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Orikan imbedded in a blob of warriors is pretty solid, at one point I reanimated 10 of my 15 dead warriors. I am debating throwing in some Lychguard + Warscythe for the next game for more smashy smashy. New retreat rules make warriors an effective front line unit, create a stagger line to prevent charges and fall back at the start of your turn. To be fair I was playing an aggressive Eldar player, I do not know how this will shape up against a shooty army.
Destroyers proved to be very strong as well. The D3 damage is something I had to look up 2-3 times to make sure I wasn't seeing things. Next game we are going towards 1500 points and I am thinking of bringing 5-6 of them just to take advantage of reanimate.
Tomb blades didn't do much but cap objectives, though I think a lot of that was my weapon choice.
Anni barge got popped very early so i didn't get much chance to playtest it.
Doomsday ark was solid, I ignored the heavy fire mode mostly and just drove him around the board firing all my weapons. No firing arcs was great, I would broadside a unit and just melt them. Poor guy had like 3 wounds left when the game was over, but took out something like 500 points solo.
One major issue we ran into: Everything is measured from the base per the new rules, but the doomsday ark is massive compared to the base. Does this mean that tall units can't engage it in combat if they can't get within 1" of the base physically?? We did "Wobbly model" rules but it was annoying because a tall vehicle can't physically get within 1" of the base of the Ark, so it isn't really wobbly it is impossible. Frustrating to have to proxy unit locations that much.
2017/06/05 21:34:20
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
CthuluIsSpy wrote: I'm having trouble working out how to determine the damage inflicted by destroyers. Do I roll the damage D3 for every unsaved wound? Or do I just roll one die and thats the damage for all of the wounds?
In the rule book it said the damage the weapon inflicts, so I'm assuming that's the latter, but that does seem pretty powerful.
I've understood it to mean that you roll one damage die, and each wound causes that same damage. Perhaps someone else can chime in though.
Yeah, but how would that work for multiple models with the same weapon? Like, does each destroyer roll a D3 before firing?
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2017/06/05 21:36:56
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
I've just been measuring to the Ark's hull. I know it says to base, but honestly it's just a hassle and sometimes I don't even put a base on the thing since it's flat enough on the bottom.
I can't really imagine myself using the Doomsday Ark's low power mode that much, remember that since it's heavy you have to take the -1 to hit while moving it. d3 shots hitting on 4+ isn't great.
2017/06/05 21:46:47
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Here's my problem with Destroyer Wing - it's really not efficient for shooting MEQs, or really any 1W models. Necrons have better weapons for those jobs. The Destroyers great at T4/5 multiwound stuff, and ok for T7/8 stuff. That last category is probably better handled by bigger guns though. The Doomsday Cannon is about 20% more efficient against T7/8 stuff. Heck, even the Particle Shredder on a Stalker is a little better against those T7 3+ types.
I wonder if a stars and scrubs approach (infantry and Doomsday Arcs for example) might not be more bang for the buck, at least in the shooting phase.
He knows that I know and you know that he actually doesn't know the rules at all.
Here's my current goal. Use Deciever and Command rerolls to move immortals and OL on a 2 or include the destroyers on a 3 and wrap them in flayed ones on the first move. March up the board with the warriors and Orikan with the ark for support. Use the wraiths to harrass flanks or enter melee with unprotected characters. Lots of flexibility I hope.
Edit: I'm a very new player with just the start collecting so any advice is very welcome
This message was edited 1 time. Last update was at 2017/06/05 22:09:04
Fenris-77 wrote: Here's my problem with Destroyer Wing - it's really not efficient for shooting MEQs, or really any 1W models. Necrons have better weapons for those jobs. The Destroyers great at T4/5 multiwound stuff, and ok for T7/8 stuff. That last category is probably better handled by bigger guns though. The Doomsday Cannon is about 20% more efficient against T7/8 stuff. Heck, even the Particle Shredder on a Stalker is a little better against those T7 3+ types.
I wonder if a stars and scrubs approach (infantry and Doomsday Arcs for example) might not be more bang for the buck, at least in the shooting phase.
Depends. I personally think the T4/T5 Multiwound area is going to become extremely prevalent. That's bikes, that's Cavalry, that's elite infantry. The sort of thing Stars are made out of. The more you see, for instance, Ravenwing, Crisis Suits, Tyranid Warriors, TWC, Nobz, Bloodcrushers, Terminators, or Wraithguard, the more useful Destroyers will be. And I'm betting my left shoe that most if not all of those will be pretty common.
If, though, the game goes towards W1 models in gunlines, or Monster spam, then they're still good but I agree we have better options. I just really predict that we'll see a good number of those tough elite type things, and Destroyers will be good to counter them.
2017/06/05 22:30:21
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
My thinking is the scarabs and wraiths bubble wrap the battalion if DS is a concern. If not, they hoof it up the field with the destroyer lord to wreck some face, grab objectives and provide screening while my troops follow up behind them. Any glaring ommissions or inclusions you guys can think of?
2017/06/05 22:45:57
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
It can take a Gauss Cannon at least, so it does at least provide some additional D3 damage, and with those 8 shots it has a good chance of proccing the tesla effect. But yeah, its not great. There are better options out there.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2017/06/05 23:21:48
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Fenris-77 wrote: Here's my problem with Destroyer Wing - it's really not efficient for shooting MEQs, or really any 1W models. Necrons have better weapons for those jobs. The Destroyers great at T4/5 multiwound stuff, and ok for T7/8 stuff. That last category is probably better handled by bigger guns though. The Doomsday Cannon is about 20% more efficient against T7/8 stuff. Heck, even the Particle Shredder on a Stalker is a little better against those T7 3+ types.
I wonder if a stars and scrubs approach (infantry and Doomsday Arcs for example) might not be more bang for the buck, at least in the shooting phase.
Depends. I personally think the T4/T5 Multiwound area is going to become extremely prevalent. That's bikes, that's Cavalry, that's elite infantry. The sort of thing Stars are made out of. The more you see, for instance, Ravenwing, Crisis Suits, Tyranid Warriors, TWC, Nobz, Bloodcrushers, Terminators, or Wraithguard, the more useful Destroyers will be. And I'm betting my left shoe that most if not all of those will be pretty common.
If, though, the game goes towards W1 models in gunlines, or Monster spam, then they're still good but I agree we have better options. I just really predict that we'll see a good number of those tough elite type things, and Destroyers will be good to counter them.
To be fair, even with those units it's only the high save ones (2+ and 3+) that really beg for Destroyers, especially 2+ saves. My point was that the 2/3+ subset of mutliwound models is low enough that I don't think I need to invest in niche weaponry to kill them. The other big guns can handle that shizz. Heavy destroyers are a different kettle of fish of course, that S9 Ap -4 D d6 is a great gun and for an extra 12pts a pop I'd take that upgrade every time. It's the normal Destroyer I'm having at least some conceptual difficulties with. Just for my own edification I'm going to list off points per 'big gun' out of the Necron list (and I'm just looking at cost per shot for the moment)
Destroyers - 32,5 points per gauss cannon shot.
Stalker - 90.5 points per Heavy Gauss Cannon shot / or 85.5 points per Heat Ray Shot
Heavy Destroyer - 75 points per HGC shot
Doomsday Ark - 101.5 pts per Doomsday Cannon Shot (plus two gauss flayer arrays)
Doomscythe - 110 points per Death Ray shot (plus two Tesla destructors)
So, what we see, on just a cost per shot basis, is that you get one big gun shot for approximately every three gauss cannon shots (either for about 100 points), except for heavy Destroyers where its more like 2:1. Lets readjust the gun stats to match at 100pts:
Gauss Cannon Range 24" Hvy 3 S5 AP -3 D d3
Stalker Hvy Gauss Cannon Range 36" S9 Ap -4 D d6 Heat Ray Range 24" Hvy 1 S8 Ap -4 D d6 (melta)
Doomsday Cannon Range 72" Hvy 1/2 S10 Ap -5 D d6 (/2 is against squads numbering 10+) [plus one gauss flayer array]
Death Ray Range 24" Hvy 1 S10 Ap -4 D d6 [plus one Tesla destructor]
Ball-parking the HGC at 75 pts puts it a 1.3 shots per three Guass shots. (i'm too lazy to do that math)
I'm obviously not addressing mobility or survivability in the above, nor the impact of the potential +1 Th synergy from the Lord. That second point obviously doesn't apply to Heavy Destroyers as they share the benefit (at a cost of at least 142) and the other units could have a similar if far more limited form of that buff from a Stalker (at a minimum cost of 158). Mobility and survivability are certainly subjects that need to be addressed (although you'll probably be happy to know not in this post )
There's not really an argument here, I just wanted to look at the numbers in a different way. Personally, I think the Doomsday Arc is at least as survivable as the Destroyers, if not more so, and the Doomsday Cannon is way better against top tier hard targets (Land Raiders and the like) plus you get the Gauss Flayers for flensing the gribblies.. At the very least I'm finding myself pushed away from the basic Destroyer as a core component of my list. Units of Heavy Destroyers with a lord are obviously awesome, if expensive
This message was edited 2 times. Last update was at 2017/06/05 23:25:18
He knows that I know and you know that he actually doesn't know the rules at all.
I'd like to share what I've learned so far. After some experience, I'm really happy with Warriors, Ghost Arks, and Destroyers. Maxing out on your squads with RP seems very good since killing 20 Warriors or 6 Destroyers isn't a cake walk. I also believe that having Command Points to automatically pass Morale checks is huge for when an opponent goes all in on wiping out a squad only to leave a few survivors. If you're set up for maximizing RP rolls, then even being reduced to a single Warrior is not a big deal if your support units are still alive. Keeping Destroyers close to a Res Orb and Orikan is also great for this reason. They don't have a repair ship, but getting multiple Destroyers back in a turn with help from those two HQs is huge. I came into 8th believing that having a lot of negative AP and weapons with multiple damage shots would be critical to winning. So far that's been the case in my experience, and fortunately our horde of basic guns have negative AP while our Destroyers can bite chunks out of multi-wound models really well.
Here's an example list of what I really like in this edition:
Spoiler:
Destroyer Lord
Warscythe
Resurrection Orb
Orikan
20 Warriors
Ghost Ark
20 Warriors
Ghost Ark
5 Immortals
(keep waffling on Tesla or Gauss)
5 Destroyers
1 Heavy Destroyer
5 Destroyers
1 Heavy Destroyer
1998 Points / 6 Command Points
Two Ghost Arks behind 2 blobs of 20 Warriors and Orikan is a very tough nut to crack. An opponent will hate out a single Ghost Ark in this kind of list, so having a second definitely helps ensure getting at least one extra round of RP rolls for a Warrior squad if they decide to target them (but having 2 extra is absurd when combined with Orikan). Orikan and the Destroyer Lord holding a Resurrection Orb also give the Warriors and Destroyers extra survivability.
TL;DR
Orikan is probably the best HQ for us.
RP is great.
Gauss gets it done.
Destroyers are still great.
Max out RP units.
Save command points for the Morale phase if possible.
Marshal_Gus wrote: I'd like to share what I've learned so far. After some experience, I'm really happy with Warriors, Ghost Arks, and Destroyers. Maxing out on your squads with RP seems very good since killing 20 Warriors or 6 Destroyers isn't a cake walk. I also believe that having Command Points to automatically pass Morale checks is huge for when an opponent goes all in on wiping out a squad only to leave a few survivors. If you're set up for maximizing RP rolls, then even being reduced to a single Warrior is not a big deal if your support units are still alive. Keeping Destroyers close to a Res Orb and Orikan is also great for this reason. They don't have a repair ship, but getting multiple Destroyers back in a turn with help from those two HQs is huge. I came into 8th believing that having a lot of negative AP and weapons with multiple damage shots would be critical to winning. So far that's been the case in my experience, and fortunately our horde of basic guns have negative AP while our Destroyers can bite chunks out of multi-wound models really well.
Here's an example list of what I really like in this edition:
Spoiler:
Destroyer Lord
Warscythe
Resurrection Orb
Orikan
20 Warriors
Ghost Ark
20 Warriors
Ghost Ark
5 Immortals
(keep waffling on Tesla or Gauss)
5 Destroyers
1 Heavy Destroyer
5 Destroyers
1 Heavy Destroyer
1998 Points / 6 Command Points
Two Ghost Arks behind 2 blobs of 20 Warriors and Orikan is a very tough nut to crack. An opponent will hate out a single Ghost Ark in this kind of list, so having a second definitely helps ensure getting at least one extra round of RP rolls for a Warrior squad if they decide to target them (but having 2 extra is absurd when combined with Orikan). Orikan and the Destroyer Lord holding a Resurrection Orb also give the Warriors and Destroyers extra survivability.
TL;DR
Orikan is probably the best HQ for us.
RP is great.
Gauss gets it done.
Destroyers are still great.
Max out RP units.
Save command points for the Morale phase if possible.
I think you've nailed a really strong streamlined list. It's got the essentials from the HQ slot but not bloated which frees up the points for more destroyers.
This may have been previously explained but, how does reanimation protocols work with multi wound units? Do they come back with one wound or full wounds or something else entirely?
Aten wrote: This may have been previously explained but, how does reanimation protocols work with multi wound units? Do they come back with one wound or full wounds or something else entirely?
Full wounds. Makes Lychguard, Praets, and Destroyers desirable in reasonable squad sizes, but you rarely see them maxed out. Occasionally super good when you get back 9 wounds of Destroyers over a game.
necr0n wrote: Orikan andD.Lord are kinda scary in CC, so they're not entirely doomed if things get physical.
Is he, though?
I'm just not seeing it.
Is there actually something special that makes him good in combat, or are people still looking at him with previous edition tinted glasses?
necr0n wrote: Orikan andD.Lord are kinda scary in CC, so they're not entirely doomed if things get physical.
Is he, though?
I'm just not seeing it.
Is there actually something special that makes him good in combat, or are people still looking at him with previous edition tinted glasses?
He wasn't even that good last edition since he had a lower WS than Overlords as well, so was often hitting on 4+ against lots of things while Overlords were 3+. He was used because he had his rerolls and better durability with T6.
Now, he has +1W, +1T, +1A, rerolls 1s to hit, moves faster. He can also take a Phylactery, which Overlords can't. On the other hand, he doesn't have MWBD.
As a singular fighty unit, he's potentially better. T6 means he's rarely being wounded on 2+, and even though he's hitting on 3+, rerolling 1s and having an extra attack means he's actually better overall. The Overlord is better for the army, since it buffs dudes around it, so if you think the DLord will get in, he'll probably be better, but if you think you want someone to just hang back and support/bodyguard the rest of your army, the Overlord is better. Both are reasonable.
The DLord can be a decent choice to tag along with a C'tan alongside Wraiths for a ministar too since they're both fast.
Automatically Appended Next Post: Actually, double DLord + Wraiths is only slightly more than a C'Tan. Lacks a shooting attack unless you go Staff over Warscythe, but more attacks (slightly worse, but still good), better armor (2+ in cover), faster, more wounds. Characters are better than 7th, though they don't buff the Wraiths (though Wraiths are better as well). Interesting.
This message was edited 2 times. Last update was at 2017/06/06 03:24:50
Not sure if its been spotted already, but techomancer and master technomancer only affect models within 3", not entire units. Probably mean every 20 man warrior blob will need its own cryptek, which will mean orikan is fine for a mono blob but anything after that its looking like multiple crypteks.
So I figure Id have a new style death star. GA in the center (broadside), with immortals out front, warriors on the flanks with a cryptek in each (trying to give as much of the 5++ to the immortals. Just behind the immortals is the C'tan who is un-targetable due to his character rule, and behind him is the O/Lord who is MWBD'ing the immortals each turn to give them the 2+ to hit and proc tesla on 5's. The stalker shoots at whatever it needs to to give the re-rolls of 1, so it can choose small targets to buff the warrior/immortal shooting or big stuff for the backline DA. Because it is behind the broadside GA on a flyers stand, it should get cover from it . The deathmarks stay in reserve, and deep strike in to take out any snipers the other team has, so the characters stay alive as long as possible (their buffs are crucial for this to last).
This message was edited 1 time. Last update was at 2017/06/06 04:32:22
12,000
2017/06/06 04:02:32
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
'Models from a friendly unit within 3"' because the models you're effecting are technically off the table entirely as casualties. The cryptek literally can't be within 3" of them, just the unit they were attached to.
2017/06/06 04:15:11
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
More characters, and more battalions guys. Re-listening to Reese and Frankie's Q&A... any time you have three elite, fast attack, or heavy support, (and they can't go all in to get the next battalion up) they take an extra HQ and slot those in a separate detachment. That way they get an extra command point
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2017/06/06 04:18:13
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
'Friendly unit within 3"' would suggest it means the unit of models, not just the individual models within his radius (otherwise it wouldn't bother with the word "unit" and would just say "models" only)
2017/06/06 04:59:26
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote:'Friendly unit within 3"' would suggest it means the unit of models, not just the individual models within his radius (otherwise it wouldn't bother with the word "unit" and would just say "models" only)
Actinium wrote:'Models from a friendly unit within 3"' because the models you're effecting are technically off the table entirely as casualties. The cryptek literally can't be within 3" of them, just the unit they were attached to.
Yea, upon re-reading it I'm comfortable with it affecting the units. Just when they reworded the VSG to only affect the models it was similar to how technomancer is worded, however this has a different interaction considering it works on models not on the board.
Anpu-adom wrote:More characters, and more battalions guys. Re-listening to Reese and Frankie's Q&A... any time you have three elite, fast attack, or heavy support, (and they can't go all in to get the next battalion up) they take an extra HQ and slot those in a separate detachment. That way they get an extra command point
Yep thats why I added in a Vanguard detachment. Meant I could split my DM into 2x5 squads vs 1x10, otherwise it could have all fit in the Battalion.
Klowny wrote:Not sure if its been spotted already, but techomancer and master technomancer only affect models within 3", not entire units. Probably mean every 20 man warrior blob will need its own cryptek, which will mean orikan is fine for a mono blob but anything after that its looking like multiple crypteks.
So I figure Id have a new style death star. GA in the center (broadside), with immortals out front, warriors on the flanks with a cryptek in each (trying to give as much of the 5++ to the immortals. Just behind the immortals is the C'tan who is un-targetable due to his character rule, and behind him is the O/Lord who is MWBD'ing the immortals each turn to give them the 2+ to hit and proc tesla on 5's. The stalker shoots at whatever it needs to to give the re-rolls of 1, so it can choose small targets to buff the warrior/immortal shooting or big stuff for the backline DA. Because it is behind the broadside GA on a flyers stand, it should get cover from it . The deathmarks stay in reserve, and deep strike in to take out any snipers the other team has, so the characters stay alive as long as possible (their buffs are crucial for this to last).
So modifying the list slightly. A tad less redundancy, but better overall.
Less redundancy by dropping two crypteks vs orikan, however his buffs are much better, and he can go supersayain. He gives up shooting, but there is plenty of dakka coming out of this list anyway, and his melee punch counterbalances that. Dropped the HGC for the Heat Ray, which allowed 2x3 scarab units, better for screening duties. Yes this is a slow list, but it puts out a tonne of dakka and is highly durable. There is a GA, Res Orb, 4+ RP, 5++ star wide. March up the board, and shoot the Stalker at what ever needs to be dead, then unload the rest of the army. Cannot reiterate how much deathmarks are crucial these days, not for killing HQ's but for enemy snipers. Our HQ's are kinda fragile, so any focused fire will kill them off quicksmart, and without their buffs this plan falls off pretty quickly. Need to eliminate as much of the sniper threat as possible. Rapid firing weapons causing mortal wounds is good for this, considering that most snipers will be on not uber durable chassis.
Forgot to mention the two main armies I will be facing in 8th will be IG (primary focus) and Nid's spamming 60-100 Genestealers, So I'm looking at more anti horde stuff over high damage to kill Big nasties. This list puts out 80 Gauss shots in rapid fire range, 20 tesla shots proccing on 5's each turn, heat ray, DA and all of the C'tans dakka. I should be getting first turn vs hordes, so I should be able to eliminate snipers/whittle them down quickly. Only other thing I would change is maybe the C'tan for an anni barge. More dakka vs better all rounder is the choice, yet I love the C'tan so I'll be trying him first.
This message was edited 3 times. Last update was at 2017/06/06 05:06:58
12,000
2017/06/06 05:19:21
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
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.
You guys need to read your Deathmarks rules again.
When you Ethereal Intercept, you set up within 12" of the unit you are intercepting, not outside 12".
So yes, you can block charge lanes with them.
By all means you can surround yourself up to 360 degrees with scarabs as best you can, or, you can use Deathmarks to achieve the same thing whereever they choose to go. The Deathmarks even get to shoot first. If the Deathmarks are all the placement defense you need, that frees up 9 Scarab bases to do something else. Or, if you have no need for denying placements, you can just use them as a weapon yourself, or objective grab, etc. The point is with both you have some flexibility which is what makes a good tournament list a good tournament list.
No no and no. Read all the rules for deathmarks. Yes you are right that they must be within 12" from unit they ethearel intecept, but still more than 9" away from enemy models so no block charge with them.
Deathmarks are interesting. I want to see some play with them before I pass judgement. There is nothing fantastic about their stats. Their sniper has less Strength than a Gauss Blaster, and no -AP. Basically you're really betting on hitting a 6 to cause the mortal wound. Also you're probably only going to use them to target characters. The 24" doesn't make them special either. That's the same range as everything else. They'd be overly deadly at 36". I would have rather seen them split the difference at 30" range. Really the only way I see them as being very viable is putting MWBD on them to make their mortal wound a 5+. Otherwise I see them being focused and taken out rather fast before doing anything serious. Again, I'd like to see the meta before I pass judgement.
Sorry but MWBD gives +1 to hit, but the deathmarks ability is 6+ to wound, so there is no chance how to strengthen them make mortal wound on 5+.
This message was edited 1 time. Last update was at 2017/06/06 05:26:57
2017/06/06 05:40:20
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
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.
You guys need to read your Deathmarks rules again.
When you Ethereal Intercept, you set up within 12" of the unit you are intercepting, not outside 12".
So yes, you can block charge lanes with them.
By all means you can surround yourself up to 360 degrees with scarabs as best you can, or, you can use Deathmarks to achieve the same thing whereever they choose to go. The Deathmarks even get to shoot first. If the Deathmarks are all the placement defense you need, that frees up 9 Scarab bases to do something else. Or, if you have no need for denying placements, you can just use them as a weapon yourself, or objective grab, etc. The point is with both you have some flexibility which is what makes a good tournament list a good tournament list.
No no and no. Read all the rules for deathmarks. Yes you are right that they must be within 12" from unit they ethearel intecept, but still more than 9" away from enemy models so no block charge with them.
Deathmarks are interesting. I want to see some play with them before I pass judgement. There is nothing fantastic about their stats. Their sniper has less Strength than a Gauss Blaster, and no -AP. Basically you're really betting on hitting a 6 to cause the mortal wound. Also you're probably only going to use them to target characters. The 24" doesn't make them special either. That's the same range as everything else. They'd be overly deadly at 36". I would have rather seen them split the difference at 30" range. Really the only way I see them as being very viable is putting MWBD on them to make their mortal wound a 5+. Otherwise I see them being focused and taken out rather fast before doing anything serious. Again, I'd like to see the meta before I pass judgement.
Sorry but MWBD gives +1 to hit, but the deathmarks ability is 6+ to wound, so there is no chance how to strengthen them make mortal wound on 5+.
Yea MWBD is for to hit, which means it can proc tesla, but not to wound, which is what synaptic disintegrators need to proc the mortal wound.
12,000
2017/06/06 05:45:39
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Tomb Blades are fantastic. It's basically two Immortals squished together. Allow me to explain... Two Immortals with Gauss Blasters is 34 points (17 per). A base Tomb Blade with two Gauss Blasters is 42 points. This means an extra 8 points gets you 14" of movement instead of 5", and +1 toughness. However, they do have a -1 to their save throw for some reason. Another benefit is the unit size. Immortals can have 10-man units. At one wound per model, this is 10 wounds per max unit size. Tomb Blades have a max unit size of 6, and at 2 wounds per model, we're now at 12 wounds per unit. Additionally, Immortals having only 1 wound mean you'll be more likely to roll RP for lost models, meaning your more often in the 1/3 chance of bringing back a wound. TB having 2 wounds keeps them out of RP as often, and generates more wound regeneration per RP roll. Quick math on this: A unit of Immortals and Tomb Blades both suffer 4 wounds. This takes away 4 immortals, and 2 tomb blades. RP rolls occur. Immortals must roll FOUR 5+ to bring 4 wounds back. Tomb Blades must roll TWO 5+ to bring 4 wounds back. Mathmatically, the chance of rolling four 5+ at once is 1/3 x 1/3 x 1/3 x 1/3 = 1/81. The chance of rolling two 5+ at once is 1/9. Now, of course with more rolls you'll have more opportunities as turns come and go, but I'm more inclined to want to raise my whole unit up in one turn before they are focused down.
I like the idea of spamming tomb blades like was nasty in 7 ed. decurion. But there is few threatening dangers for them in newhammer:
1) we can expect masive spamming gravguns in new hammer too - they are nasty as in 7 ed to kill all da 3+ vehicles and monsters, where the game is full,.So is dangerous to pump them on 3+ armour cos all SM will play a lot of grav gauns in this edition too
2) they are our most versatile fast unit in this edition but unfortunately not so resilient against heavy weapons like in 7 ed. - no jink, no 4+ RP ward and a lot of multiple dmg guns in game
3) they are expensive so it will be harder to play Play them correctly with cover nerf
4) best mobile necron units (tomb blades, scarabs, wraiths) are in fast slot :-( that means min 3 HQ for playing 4-6 fast slot :-( - battalion + outrider detachments (thats the reason why maybe pretorians come in to play more often)
I will play them in minimalistic version 3 for 126 bodů
2017/06/06 07:02:11
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
I realize we're going to be starting a new thread soon, so it's not going to matter as much, but
Guys, we probably should be spoilering our stuff more (like for posted lists and long quote chains).
Some of these comments are getting really long and people coming here to try to find new info are going to have to wade through a lot of stuff before they want to chime in.
(Thank you to the people who have already been doing so!)
2017/06/06 08:12:02
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: I realize we're going to be starting a new thread soon, so it's not going to matter as much, but
Guys, we probably should be spoilering our stuff more (like for posted lists and long quote chains).
Some of these comments are getting really long and people coming here to try to find new info are going to have to wade through a lot of stuff before they want to chime in.
(Thank you to the people who have already been doing so!)
This would make sense when the members here have full access to the index and rule books.
Former moderator 40kOnline
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necr0n wrote: Orikan andD.Lord are kinda scary in CC, so they're not entirely doomed if things get physical.
Is he, though?
I'm just not seeing it.
Is there actually something special that makes him good in combat, or are people still looking at him with previous edition tinted glasses?
He wasn't even that good last edition since he had a lower WS than Overlords as well, so was often hitting on 4+ against lots of things while Overlords were 3+. He was used because he had his rerolls and better durability with T6.
Now, he has +1W, +1T, +1A, rerolls 1s to hit, moves faster. He can also take a Phylactery, which Overlords can't. On the other hand, he doesn't have MWBD.
As a singular fighty unit, he's potentially better. T6 means he's rarely being wounded on 2+, and even though he's hitting on 3+, rerolling 1s and having an extra attack means he's actually better overall. The Overlord is better for the army, since it buffs dudes around it, so if you think the DLord will get in, he'll probably be better, but if you think you want someone to just hang back and support/bodyguard the rest of your army, the Overlord is better. Both are reasonable.
The DLord can be a decent choice to tag along with a C'tan alongside Wraiths for a ministar too since they're both fast.
Automatically Appended Next Post: Actually, double DLord + Wraiths is only slightly more than a C'Tan. Lacks a shooting attack unless you go Staff over Warscythe, but more attacks (slightly worse, but still good), better armor (2+ in cover), faster, more wounds. Characters are better than 7th, though they don't buff the Wraiths (though Wraiths are better as well). Interesting.
How was he not good last edition? Rerolling 1's to hit and wound is better than the straight 3+ hit the regular Overlord had against different units.
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.
changemod wrote: Thinking of Anrakyr, yeah he can't transport but my will be done and his own benefit work pretty well with tesla immortals in keeping with his old phyrrian eternals concept.
How so would he benefit the Immortals over say, pairing him up with Lychguard or some other assault unit?
Just curious, I WANT him to be a good pair for the Immortals. I like his old Phyrrian idea
changemod wrote: Thinking of Anrakyr, yeah he can't transport but my will be done and his own benefit work pretty well with tesla immortals in keeping with his old phyrrian eternals concept.
How so would he benefit the Immortals over say, pairing him up with Lychguard or some other assault unit?
Just curious, I WANT him to be a good pair for the Immortals. I like his old Phyrrian idea
Nono, it's still his old squad! They just got promoted from Immortals to Lychguard!
#SoProud #Phyrria4LifeEternity
(though, seriously, you really want to have him with big groups of CC guys to maximize that extra attack he gives out)