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Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

78zrider wrote:
Spoiler:
 Fenris-77 wrote:
78zrider wrote:



IMO I feel every army should prob start with this

Cryptek
Cryptek
20 warriors
20 warriors
10 immortals
Ghost ark
Ghost ark

That just seems like such a great core for the force . From what I have been reading tho is a lot of people seem to not like wraiths and scarabs.

doomsday ark is good but I think heavy destroyers are better might be preference tho

I'm pretty sure you want an Overlord of some description in your bog standard build. MWBD is too good to pass on IMO. My version of the above looks similar, but I think my first unit of Immortals would be 15 man - it's harder to wipe and you reap greater benefit from MWBD. I also like that points-wise this puts them about even with the Warrior Squads (I don't know why that matters to me but it does).

I like Scarabs fine personally, great tar pit for the point and they have decent movement. For 38 pts I don't mind the Wraiths either. The best thing about them might the psychology though, because they're not actually that scary in HtH IMO. Good for mopping up support units and grabbing objectives though. Both units are in the second wave of what I'd consider for a list, after the core as I'm deciding on how to fill certain battlefield roles.


Max unit of immortals is 10 from what I am reading

Thanks.

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





If Zahndrekh is embarked in a Ghost Ark, he has to disembark first for Obyron to be able to use his Ghostwalk Mantle, right?
(can't just Ghostwalk to within 6" of the Ark, correct?)

 
   
Made in ie
Deranged Necron Destroyer





The keyword <Dynasty> is a place holder for the name of the Dynasty you are using.

If you want to use Obyron's Ghostwalk Mantle you have to fill in the place holder with "Sautekh Dynasty"


Thank you for the clarification.

I have my 1st 8th edition game tomorrow so in the process of building a list.

Does the Cryptek and Orikans +1 RP abilities stack becoming 3+ for RP or does it stay at 4+?

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Wicked Canoptek Wraith





'A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.'

So 4+ is the best it gets.
   
Made in us
Freaky Flayed One




Sautekh's nice and all, but I'm holding out for Maynarkh.

Doubtful that we'll get a reliable way to deliver Kutlakh into melee (or any other HQ) without a very generous FAQ regarding invasion beamers and the gate, but I'll take Toholk buffing our artillery until then!

And maybe the sentry pylons will still be good. Gauss Exterminators ought to be actually usable now, too.
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

 skoffs wrote:
If Zahndrekh is embarked in a Ghost Ark, he has to disembark first for Obyron to be able to use his Ghostwalk Mantle, right?
(can't just Ghostwalk to within 6" of the Ark, correct?)
Huh. That's a great question, I think the right answer is "its complicated".

1.The rules say that embarked models may not "do anything or be affected in any way". That part wouldn't prevent it since Zahndrekh isn't doing anything or being affected.

2. However, the transport rules also use the phrase "set it up on the battlefield" in reference to a disembarking squad. That suggests that prior to exiting the vehicle the model(s) in quesiton are not "set up on the battle field".

3. The transport rules also use the phrase "instead of being set up separately" to refer to transported models who begin the game inside a transport, which suggests that despite 2 above, the models are in some fashion considered to be 'co-set up'. That reading might suggest that Zahndrekh could be considered to inhabit the same space as the vehicle while being transported.

I'm not sure how that all parses out (YMDC maybe) but that's the relevant verbiage. I'd love for 3 to be the answer.


@Odrankt - no stacking sadly, the rule on the two models is the same, using the phrase "within 3" of any friendly Cryptek".

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in ie
Deranged Necron Destroyer





 Actinium wrote:
'A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.'

So 4+ is the best it gets.


Thats true but both the Cryptek and Orikan have Tachnomancer with the Cryptek affecting <dynasty> and Orikan affecting Sautekh . So really I am asking is two different wording of Technomancer stackable even if there both affecting a Sautekh unit.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

It's not though.

Cryptek rule reads Technomancer: Add 1 to all RP rolls for firendly <Dynasty> units within 3" of any friendly <Dynasty> Crypteks.

Orikan has the identical rule, but with Sautehk filled in for <Dynasty> like it is once you pick a faction. It's the same rule though.


He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in cn
Dangerous Skeleton Champion





78zrider wrote:



IMO I feel every army should prob start with this

Cryptek
Cryptek
20 warriors
20 warriors
10 immortals
Ghost ark
Ghost ark

That just seems like such a great core for the force . From what I have been reading tho is a lot of people seem to not like wraiths and scarabs.

doomsday ark is good but I think heavy destroyers are better might be preference tho


I'm leaning in a similar way. I don't know how many of each of those you need to take, but the Cryptek seems like the best HQ by far. He's a hundred points, acts as a huge buff for warriors and should be safe in the middle of the blob. You definitely want warriors and immortals. Ghost Arks also provide a slightly different support package but again they seem great. Outside of this you take things that fit your meta and support the troop blobs. Maybe you take a Overlord or D Lord in order to buff some shooting? Throw on a rez orb and that Overlord could do some work. Perhaps Szeras as a super Cryptek that just hangs out in the foot slogging blob? Cryptek seems best though because it seems like the HQ hangs out and gives buffs.

After that you can go two ways. You either take some melee to protect your advancing gunline, or you take more shooting and just use some cheap screening units to eat some charges. Maybe a big gun in the backfield and a couple units of Destroyers/Pretorians to harass and go after the meaty targets. I'm actually leaning towards the second. I'm probably overlooking the C'tans.

Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in ie
Deranged Necron Destroyer





Good to know.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Loyal Necron Lychguard




 Grimgold wrote:
Having had two games against very different armies where the units performed similarly, I'm going to say nope to the canoptek units. scarabs and wraiths just aren't cutting the mustard. Destroyers are godly, 3 wounds a piece and packing enough heat to melt a tank, literally. Going to play with my list some and see what i can come up with.


Disagree a bit on Wraiths. Their job is not, and has never been, to kill things. They're a relatively cheap (now cheaper with a better statline!) Shock Assault unit. They get up the board nigh-instantly, and require a lot of shooting to drop down. Sure they don't stand back up, but if they're left to their own devices, they'll wreak havoc in your opponent's infantry lines.

We need ways to touch more of the board. Infantry blobs are super good now, but they're slow. Praets are pretty squishy for their point cost and while yes, they can come back, there's a pretty non-zero chance they just get wiped.

I think while Night Scythes are a bit overcosted, we sorta need them to get up the board at a reasonable speed. Whether that's in the form of Zahndrekh/Obyron combos or just dropping out Immortals/Warriors, either way is better than hoofing it and eating the shots.

We're definitely (Tomb) Kings of the midfield, but there seem to be a lot of armies still playing the super-ranged game and camping deployment zones with Devastators, Suits, etc, and we can't interact with that by walking.

Melionodr wrote:
Currently I have 2 plans:

First one:

Ghost arc with Zahndrek and Orikan. A Lychguard with Scythes + Praetorians stand ready. And the deciever of course + Obyron

The deciever teleports the ghost arcs with all characters to the front lines. And I hope he can get the praetorians too (I will reroll if nescessary).

Then the characters go out and Obyron ports the lychguard to Zahndrek. In the first turn the Praetorians will shoot at something, the Lychguard and Obyron will charge. In the end I will have 3 character + C'tan + 2melee units in the face of my opponent :-).


This is actually hilarious. Sucks that you can't bring less than 10 Warriors and pop them in there with Zahndrekh, but it's still a hilarious combo nonetheless.
   
Made in us
Longtime Dakkanaut




Requizen wrote:


Melionodr wrote:
Currently I have 2 plans:

First one:

Ghost arc with Zahndrek and Orikan. A Lychguard with Scythes + Praetorians stand ready. And the deciever of course + Obyron

The deciever teleports the ghost arcs with all characters to the front lines. And I hope he can get the praetorians too (I will reroll if nescessary).

Then the characters go out and Obyron ports the lychguard to Zahndrek. In the first turn the Praetorians will shoot at something, the Lychguard and Obyron will charge. In the end I will have 3 character + C'tan + 2melee units in the face of my opponent :-).


This is actually hilarious. Sucks that you can't bring less than 10 Warriors and pop them in there with Zahndrekh, but it's still a hilarious combo nonetheless.


The rules allow you to field a 9 man unit of warriors as long as you pay for the 10th warrior.

So you could run 9 man units + HQ in each Ghost Ark.

This message was edited 1 time. Last update was at 2017/06/05 02:33:20


 
   
Made in jp
Proud Triarch Praetorian





 Egyptian Space Zombie wrote:
Outside of this you take things that fit your meta and support the troop blobs. Maybe you take a Overlord or D Lord in order to buff some shooting?

Some clarification for new players who might be reading:
Destroyer Lords only really buff other Destroyers for shooting. They don't interact with Warriors (unless it's popping a ResOrb).
If you want to buff troop blob shooting an Overlord giving them MWBD, with a Stalker on the table, will be VERY effective.

 
   
Made in us
Loyal Necron Lychguard




col_impact wrote:
Requizen wrote:


Melionodr wrote:
Currently I have 2 plans:

First one:

Ghost arc with Zahndrek and Orikan. A Lychguard with Scythes + Praetorians stand ready. And the deciever of course + Obyron

The deciever teleports the ghost arcs with all characters to the front lines. And I hope he can get the praetorians too (I will reroll if nescessary).

Then the characters go out and Obyron ports the lychguard to Zahndrek. In the first turn the Praetorians will shoot at something, the Lychguard and Obyron will charge. In the end I will have 3 character + C'tan + 2melee units in the face of my opponent :-).


This is actually hilarious. Sucks that you can't bring less than 10 Warriors and pop them in there with Zahndrekh, but it's still a hilarious combo nonetheless.


The rules allow you to field a 9 man unit of warriors as long as you pay for the 10th warrior.

So you could run 9 man units + HQ in each Ghost Ark.


While that's true, I don't know how I would feel about doing that. Like yeah, you're paying for it, but I really don't feel like that's the spirit of the rule.

Besides, it's pretty much a gimmick strat anyway. Lychguard bombs are funny now that you can teleport + charge, but at the end of the day they're still a really slow unit that wants to be in combat that doesn't really have a reliable way to get there or stay there. Consolidating into combats and having the occasional jump + charge is good, but the game is still going to be heavily in favor of mobility + shooting, so I don't think Lychguard will be the thing to have once the dust settles.

This message was edited 1 time. Last update was at 2017/06/05 02:48:23


 
   
Made in jp
Proud Triarch Praetorian





col_impact wrote:
Requizen wrote:
Melionodr wrote:
Currently I have 2 plans:
Spoiler:


First one:

Ghost arc with Zahndrek and Orikan. A Lychguard with Scythes + Praetorians stand ready. And the deciever of course + Obyron

The deciever teleports the ghost arcs with all characters to the front lines. And I hope he can get the praetorians too (I will reroll if nescessary).

Then the characters go out and Obyron ports the lychguard to Zahndrek. In the first turn the Praetorians will shoot at something, the Lychguard and Obyron will charge. In the end I will have 3 character + C'tan + 2melee units in the face of my opponent :-).
This is actually hilarious. Sucks that you can't bring less than 10 Warriors and pop them in there with Zahndrekh, but it's still a hilarious combo nonetheless.
The rules allow you to field a 9 man unit of warriors as long as you pay for the 10th warrior.

So you could run 9 man units + HQ in each Ghost Ark.

Is this for the "Advanced" (matched) rules too or just the basic rules?
If available for all game types, yeah, this opens up a lot of possibility, particularly with the Deceiver Bomb.

This message was edited 3 times. Last update was at 2017/06/05 02:54:52


 
   
Made in us
Irked Necron Immortal





Jackson, TN

Odrankt wrote:
 Actinium wrote:
'A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.'

So 4+ is the best it gets.


Thats true but both the Cryptek and Orikan have Tachnomancer with the Cryptek affecting <dynasty> and Orikan affecting Sautekh . So really I am asking is two different wording of Technomancer stackable even if there both affecting a Sautekh unit.


Going out on a limb, but there is something odd about the wording that I have convinced myself I am just reading too much into it.

But here it is: It seems that each "Technomancer" stacks with each other and adds cumulative per copy of the ability across the whole table. It does not say "this cryptek", the distance between each Cryptek is not mentioned, nor does it say that it does not stack with itself.

Example:

Three units of Warriors spread across the table, each one has one of the same <dynasty> Crpytek with them.

Cryptek1 Adds +1
Cryptek2 Adds +1
Cryptek3 Adds +1

(If using Orikan in place of any of the Crypteks, use the Sautekh keyword for the other's <dynasty> )

Each of the Crypteks are adding +3 to the Reanimation rolls of their respective squads.

This message was edited 2 times. Last update was at 2017/06/05 02:57:30


 
   
Made in us
Loyal Necron Lychguard




 Draco765 wrote:
Odrankt wrote:
 Actinium wrote:
'A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.'

So 4+ is the best it gets.


Thats true but both the Cryptek and Orikan have Tachnomancer with the Cryptek affecting <dynasty> and Orikan affecting Sautekh . So really I am asking is two different wording of Technomancer stackable even if there both affecting a Sautekh unit.


Going out on a limb, but there is something odd about the wording that I have convinced myself I am just reading too much into it.

But here it is: It seems that each "Technomancer" stacks with each other and adds cumulative per copy of the ability across the whole table. It does not say "this cryptek", the distance between each Cryptek is not mentioned, nor does it say that it does not stack with itself.

Example:

Three units of Warriors spread across the table, each one has one of the same <dynasty> Crpytek with them.

Cryptek1 Adds +1
Cryptek2 Adds +1
Cryptek3 Adds +1

(If using Orikan in place of any of the Crypteks, use the Sautekh keyword for the other's <dynasty> )

Each of the Crypteks are adding +3 to the Reanimation rolls of their respective squads.


It clearly does not stack. "Add one to RP rolls for models from <Dynasty> units within 3" of any friendly <Dynasty> Crypteks".

Are you within 3" of a Cryptek? Get +1. Ends there, not "each Cryptek gives +1".
   
Made in gb
Longtime Dakkanaut




col_impact wrote:
Requizen wrote:


Melionodr wrote:
Currently I have 2 plans:

First one:

Ghost arc with Zahndrek and Orikan. A Lychguard with Scythes + Praetorians stand ready. And the deciever of course + Obyron

The deciever teleports the ghost arcs with all characters to the front lines. And I hope he can get the praetorians too (I will reroll if nescessary).

Then the characters go out and Obyron ports the lychguard to Zahndrek. In the first turn the Praetorians will shoot at something, the Lychguard and Obyron will charge. In the end I will have 3 character + C'tan + 2melee units in the face of my opponent :-).


This is actually hilarious. Sucks that you can't bring less than 10 Warriors and pop them in there with Zahndrekh, but it's still a hilarious combo nonetheless.


The rules allow you to field a 9 man unit of warriors as long as you pay for the 10th warrior.

So you could run 9 man units + HQ in each Ghost Ark.


Good god an actual reason to do that.
   
Made in nz
Dakka Veteran




I think tier listing the HQs is a bit of a hard task, because they're simply best fit or not best fit based on what's in the rest of your force. Clearly Anrakyr is an excellent choice if you're slogging Infantry, but a poor choice if you're running all Destroyers and Wraiths for example - The Destroyer Lord is better. If you're not running Destroyers, then the Destroyer Lord is bad, and so on.

Imotekh: He has REALLY good shooting compared to everyone else in slot, while retaining almost Warscythe level CC ability. Staff of the Destroyer can be easily overlooked as an 'upgraded Staff of Light', but his firepower is superior to TWO SoL combined when shooting at anything multiple wound. 12"->18" is a big upgrade, and so is S5->S6 in 8th Ed on a multi-wound platform, because T5 W2+ is a very common profile found in 8th edition. All your flavours of Space Marine Bikers, Crisis suits, Inceptors, a multitude of Necron units, and many more are T5 W2+. Then on top of that he just throws out a D6 once a game of Mortal Wounds, plus a random flamer for fun. He's a pocket unit of Destroyers for shooting.
I think if you want to pay the points to have your main HQ contribute badass firepower on top of your standard MWBD dispenser, then Imotekh is the way to go...the only question becomes a matter of points efficiency. Because Imotekh costs exactly the same as two Overlords equipped with SoL. And two MWBD is really, really good. 20 Tesla Immortals advancing any direction at 6"+D6" a turn spitting out 24" 40 Shot 3+ hit 5+ triple hit S5 shooting is an absolute force, and if they're backed up by also fast moving Destroyers that can take care of your multiwounders, then you don't really need an Imotekh.

So I think the ideal Imotekh army would look like one that wants to advance on the enemy to shoot and melee, and is happy to get dirty in Close combat where he can use his Bloodswarm Nanoscarabs to boost Flayed Ones performance. A combined arms approach of assaulting/shooting your opponent to death, a bit like ol Imotekh himself, that doesn't mind leaving out Destroyers for other things.

Nemesor Zahndrekh & Vargard Obyron: Might as well be real, these two go together, for a total cost of 331 points. Hefty, so what do we get? Well, a basic Overlord with MWBD and Staff of Light, a Lord with TLW and Warscythe is 203 points, so we're paying 128 points for very minor stat buffs on the Lord and some tricks. The tricks being worth those points depends on whether you can pull them off or not. Lets break them down.

Counter Tactics: Advance or pull off a charge towards an enemy character, and at the start of their next turn if you're within 12" you shut off their auras for that turn. This is powerful - provided you're happy to be mixing it up in the face of said character and the army he's buffing.

Ghostwalk Mantle: This is a really strong ability - because it happens at the end of the movement phase, doesn't disallow charging, you can pull a unit from combat without shooting/charging penalty, and only has a 1" enemy and models within 6" of Zandrekh placement restriction. So you can do things like give Lychguard a long reach charge (Advance Zandrekh 5+d6", port Lychguard within 6", charge), or remove an engaged unit of Warriors/Immortals from combat instead of falling back, and Rapidfire/Assault with them immediately, which is like a free turn's worth of offense from the unit, amazing.

Transient Madness: Free extra buff handout, but random - and they're split between shooting, charging, and fighting. So to really make use of this ability, you need both shooting and assaulting factored in to your army choice with Zandrekh & Obyron. This is not that bad because Counter Tactics and Ghostwalk Mantle pretty much dictate you should be happy to fight close-up with your army selection.

So what works well with these guys? I think you want Warrior blocks supported by Ghost Ark(s) with probably some Lychguard backing them up as the final word, add in their Sautekh buddy Orikan, and just walk your opponent off the board. Bloody hard to deal with by shooting alone, and you have answers to assault thanks to their tricks.

Anrakyr the Traveller: This is the other 'block of dudes' named HQ. And he's really good too. 167 points puts him 55 points over the standard Overlord with a Warscythe, so what does he get for it? Mainly, he gets his +1A within 3" Aura, which is the best part. +1A is often the best possible Transient Madness roll Zandrekh can make, and Anrakyr gets it non-randomly and as an aura, albeit a small one.

He also gets a jump in his Warscythe from S7 to S8, which is one of the bigger deal Strength differences in the new 40k. S7 isn't a whole lot better than S5 most of the time - both wound T4 on 3+ and T8 on 5+, so S7 only has advantages against T3, T6 and T7. Going to S8 unlocks both 2+ wounding on T4 (multiwound T4 being a great target for a Warscythe), and easier wounding on both T7 and T8.

Tachyon Arrow and Mind in the Machine both act as bonus 'shooting' abilities for a Warscythe Overlord - it's no Imotekh firepower consistency, but can be worth some multi-wound damage over a game, and Necrons won't complain about that.

So what works well with Anrakyr? Well, if you're taking an Overlord to be more than just a MWBD dispenser for a unit of Tesla Immortals - say you're running 3 Troops units as a walking phalanx, plus you have a unit or so of Lychguard, Flayed Ones, or Praetorians in your army, then Anrakyr is a steal for his extras.

Trazyn the Infinite: The good with Trazyn is that he's just a mere 27 points more costly than an Overlord with a Warscythe - The 'bad' is that he doesn't really give you anything much that's easy to use for those points outside of +1W, and D3 damage on his weapon over a standard 2, which allows for some hotter rolling. Given he's designed to be fighting characters only, -1 for AP on his staff isn't that big of a deal, as characters often have invulnerables only slightly worse than their armour save.

If you can slay a character or two with Trazyn, dealing mortal wounds to every unit (of that faction) within 6" is absolutely worth the 27 points, it's a fantastic boon. If you don't engineer that scenario, then he's just a slightly more expensive overlord with 1 more wound that can't fight most non-character units as well.

Surrogate hosts comes into play to let you deny slay the warlord, either it's a really big deal, or nothing.

What works well with Trazyn? Crypteks and Lords...if you have multiples of these in your army then he's a decent choice over the standard Overlord for not much more cost. He's not really comparable to all the aforementioned named characters as much, as while they give some impressive boosts, they also strongarm you into playing certain styles and formations(phalanx) to maximise those boosts. Trazyn is just...happy existing looking for Characters to slap up. Dividing your army across the field is much less of a big deal for him, much like the standard Overlord.

Standard Overlord: Really strong, because MWBD is strong. Statline is good for the points. MWBD works great with Tesla Immortals as everyone seems to have figured out. The strength of the Overlord is his cheap cost to access MWBD, and that you aren't armtwisted into any particular phalanx type playstyle with him beyond having at least one other unit that can use MWBD. So you can make armies with just one or two Overlords with just one or two units of Immortals, the Immortals become very mobile by Necron standards (6"+D6" movement, firing at full effect within 24", and fill the rest of your points out with other independent maneuver options like Destroyers, Deathmarks, Wraiths, Scarabs etc.

Catacomb Command Barge: for 176 points base with stock equipment, this gives you an Overlord ranged firepower and a powerful wounds profile with QS, at the expense of being able to be shot back by removing his character rule. This has pros and cons - not being a <Character> means every enemy trick designed to target your characters can't work anymore on your Overlord. He can <Fly> too, and with his fast movement, you can get him forward quickly, and leave assault and still shoot. I think he's decent in a mobility army including with other QS vehicles for target saturation like Triarch Stalkers. The stupid thing with him is he can't MWBD Praetorians, removing a reason you might actually want to take him and Praetorians in an obvious combo in a mobility army.

The rest of the non MWBD HQ options are basically taken for their buff abilities.

Lord: Taken for The Lord's Will. I did the math earlier for the benefits of these guys, basically if you have multiple 10+ strong units, which with Necrons is often the case, you definitely want a Lord in your army to keep them in line. Can also carry a Res Orb, which is a good option if you have named Overlords/Cryptek rounding out your HQ.

Cryptek: His 5+ Invulnerable against shooting buff keeps your units with some bodies remaining on the field, so that they can take advantage of his +1 to Reanimation protocols. Also a choice for a Res Orb.

Orikan: His 5+ Invulnerable aura extends out 6" (over 3") and also applies to units in melee, he loses SoL shooting and the ability to buy a Res Orb, in exchange for costing 39 more points. He can also likely get a strong melee profile within the last half of the game. He's a great choice if you're playing phalanx and expecting to mix it up in melee.

Illuminor Szeras: 39 more points over a regular Cryptek again, he loses the 5+ Invulnerable in exchange for randomly buffing a Warrior or Immortal unit every turn. He also has a pocket assault Dark Lance. He has the same Reanimation protocols buff, with a weird quirk that it can boost Triach Praetorians while all the others can't. He has an improved statline with +1M and can melee better than a Cryptek with +3 Attacks, +1W, +1SV. He's quite a bit different to a regular Cryptek and probably finds a nice home with a Warriors/Ghost Ark army.

Destroyer Lord: If you're playing with Destroyers in any sort of reasonable number then take the Destroyer Lord!





   
Made in au
Fresh-Faced New User





Doesnt seem to be alot of love for Spyders,
I didnt think they were too bad assuming i understand properly,

Initially they are not that Expensive, only 76 points,

But its their "Scarab Hive" thats got me interested,
the way its worded seems to be a multiplier,

Example, if i had 2 groups of scarabs and two spyders, i could spawn 4 extra scarabs,
and so on, 4 groups of scarabs and just 2 spyders, could spawn 8 additional scarabs,

they should start paying for themselves.

I would appreciate anyone elses interpretation.
   
Made in pl
Regular Dakkanaut






What would you get vs. Ork boyz horde at 1000 point battle?
Anihillation Barges Look good (?) because they are fast 12"Fly and have a lot of tesla shooting.
Tesla Immortals, 3 canpotec scarabs for blocking Ork blobs. What else?
   
Made in us
Longtime Dakkanaut




Ute nation

I'm not really into canoptek anything this edition, with weapons doing multiple wounds, they feel too fragile. Necrons heavily rely on RP to stay in the game, and it feels like our points are balanced around that, even on the units that don't have RP. If they are going to be throw away points they should have good offense, but they don't. Some will say they are distractions, and they are for the one or two rounds they last. melee is a much more dangerous place, and even a single failed save could be a dead wraith.

With that said you can only replace losses with spyders, they can't farm up more scarabs now. says so in the scarab hive rule.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in cz
Fresh-Faced New User




 SirDalavar wrote:
Doesnt seem to be alot of love for Spyders,
I didnt think they were too bad assuming i understand properly,

Initially they are not that Expensive, only 76 points,

But its their "Scarab Hive" thats got me interested,
the way its worded seems to be a multiplier,

Example, if i had 2 groups of scarabs and two spyders, i could spawn 4 extra scarabs,
and so on, 4 groups of scarabs and just 2 spyders, could spawn 8 additional scarabs,

they should start paying for themselves.

I would appreciate anyone elses interpretation.



And thats the biggest problem with spyders. They are uselles like scarab farm cos they only could summon 1base per unit of scarabs at the start of your turn.


Automatically Appended Next Post:
My idea for standart "ETC comp" necron army in 8th edition:

Orikan 143
Overlord + scythe +orb 147

20 warriors 240
13 warriors 156
10 immortals (gauss or tesla - not sure yet) 170

Nightbringer 230 (warlord, legendary figther or tenacious surviver - according to the situation)

9* Scarabs 117
9* Scarabs 117
6* wraiths 228

3 Heavy destroyers 225
3 Heavy destroyers 225

total 1998

Core phalanx for durability and solid control of mid board and least 2 objectives. (dont forget objectives must be apart 12" from centre, so in fact they are closer together than i 7th edition). Scarabs and wraith for protections against alfa strike, hordes armies and for fast control of objectives. Nithbringer for solving counter charge against ugly big things (according to the situation pumped with legendary fighter for charge).
Scarabs IMHO will be most versatile unit for necrons. Cheap, fast, a lot of wound against shooting, great for killing small units on objectives.

This message was edited 4 times. Last update was at 2017/06/05 08:45:48


 
   
Made in de
Been Around the Block




I see no reason to run 6 wraiths. Why not just 2*3?

Same for scarabs: I will also run some for objective grabbing...but why not just 3*3 bases?

You get no advantage here for large troops without RP. Smaller troops are better IMHO for the same reasons than before (more targets for your opponent, less problems with LD, can hold more objectives and so on)


I actually also like Tomb Blades, but here you get an advantage if you take many and 9 are IMHO so expensive...
   
Made in gb
Deranged Necron Destroyer




78zrider wrote:
IMO I feel every army should prob start with this

Cryptek
Cryptek
20 warriors
20 warriors
10 immortals
Ghost ark
Ghost ark

That just seems like such a great core for the force . From what I have been reading tho is a lot of people seem to not like wraiths and scarabs.

doomsday ark is good but I think heavy destroyers are better might be preference tho

I disagree with bits of this. MWBD is such a strong buff that I think an Overlord is a near necessity; because it can buff any unit, a set of 3 heavy destroyers essentially becomes BS10 when buffed, and that makes their shooting go from averaging ~5.4 wounds to a tanks to ~6.8. That's a huge deal when we're so limited in AT! I also think the Immortal/Warrior choice will boil down to whether you need to deal with MEQ or hordes - Warriors are substantially better against Boyz, Hormagaunts, Genestealers, etc, but Immortals are way better VS MEQ. Likewise, I can see one Ghost Ark and Cryptek being a solid investment, but do you really need 2? That's a huge points investment for units which don't shoot particularly well, don't help with the anti-tank weakness and are pretty slow.

Actually, I think with the new deployment options, that's one of our biggest weaknesses. I've sort of come to accept that most lists will need 6 Heavy Destroyers (or equivalent), but actually getting into range of the opponent to shoot them at all is a big issue. We're at real risk of being shot to death before we get to do anything.

Xyxel wrote:What would you get vs. Ork boyz horde at 1000 point battle?
Anihillation Barges Look good (?) because they are fast 12"Fly and have a lot of tesla shooting.
Tesla Immortals, 3 canpotec scarabs for blocking Ork blobs. What else?

You're going to need more than 3 scarab bases if you want them to screen you, you can take 100 boyz in 1k pretty comfortably. I think your best bet is a bunch of warriors and Orikan to get the 5++ and reanimation in combat. Also, anything you can do to disrupt their charge will be a great help.
   
Made in nz
Dakka Veteran




Rezolut wrote:



Automatically Appended Next Post:
My idea for standart "ETC comp" necron army in 8th edition:

Orikan 143
Overlord + scythe +orb 147

20 warriors 240
13 warriors 156
10 immortals (gauss or tesla - not sure yet) 170

Nightbringer 230 (warlord, legendary figther or tenacious surviver - according to the situation)

9* Scarabs 117
9* Scarabs 117
6* wraiths 228

3 Heavy destroyers 225
3 Heavy destroyers 225

total 1998

Core phalanx for durability and solid control of mid board and least 2 objectives. (dont forget objectives must be apart 12" from centre, so in fact they are closer together than i 7th edition). Scarabs and wraith for protections against alfa strike, hordes armies and for fast control of objectives. Nithbringer for solving counter charge against ugly big things (according to the situation pumped with legendary fighter for charge).
Scarabs IMHO will be most versatile unit for necrons. Cheap, fast, a lot of wound against shooting, great for killing small units on objectives.


I think Deathmarks are too good to leave out, either as 5 or 10. Replace one Scarab unit with 5 Deathmarks. Their defensive ability to interrupt your opponents 'deepstrike' moves is too useful, especially if he's trying to charge - replace one unit of Scarabs for one unit of 5 Deathmarks which can block a charge lane easily.

   
Made in cz
Fresh-Faced New User




Melionodr wrote:
I see no reason to run 6 wraiths. Why not just 2*3?

Same for scarabs: I will also run some for objective grabbing...but why not just 3*3 bases?

You get no advantage here for large troops without RP. Smaller troops are better IMHO for the same reasons than before (more targets for your opponent, less problems with LD, can hold more objectives and so on)


I actually also like Tomb Blades, but here you get an advantage if you take many and 9 are IMHO so expensive...



It´s in batalion detachment and it has only 3 fast slots. Adding more will cost you 1 more HQ´s with outriders detachment. And i am not sure if with everyone having spit fire aren´t small units less efective as in 7th edition. Tomb blades are great, but have same problems like normal destroyers they are quite expensive.


Automatically Appended Next Post:
Halfpast_Yellow wrote:


I think Deathmarks are too good to leave out, either as 5 or 10. Replace one Scarab unit with 5 Deathmarks. Their defensive ability to interrupt your opponents 'deepstrike' moves is too useful, especially if he's trying to charge - replace one unit of Scarabs for one unit of 5 Deathmarks which can block a charge lane easily.



You dont need deathmarks. You interrupt deepstrikes with scarab buble (maximum distance= phalanx -18" /enemy cant jump between your units/ - scarabs - 9" enemy deepstriking when needed, thats realy big buble when necessary).

5 or 10 deathmarks has only a litlle impact on horde alfa strike army. And dont forget that you put them 9" from enemy, so you have no chance to block charge lane cos enemy is already 9" inches from you and you have no space to put deathmarks there.

This message was edited 2 times. Last update was at 2017/06/05 09:54:19


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

9* Scarabs 117
9* Scarabs 117

I guess there will be weapons out there such that ''T3'' Scarabs will die in droves.

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Made in cz
Fresh-Faced New User




 wuestenfux wrote:
9* Scarabs 117
9* Scarabs 117

I guess there will be weapons out there such that ''T3'' Scarabs will die in droves.


you are right but in fact they are more durable against low ap shooting than warriors (when not in HQ buble), for kiling 9 scarab swarms you need about 73 bolter shots, for 10 warriors you just need 60 bolter shots, for 3 wraiths about 120 bolter shots . Yeah they are more likely die on multiple dmg weapons but man if someone is wasting his high AP multiple dmg weapons on scarabs then i am happy with it :-D Maybe 3 wraiths will be better, but they dont have enough bodies to make big wall against charge, its just 3 models.

This message was edited 1 time. Last update was at 2017/06/05 10:22:03


 
   
Made in no
Grisly Ghost Ark Driver





Rezolut wrote:

Automatically Appended Next Post:
Halfpast_Yellow wrote:


I think Deathmarks are too good to leave out, either as 5 or 10. Replace one Scarab unit with 5 Deathmarks. Their defensive ability to interrupt your opponents 'deepstrike' moves is too useful, especially if he's trying to charge - replace one unit of Scarabs for one unit of 5 Deathmarks which can block a charge lane easily.



You dont need deathmarks. You interrupt deepstrikes with scarab buble (maximum distance= phalanx -18" /enemy cant jump between your units/ - scarabs - 9" enemy deepstriking when needed, thats realy big buble when necessary).

5 or 10 deathmarks has only a litlle impact on horde alfa strike army. And dont forget that you put them 9" from enemy, so you have no chance to block charge lane cos enemy is already 9" inches from you and you have no space to put deathmarks there.


Also if you use Ethereal Interception you need to be 12" away from the unit you follow.
   
 
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