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Made in gb
Annoying Groin Biter




North East Scotland

So I have a 1250 tournament coming up. 3-6 troops and one from every other category is what's allowed so here's what I've more or less decided on

Overlord, warsycthe, veil of darkness
125

5 Immortals, gauss, night scythe
215

15 warriors, ghost ark
300

14 warriors
182

6 wraiths, whipcoils
258

Doom Scythe
160

1240

I'm considering making 1 19 strong warrior squad and then putting 10 in the ghost ark but I'm not sure. This will be my first time using the necrons.
   
Made in us
Dakka Veteran




How would the Necron list do with a horde list such as green tide, with a stompa. Thing I have noticed with Necrons is they have issues with killing hordes, if bringing decurion, kinda limits what you can bring.
   
Made in us
Lieutenant General





Florence, KY

 gwarsh41 wrote:
Requizen wrote:
You don't lose Relentless when the Spyder dies, only RP/Fleet/Shred. So Beamers are still good even if they focus the Spyder or you leave it behind.


Unless I am reading the rule wrong, the buff is applied to everything within range during the movement phase, then it lasts until the start of the players next movement phase. I would assume that the RP/fleet/shred would last until the beginning of my next movement phase, whether the spyder dies or not.

Maybe. Make your own decision.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Regular Dakkanaut





Decurion needs to take tomb blades and tomb blades can take particle beamers. Small blasts in numbers that ignore cover can thin out hordes decently. Stalkers can also do damage to hordes with the flamer or large blast, the hq's can take flamers for cheap, and well warriors with their bolter like shots still do ok damage to hordes.

Think our problem is more with flyers since we only have flyers of our own to really damage them which is just a coin toss on whose comes in second.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

The problem is invisibility, that power should be 3 WC.
   
Made in us
Fixture of Dakka



Chicago, Illinois

Yeah I actually can't come up with many counters for invisibility it's so annoying, like ugh other than "Charge " tie up in combat forever.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Tunneling Trygon





NJ

Standard invisibility no, but LVO invis really isn't bad. You just hit on 5's in CC and can target with blasts. For standard invis, I think I ally in Mawlocs
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 Tyran wrote:
The problem is invisibility, that power should be 3 WC.


Eh that wouldnt really fix the problem. Most lists relying on it wont bat an eyelash at throwing 6 us dice at it

"Backfield? I have no backfield." 
   
Made in us
Fixture of Dakka



Chicago, Illinois

No seriously the only answer I have for invisibility is to send units at it piecemeal to tie it up in combat forever. Especially Centurions w/ Grav Guns.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Longtime Dakkanaut




Hollismason wrote:
No seriously the only answer I have for invisibility is to send units at it piecemeal to tie it up in combat forever. Especially Centurions w/ Grav Guns.


Scarabs are great vs grav guns.
   
Made in us
Fixture of Dakka



Chicago, Illinois

That's really my only answer. Ugh. I hate invisibility soooo much.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

Invisibility is so clearly screwed up that it seems almost certain to me that somebody wrote the rules wrong by accident and the editors didn't catch it. Something like it should be "WS and BS are reduced to 1 for purposes of targeting the unit," which would allow blasts and templates to be used AND would give it a niche that is not redundant with the power that gives Shrouding.

+takes off "think like a game designer" cap*
   
Made in us
On a Canoptek Spyder's Waiting List



Washington

aceytrixx wrote:
So I have a 1250 tournament coming up. 3-6 troops and one from every other category is what's allowed so here's what I've more or less decided on

Overlord, warsycthe, veil of darkness
125

5 Immortals, gauss, night scythe
215

15 warriors, ghost ark
300

14 warriors
182

6 wraiths, whipcoils
258

Doom Scythe
160

1240

I'm considering making 1 19 strong warrior squad and then putting 10 in the ghost ark but I'm not sure. This will be my first time using the necrons.


I dont have the codex in front of me, but I think a ghost ark can only carry ten warriors

This message was edited 1 time. Last update was at 2015/02/20 05:47:04


 
   
Made in au
Dakka Veteran





Can you have 9 of your models outside of the ark and 10 inside it?
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

bodazoka wrote:
Can you have 9 of your models outside of the ark and 10 inside it?


Nope. That would instantly put them out of coherency with each other wouldn't it.
   
Made in us
Fixture of Dakka



Chicago, Illinois

Yeah if only the Ghost Ark was Transport 12 ugh. it'd be perfect.

It's still a great unit with good firepower and a bonus to the unit.

It's pretty much impossible to kill a unit of Decurion Warriors near a Ghost Ark with shooting, I played 3 squads w/ Ghost Arks, I think I lost 4 models out of all of them during the game.

This message was edited 1 time. Last update was at 2015/02/20 06:27:13


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in au
Dakka Veteran





Alcibiades wrote:
bodazoka wrote:
Can you have 9 of your models outside of the ark and 10 inside it?


Nope. That would instantly put them out of coherency with each other wouldn't it.


Would it though? they only need to be in 2" from each other. I didn't put the "dead" crons in my ghost ark so that I could physically put the warriors in there, so...
   
Made in gb
Annoying Groin Biter




North East Scotland

DeGarmo wrote:
aceytrixx wrote:
So I have a 1250 tournament coming up. 3-6 troops and one from every other category is what's allowed so here's what I've more or less decided on

Overlord, warsycthe, veil of darkness
125

5 Immortals, gauss, night scythe
215

15 warriors, ghost ark
300

14 warriors
182

6 wraiths, whipcoils
258

Doom Scythe
160

1240

I'm considering making 1 19 strong warrior squad and then putting 10 in the ghost ark but I'm not sure. This will be my first time using the necrons.


I dont have the codex in front of me, but I think a ghost ark can only carry ten warriors


Yeah the warriors won't go in the ark unless I switch the squads to 19 and 10. Otherwise the ark will float around repairing warriors and shooting things
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

bodazoka wrote:
Alcibiades wrote:
bodazoka wrote:
Can you have 9 of your models outside of the ark and 10 inside it?


Nope. That would instantly put them out of coherency with each other wouldn't it.


Would it though? they only need to be in 2" from each other. I didn't put the "dead" crons in my ghost ark so that I could physically put the warriors in there, so...


You cannot split up units unless you have SM combat squads. Putting some into a transport is splitting up the unit.

I don't see the problem though -- just get a 9-man unit and a 10-man unit.
   
Made in us
Longtime Dakkanaut




Alcibiades wrote:
bodazoka wrote:
Can you have 9 of your models outside of the ark and 10 inside it?


Nope. That would instantly put them out of coherency with each other wouldn't it.


Lol. I don't think that rule actually comes into play. Isn't there a rule that says for all intents and purposes measure distances from the hull of the transport for the passengers inside? One would think that logically such a rule would exist that would cause them to break coherency, but oddly enough that isn't the issue.

This message was edited 2 times. Last update was at 2015/02/20 07:40:17


 
   
Made in au
Dakka Veteran





col_impact wrote:
Lol. I don't think that rule actually comes into play. Isn't there a rule that says for all intents and purposes measure distances from the hull of the transport for the passengers inside? One would think that logically such a rule would exist that would cause them to break coherency, but oddly enough that isn't the issue.


That's what I was thinking, I don't know of any rule your breaking by doing that! But.. I don't know all the rules all the time so possibly there is one somewhere?

They are still within 2" of each other, (I think) even without measuring from the hull.

This message was edited 2 times. Last update was at 2015/02/20 08:27:29


 
   
Made in gb
Discriminating Deathmark Assassin






So having got to grips with the new codex, whats everyone's take on dealing with Imperial Knights now? Drown them with gauss? How I miss my Stormteks!

If you had to tailor a 1500 pt list to deal with 3 Imperial Knights what would you take?
   
Made in gb
Annoying Groin Biter




North East Scotland

 Kholzerino wrote:
So having got to grips with the new codex, whats everyone's take on dealing with Imperial Knights now? Drown them with gauss? How I miss my Stormteks!

If you had to tailor a 1500 pt list to deal with 3 Imperial Knights what would you take?


Have yet to play with necrons but my current idea is deathbringer formation. Get the scythes at different angles to deny saves. Along with massed gauss and a Canoptek Harvest to tie one of them up for awhile. Although that's probably far off the mark and is pure guess work.
   
Made in us
Longtime Dakkanaut




 Kholzerino wrote:
So having got to grips with the new codex, whats everyone's take on dealing with Imperial Knights now? Drown them with gauss? How I miss my Stormteks!

If you had to tailor a 1500 pt list to deal with 3 Imperial Knights what would you take?


Heavy Destroyers would be at the top of my list.

Wraiths and VB/PC Triarch Praetorians both do pretty well against them, too, from what I understand.
   
Made in us
Fresh-Faced New User




Hollismason wrote:
Yeah if only the Ghost Ark was Transport 12 ugh. it'd be perfect.

It's still a great unit with good firepower and a bonus to the unit.

It's pretty much impossible to kill a unit of Decurion Warriors near a Ghost Ark with shooting, I played 3 squads w/ Ghost Arks, I think I lost 4 models out of all of them during the game.


I ran 2 ghost arms in my first game with the new dex. Granted they plus 1 NS were the only vehicles. But both got taken out by multi melta from 2 drop pod squads. 1 exploded the other immobilized and later eventually exploded.

Just bad luck or how do you keep them alive?

This message was edited 2 times. Last update was at 2015/02/20 17:07:54


 
   
Made in us
Discriminating Deathmark Assassin






Played my first game last night with a decurion detatchment + canoptek harvest vs GK in a hammer&anvil/purge the alien game. Let me tell you - necrons are &*%$# resilient as hell. I thought for sure going up against a 90% termie army in a KP mission would be impossible. He also had that annoying invisible/gating/paladin unit. I did catch a huge break on turn one he blew up his libby in the paladin unit which did help a lot. The rest of the game was me rolling 4++ all over the place, trying to stay out of combat and letting the wraiths do the talking. My list was a kitchen sink list with only one NS (which is unusual for me) and if this had been a non-termie list my destroyer cult would have had a field day but as it turned out my opponent wasn't rolling a lot of 1's. Still it was a very close game and had I not made a mistake with JSJ I would have won. Without a doubt the MVP of the game was the 4+ reanimation protocols and a stupid GA that kept spitting out warriors was just hilarious. Considering this list was geared more for SM, vehicles and objectives it did amazingly well against TEQ with ap3 CC weapons.

This message was edited 1 time. Last update was at 2015/02/20 13:39:22


 
   
Made in us
Lieutenant General





Florence, KY

bodazoka wrote:
Alcibiades wrote:
bodazoka wrote:
Can you have 9 of your models outside of the ark and 10 inside it?


Nope. That would instantly put them out of coherency with each other wouldn't it.


Would it though? they only need to be in 2" from each other. I didn't put the "dead" crons in my ghost ark so that I could physically put the warriors in there, so...

From 'Transport Capacity' in the main rulebook:

The entire unit must be embarked on the Transport if any part of it is - a unit cannot be partially embarked or be spread across multiple Transports.


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Irked Necron Immortal




Boston, Massachusetts

Have not read the whole thread, but interested in peoples thoughts -

What does the new Necron codex do against FMC spam?

I played a buddy with 4 flyrants and 3 Crones with a malanthrope in tow to give them 2+ cover if they were in a ruin or 2+ after they jinked. They pretty much get to choose how they engage the army, and a lack of AA or ignores cover options makes it difficult to do much to them.

To me, it seems like you now have to go outside of the codex to get decent AA options (firebase support cadre seems interesting?). The changes to how grounding works and tesla makes it unlikely you have the volume of shots to reliably down a flying monster.

Against an all ground-based army I see the book as very strong. There might be issues catching very fast units, but you should be able to zone out parts of the board with your models so they either have to turboboost every turn or you can assault with something.
   
Made in gb
Longtime Dakkanaut




RE: how to protect against drop-pod melta

deathmarks to alpha-strike their alpha strike?

This message was edited 1 time. Last update was at 2015/02/20 15:38:25


 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 RobPro wrote:
Have not read the whole thread, but interested in peoples thoughts -

What does the new Necron codex do against FMC spam?

I played a buddy with 4 flyrants and 3 Crones with a malanthrope in tow to give them 2+ cover if they were in a ruin or 2+ after they jinked. They pretty much get to choose how they engage the army, and a lack of AA or ignores cover options makes it difficult to do much to them.

To me, it seems like you now have to go outside of the codex to get decent AA options (firebase support cadre seems interesting?). The changes to how grounding works and tesla makes it unlikely you have the volume of shots to reliably down a flying monster.

Against an all ground-based army I see the book as very strong. There might be issues catching very fast units, but you should be able to zone out parts of the board with your models so they either have to turboboost every turn or you can assault with something.


Against anything that flies you ignore it and go for the objectives.

   
 
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