning you need to fly the NS in front of them and wait a turn but not only do you need to clench your ass and hope it survives, you need to pray they don't have fact models that can simply surround the models base disallowing your unit from being allowed to arrive...

Away from the rules, so maybe I am remembering the reserve rules wrong, but either way, the surrounding of the model makes flying it close for a reasonable charge risky.

For that reason I think I still like praetorians much better.

   
Made in nz
Dakka Veteran




 Red Corsair wrote:
So I've seen alot of talk about using scythe guard out of a night scythe and I think this is risky. Remember, if you don't have another NS to bring them in with and they are in reserve when it goes down they are destroyed. Also remember, you disembark at the start of your movement phase meaning you need to fly the NS in front of them and wait a turn but not only do you need to clench your ass and hope it survives, you need to pray they don't have fact models that can simply surround the models base disallowing your unit from being allowed to arrive...

Away from the rules, so maybe I am remembering the reserve rules wrong, but either way, the surrounding of the model makes flying it close for a reasonable charge risky.

For that reason I think I still like praetorians much better.


I think the idea is that you fly in 3 Night Scythes in front of the enemy army like some sort of Living Metal Shell game.

   
 
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