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Made in fi
Locked in the Tower of Amareo





Certainly good combo. Though opponent shouldn't be able to shoot characters that freely. Especially as you want to avoid using lychguard bodyguard ability that much as it generates easy kills to lychguard 5+++ or not.

2024 painted/bought: 109/109 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

 p5freak wrote:
I would never use the plasmacyte ability. Its insane to lose a model for a minor buff. Also makes the unit easier to kill, no more RP. I would only use it as an ablative wound.


It's not a minor buff though, it's a very strong buff. +1 Str and +1 Attacks is huge, especially since it puts the reap-blade to strength 8.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Boosting Space Marine Biker




Texas

I have been watching matches on you tube/twitch and going over the missions in both the BRB and CA GT 2020.

Some of the observations to date seems that the player who scores 10 to 15 primary objective points turn two along with consistently scoring on progressive objectives more often than not wins the match as the other play seems to consistently struggle to shift their opponent off objectives and make up the difference with end of game secondary objective points.

So with those observations in mind trying to get my head around what secondaries best synergize with Necrons and which missions may pose the biggest challenges.

What are the Necron’s best units at the moment for taking and holding at least two objectives by end of turn 2?

What secondary objectives are the best choices for Necrons currently?

Which of the strike force missions do you think might be the most challenging for Necrons or are close to an auto loss?


"Preach the gospel always, If necessary use words." ~ St. Francis of Assisi 
   
Made in us
Power-Hungry Cultist of Tzeentch






I am just recently getting in to the Necron scene, had to have those Skorpekhs, but so far it seems to me that some form of vehicle is good to get models to objectives turn 2, so I'm thinking Ghost Arks and drop a squad of warriors or Immortals on the objective, and if an objective is sitting close to one of the board edges, I say outflank and try to grab it with that.

<-- Tau Empire
FOR THE GREATER GOOD!!!

<-- Magnus did nothing wrong.

<-- 1010011010 
   
Made in fi
Locked in the Tower of Amareo





 Lord of Deeds wrote:

What are the Necron’s best units at the moment for taking and holding at least two objectives by end of turn 2?



Lychguard can be made darn tough. Wraiths tough and fast. Tomb blades fast, shoot and reasonably tough.

Those would be my picks.

2024 painted/bought: 109/109 
   
Made in us
Deranged Necron Destroyer





so you can fit 10 skorpekh lords on a ghost ark (most likely going to be changed come oct). How do they all sit in it?

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in ca
Stalwart Skittari





Oberron wrote:
so you can fit 10 skorpekh lords on a ghost ark (most likely going to be changed come oct). How do they all sit in it?


That's pretty hilarious, and by the same coin — unless I'm missing something — the new Szeras can also embark in a ghost ark... Honestly perplexed as to why he is infantry and not a monster with that base size.
   
Made in fi
Locked in the Tower of Amareo





Well that will last only until codex at most

2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

 TheArchmagos wrote:
Oberron wrote:
so you can fit 10 skorpekh lords on a ghost ark (most likely going to be changed come oct). How do they all sit in it?


That's pretty hilarious, and by the same coin — unless I'm missing something — the new Szeras can also embark in a ghost ark... Honestly perplexed as to why he is infantry and not a monster with that base size.


Those lords, and szeras must be collapsible like a folding bike
   
Made in gb
Tail-spinning Tomb Blade Pilot




They’re probably ‘Infantry’ so they can Tomb World deployment from Monoliths.


Automatically Appended Next Post:
Asyrian wrote:
Anyone noticed that lychguard qith szarekhan dynasty trait is perfect for protecting chars?
All MW for protecting chars can be ignored on 5+.
And if they fire at the lychguard they have and even better 4+ or 3+ with stratagem


If Szeras or other characters come out with enough wounds to be targetable, this can be immensely powerful. Effectively ‘shield drones’ for Necrons! Except here the drones can reanimate...!

This message was edited 2 times. Last update was at 2020/07/31 07:34:19


 
   
Made in de
Fresh-Faced New User




Just imagine them defending the giant throne of the silent king
   
Made in gb
Tail-spinning Tomb Blade Pilot




Plus unlike shield drones, they’re actually useful and tough in their own right.

This message was edited 1 time. Last update was at 2020/07/31 09:59:58


 
   
Made in fi
Locked in the Tower of Amareo





sieGermans wrote:
Plus unlike shield drones, they’re actually useful and tough in their own right.


Though their bodyguard rule is inferior making easiest way to get lychguard killed via characters. Especially if you have 2++ lychguard around the character near them can be liability when opponent simply feeds mortal wounds to the lychguard.

2024 painted/bought: 109/109 
   
Made in de
Fresh-Faced New User




tneva82 wrote:
sieGermans wrote:
Plus unlike shield drones, they’re actually useful and tough in their own right.


Though their bodyguard rule is inferior making easiest way to get lychguard killed via characters. Especially if you have 2++ lychguard around the character near them can be liability when opponent simply feeds mortal wounds to the lychguard.


Pretty sure they ll get the death guard termi bodyguard rule
All hits that are intercepted get rolled against the lychguard
   
Made in fi
Locked in the Tower of Amareo





That's q for then. Now they take mw for each damage intercepted so d6 damage weapon can cause 6 mw to lychguard.

Speculating with future rules isn't helping now. They could lose punch, lose wound, get 50% price hike etc also changing things again.

2024 painted/bought: 109/109 
   
Made in be
Regular Dakkanaut




What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.

They should be 20 points less and have like quantum shielding. Every vehicul or monster should have quantum shield in fact.
Why not use that technology when having it
   
Made in gb
Tail-spinning Tomb Blade Pilot




tneva82 wrote:
sieGermans wrote:
Plus unlike shield drones, they’re actually useful and tough in their own right.


Though their bodyguard rule is inferior making easiest way to get lychguard killed via characters. Especially if you have 2++ lychguard around the character near them can be liability when opponent simply feeds mortal wounds to the lychguard.


Eh? It’s an optional activation, and the odds of failing the MW save are the same regardless?
   
Made in de
Nihilistic Necron Lord






Germany

Krull wrote:
What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.

They should be 20 points less and have like quantum shielding. Every vehicul or monster should have quantum shield in fact.
Why not use that technology when having it


Right now he should be like 50, but we dont know how RP will change in in the new codex, perhaps then 110 points will be justified.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Krull wrote:
What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.


My issue is more that, much like Spyders, they don't actually seem to do anything.

If I want to buff RPs, I'll take a Cryptek or a Resurrection Orb.


 p5freak wrote:
Right now he should be like 50, but we dont know how RP will change in in the new codex, perhaps then 110 points will be justified.


I don't care how good RP is in the new codex, the Canoptek Reanimator will still be garbage.

Why? Because if its buff is worth a damn, then the opponent will just blow it's useless ass off the board. And given its laughable stats, it's hardly likely to soak up much firepower in the process.

 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 gb
Freaky Flayed One





 vipoid wrote:
Krull wrote:
What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.


My issue is more that, much like Spyders, they don't actually seem to do anything.

If I want to buff RPs, I'll take a Cryptek or a Resurrection Orb.


 p5freak wrote:
Right now he should be like 50, but we dont know how RP will change in in the new codex, perhaps then 110 points will be justified.


I don't care how good RP is in the new codex, the Canoptek Reanimator will still be garbage.

Why? Because if its buff is worth a damn, then the opponent will just blow it's useless ass off the board. And given its laughable stats, it's hardly likely to soak up much firepower in the process.


Exactly if the buff is good it only applies to RP and against any decent opponent they'll kill the Reanimator first then focus the warriors. Point for point warriors are tougher anyway so I'd rather just take more
   
Made in ro
Deranged Necron Destroyer




 vipoid wrote:
Krull wrote:
What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.


My issue is more that, much like Spyders, they don't actually seem to do anything.

If I want to buff RPs, I'll take a Cryptek or a Resurrection Orb.


 p5freak wrote:
Right now he should be like 50, but we dont know how RP will change in in the new codex, perhaps then 110 points will be justified.


I don't care how good RP is in the new codex, the Canoptek Reanimator will still be garbage.

Why? Because if its buff is worth a damn, then the opponent will just blow it's useless ass off the board. And given its laughable stats, it's hardly likely to soak up much firepower in the process.


So I've played him in a few games, and in practice he has been easier to keep alive than he seems on paper thanks to terrain and his 9" range on ability (he doesn't need LOS). He's still overcosted, but he's usable if you're making a big play with him (aka trying to make a lychguard blob alive and stacking with cryptek).

I feel like GW has this weird problem with overcosting str 6 guns and that's why he's so expensive.

I'd struggle to justify taking him in anything competitive. At the moment I'm just throwing new models in my lists. He needs to come down, or RP needs to get better (which is almost a guarantee at this point).

Btw, did anyone see the expanding your necrons article: https://www.warhammer-community.com/2020/07/28/beyond-indomitus-top-5-tips-for-expanding-your-necrons/

In the section for Illuminor Szeras, it talks about an ability called Rites of Reanimation, and specifically calls out that he can do it twice. Clues as to new codex stuff.

This message was edited 1 time. Last update was at 2020/07/31 20:25:45


 
   
Made in de
Fresh-Faced New User




In the section for Illuminor Szeras, it talks about an ability called Rites of Reanimation, and specifically calls out that he can do it twice. Clues as to new codex stuff.


Yep we all did. Some pages ago.
   
Made in fi
Locked in the Tower of Amareo





 vipoid wrote:

Why? Because if its buff is worth a damn, then the opponent will just blow it's useless ass off the board. And given its laughable stats, it's hardly likely to soak up much firepower in the process.


Thankfully here we don't play on planet bowling ball but instead with these wonderful things called obscuring terrain.

I'm more worried about actual buff. If unit isn't worth it when everything else clicks not much you can do. Survivability can be dealt with. Buff being weak on weak rule for 110 pts less so.

This message was edited 1 time. Last update was at 2020/08/01 05:13:18


2024 painted/bought: 109/109 
   
Made in be
Regular Dakkanaut




I really think the original plan of GW was to release the codex much sooner than october. But probably with the global problems with corona things get puched back. Sad.

I realy hope they fix the canoptec reanimator because its pretty model and looks cool behind a wall of models.
   
Made in gb
Decrepit Dakkanaut




UK

I expected codex to drop the week or two after the boxed set, but I think GW is just that backed up. Don't forget AoS still has a new army half out the door and another not even out the door and that's before we touch on specialist games. They've also had to push into the system a re-print of Indomitus (even though its turning out that there is still stock around from the first wave).

So chances are that their release schedule is a very flexible thing right now. Provided they can keep working it will likely settle down after a time.

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in gb
Tail-spinning Tomb Blade Pilot




So, with 9th Edition having reset the FAQs, does this mean we can roll reanimation on morale phase casualties, now?
   
Made in us
Deranged Necron Destroyer





played my first game of 9th with bunch of the new models and I gotta say I think a unit of reaper warriors in reserves coming in from the sides turn 2 can be pretty devastating to a lot of units. The smaller minimum board size i think is a plus for us since most of our weapons are 24-36 range. The reanimator is nice buff to warrior units and H.destroyers even more so with a cryptek near by for the warriors but a little over costed by around 25-30 points.

Trashcans are a must have for crypteks since we can use them as even better shield drones by having them move out of sight and now they can't be shot at and neither can the cryptek.

Skorpek destroyers and lord are pretty fun, but i kept forgetting to drug up my destroyers each combat. Veil on the lord for first turn charge is super fun and scary to see.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I'm planning right now in my lists once we get the updated Dynasty Codes to run a x20 man squad of Sautekh Reaper Warriors, Veil them up turn 1 to dump 40 str 5 AP-2 shots with reroll 1s to wound. I think it'll be nasty.

I'm trying to make a list work with the deceiver to bring half the army to midfield turn 1 to cause some serious damage and hold midfield turn 1.

This message was edited 1 time. Last update was at 2020/08/01 22:47:53


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in fi
Locked in the Tower of Amareo





sieGermans wrote:
So, with 9th Edition having reset the FAQs, does this mean we can roll reanimation on morale phase casualties, now?


Seeing rule in codex prevents it...no. you would need faq give permission rather than faq preventing.

2024 painted/bought: 109/109 
   
Made in us
Fresh-Faced New User




IanVanCheese wrote:
 vipoid wrote:
Krull wrote:
What are your thoughts about canoptek reanimators?
I think they arent worth it at 110 points for a T5 and 6 wound model.
Basilcy no save. He's huge so hiding is hard.


My issue is more that, much like Spyders, they don't actually seem to do anything.

If I want to buff RPs, I'll take a Cryptek or a Resurrection Orb.


 p5freak wrote:
Right now he should be like 50, but we dont know how RP will change in in the new codex, perhaps then 110 points will be justified.


I don't care how good RP is in the new codex, the Canoptek Reanimator will still be garbage.

Why? Because if its buff is worth a damn, then the opponent will just blow it's useless ass off the board. And given its laughable stats, it's hardly likely to soak up much firepower in the process.


So I've played him in a few games, and in practice he has been easier to keep alive than he seems on paper thanks to terrain and his 9" range on ability (he doesn't need LOS). He's still overcosted, but he's usable if you're making a big play with him (aka trying to make a lychguard blob alive and stacking with cryptek).

I feel like GW has this weird problem with overcosting str 6 guns and that's why he's so expensive.

I'd struggle to justify taking him in anything competitive. At the moment I'm just throwing new models in my lists. He needs to come down, or RP needs to get better (which is almost a guarantee at this point)


It's a little gimmicky/situational, but I've been toying with the idea of Canoptek Reanimator + Repair Subroutines... Nothing in the Reanimator's datasheet specifies the target unit needs to actually have Reanimation Protocols.
   
 
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