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Made in us
Fresh-Faced New User




Cauthon wrote:

I wouldn’t recommend two squads of skorpekh. If you use their strat on one unit, your opponent is going to switch to shooting the other..

I would turn that second unit into wraiths or lychguard. Wraiths arnt as well suited to slogging up the middle but you could definitely use 2 small units to race out into objectives and then rely on their invuln saves to survive till your next command phase.

Honestly I think reaper warriors with a unit of scarabs screening can be a fierce mid board presence. A max scarab squad with chronomancer buff can maybe get the job done themselves. 36 wounds 5++ and a good chance to be rezzing bases.


That seems to be the consensus here. In this case is 2 or 3 blocks of 20 warriors a more meta choice for controlling territory?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

teamtigerstripe wrote:
Cauthon wrote:

I wouldn’t recommend two squads of skorpekh. If you use their strat on one unit, your opponent is going to switch to shooting the other..

I would turn that second unit into wraiths or lychguard. Wraiths arnt as well suited to slogging up the middle but you could definitely use 2 small units to race out into objectives and then rely on their invuln saves to survive till your next command phase.

Honestly I think reaper warriors with a unit of scarabs screening can be a fierce mid board presence. A max scarab squad with chronomancer buff can maybe get the job done themselves. 36 wounds 5++ and a good chance to be rezzing bases.


That seems to be the consensus here. In this case is 2 or 3 blocks of 20 warriors a more meta choice for controlling territory?

Variety is key to battle the enemy at all threat ranges.
I'd take a mix of Immortals and Warriors with reapers.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Cabin Zombie






FINALLY getting my first game of the new Necrons in later today. Plan is a 2v2 team battles, myself and Deathguard vs a Wolf and Sister combo, 1k pts and separate CP pools per player. Mission;
Spoiler:



While it’s a Crusade Mission, we’re still playing “normal” rules and will pick a regular Secondary per person as well. The Wolf and Sister are the Defenders.

I’m running an Overlord with Voltaic and Orb, Royal Warden with Veil, Technomancer with Cloak, and fifty five Warriors with twenty Reapers.

This message was edited 1 time. Last update was at 2021/04/10 10:53:50


 
   
Made in ca
Regular Dakkanaut




What are the top two units for necrons?
   
Made in us
Scouting Shadow Warrior



Longmont, Co

BillyN831 wrote:
What are the top two units for necrons?


Warriors and command barges or warriors and scarabs. Honorable mention for the chronomancer.

All of the things. Most of the time. 
   
Made in us
Fresh-Faced New User




Cauthon wrote:
BillyN831 wrote:
What are the top two units for necrons?


Warriors and command barges or warriors and scarabs. Honorable mention for the chronomancer.


I see everyone talking about scarabs, but then oddly I see a lot of lists without them in the list. What are the best uses of scarabs, and are they something that belong in just about every list?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Lot of people dont have scarabs in mass and a handful of scarabs dont do much more than be a wall for people to charge instead fo your warriors.
A squad of 9 can do damage and takes forever to kill except with stuff 3x their cost. Multiple squads of 9 is just evil.

I've been avoiding spamming them because i kinda feel like a prick doing it lol

Novokh or 6" pregame move + -1T aura makes them melt things T4 or less and can chip away at anything else that the -1T actually works on quite well.

This message was edited 1 time. Last update was at 2021/04/11 16:48:18


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Regular Dakkanaut




I have warriors and scarabs. Thank you.
   
Made in gb
Been Around the Block




I am not sure if it has come up before but can a destroyed triarchal menhir from the silent king be revived once it is destroyed? Either through living metal, technomancer canoptek cloak or canoptek spyder fabricator claw array?

Can the technomancer and spyder be used on the same model in the same turn? I cant find anything that stops it rules wise.
   
Made in de
Prophetic Blood Angel Librarian






Germany

A triarchal menhir cannot be revived. Technomancer and spyder cannot be used on the same model in the same turn. Both repair models, and each model can only be repaired once per turn. Fabricator claw and canoptek cloak says that.

This message was edited 1 time. Last update was at 2021/04/12 06:31:00


 
   
Made in gb
Been Around the Block




 p5freak wrote:
A triarchal menhir cannot be revived. Technomancer and spyder cannot be used on the same model in the same turn. Both repair models, and each model can only be repaired once per turn. Fabricator claw and canoptek cloak says that.


Fair enough but why not? Necrons have all sorts of regeneration and revive mechanics. They are all the same model.

The repair abilities are worded the same but technically they are completely separate abilities. The wording only stops 2 cloaks or 2 claws being used on the same model. Needs an faq methinks.
   
Made in de
Prophetic Blood Angel Librarian






Germany

Phoenixcrh wrote:

Fair enough but why not? Necrons have all sorts of regeneration and revive mechanics. They are all the same model.


Because the keywords dont match.

Phoenixcrh wrote:

The repair abilities are worded the same but technically they are completely separate abilities. The wording only stops 2 cloaks or 2 claws being used on the same model. Needs an faq methinks.


Both rules say you can repair a friendly <DYNASTY>model, and that each model can only be repaired once per turn. But feel free to create a thread in YMDC if you think they both work on the same model.
   
Made in us
Scouting Shadow Warrior



Longmont, Co

teamtigerstripe wrote:
Cauthon wrote:
BillyN831 wrote:
What are the top two units for necrons?


Warriors and command barges or warriors and scarabs. Honorable mention for the chronomancer.


I see everyone talking about scarabs, but then oddly I see a lot of lists without them in the list. What are the best uses of scarabs, and are they something that belong in just about every list?


I can draw you up a scarab list later.

One of the best uses for a max scarab squad is to screen for c’tan’s, mortal wounds hurt extra bad because that’s a whole phase they can take a chunk out of your c’tan. Also, if things go swimmingly the leftover scarabs can charge in before the c’tan. Eliminating another phase that they could be hurting the c’tan (over watch in the charge phase)

Also two max squads going straight up the middle with chronomancer buffs seem pretty dang brutal if you didn’t want to invest heavily in warriors, even then scarabs can screen well for warriors as well.
   
Made in us
Omnipotent Necron Overlord






Just fooling around quickly.
You can get

Overlord
3x Chronomancers
1x Techno with control node
3x 10 man Immortals
6 Spiders with guns
24 Scarabs
2 Doom stalkers

in a 200 point list. pretty durable.



If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Loyal Necron Lychguard





 Xenomancers wrote:

Overlord
3x Chronomancers
1x Techno with control node
3x 10 man Immortals
6 Spiders with guns
24 Scarabs
2 Doom stalkers


This is so memeworthy I have to try it

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Scouting Shadow Warrior



Longmont, Co

teamtigerstripe wrote:
Cauthon wrote:
BillyN831 wrote:
What are the top two units for necrons?


Warriors and command barges or warriors and scarabs. Honorable mention for the chronomancer.


I see everyone talking about scarabs, but then oddly I see a lot of lists without them in the list. What are the best uses of scarabs, and are they something that belong in just about every list?


Scarab list. Novokh


Ccb- blood fueled fury, blood scythe, gauss
Chronomancer- entropic lance, crypto geometric converter, veil
Chronomancer- entropic lance

Technomancer- canoptek control node fail safe overcharger.

Warriors x 20- reapers
Immortals x 5- gauss
Immortals x 6- gauss

Nightbringer
Skorpekh x 5- plasmacyte
Lychguard x 5

Scarabs x 9
Scarabs x 9
Scarabs x 9


If the stars align... 9 scarabs are putting out 54 attacks at strength 4 and hitting on 3’s 6’s to hit auto wound. 36 wounds with a 5++ rerolling charges at +1. Movement 10’ fly! MVP MVP!!

One squad of scarabs lead nightbringer up a flank, two scarab units with all the buffs go up the middle charging anything. Warriors are a mid game veil target if they can hold out. Skorpekh play peak a boo. Lychguard and immortals do secondaries. Not a ton of units for ccb to MWBD so he might as well be a missile as well to continue the theme.

Matchup defendant


Automatically Appended Next Post:
Wrote this the other day as a silver tide challenge to myself.

Novokh???

Ccb- phaeron, thrall of the silent king, voltaic staff, Rez orb, gauss
Ccb- Implacable conqueror, void reaper

Chronomancer-entropic lance,countertemporal nanomines, veil
Chronomancer- entropic lance

Warriors x 20- reapers
Warriors x 20- reapers
Warriors x 20- flayers
Warriors x 20- flayers

Skorpekh x 5- plasmacyte

Cryptothralls
Cryptothralls.

Wraiths x 4

I couldn’t decide between novokh, relentless expansionists or mephrit. I had a warden in there but it was costing me 2 cp one for a patrol and one for his relic. Got dropped for cryptothralls seeing as big squads of warriors don’t want to not shoot because of an action.

If you get gamble on going first you can blanket the board with a pregame move.

Novokh because it gives the army a solid melee threat capacity that isn’t there otherwise. Without screens maybe the warriors should enjoy getting stuck in.

Mephrit would be the conservative pick. Probably solid.

This message was edited 2 times. Last update was at 2021/04/13 01:58:39


All of the things. Most of the time. 
   
Made in de
Prophetic Blood Angel Librarian






Germany

 Xenomancers wrote:
Just fooling around quickly.
You can get

Overlord
3x Chronomancers
1x Techno with control node
3x 10 man Immortals
6 Spiders with guns
24 Scarabs
2 Doom stalkers

in a 200 point list. pretty durable.




I cant believe you invest 240 pts. to give scarabs a 5+ inv. Thats nice, but not worth the points. I once tried 3 spyders with a chronomancer, and i failed every 5+ roll. The spyders died to anti armour fire.

I have tried a scarab/spyder/technomancer control node list. Problem is, the scarabs are faster than the spyders/technomancer. With 6" pre game move the scarabs can charge T1, and if they succeed, they are out of range from the spyders, and dont benefit from the control node. When the spyders charge T2 they will leave the technomancer behind, also out of range from the control node, unless you give the technomancer thrall of the silent king. A technomancer alone is vulnerable to enemy attacks, unless you give him cryptothralls, of the prismatic obfuscatron. So you need to slow down, to keep them together.

This message was edited 2 times. Last update was at 2021/04/13 12:32:23


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

As pointed out by pfreak, Scarab heavy lists may have the problem of synergy.
I'm more into a Warrior and Inmmortal list led by TSK.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Scarabs are great and there is a place for them in any list, but I'm not sure they're worth the investment of dedicated chronomancers.

I'm liking units of 5 at the moment as they allow you to spread out to screen a large area without coherency being an issue. Their main use is as pawns to take midfield objectives turn 1, while my good stuff sets up to counter attack whatever tries to shift them. Less than 5 may not have enough wounds to force the opponent to really commit. Most lists will benefit from 2 units of 5 scarabs.

If you do want to spam them then the Unyielding trait is probably the best way to increase their durability rather than the expense of Chronomancers. Unyielding is also a good trait for spamming warriors. I think an Unyeilding + Healthy Paranoia list that spams Warriors and Scarabs could be effective, if a little dull.

This message was edited 3 times. Last update was at 2021/04/13 09:48:17


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Any ideas how to keep a Silent King in a list vs Drukhari? Seems like 15 dark lance lists popping up will turn just about anything into swiss cheese.
Is he at this point a liability?

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

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 iGuy91 wrote:
Any ideas how to keep a Silent King in a list vs Drukhari? Seems like 15 dark lance lists popping up will turn just about anything into swiss cheese.
Is he at this point a liability?

Its a vehicle and so can utilize cover.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Omnipotent Necron Overlord






 p5freak wrote:
 Xenomancers wrote:
Just fooling around quickly.
You can get

Overlord
3x Chronomancers
1x Techno with control node
3x 10 man Immortals
6 Spiders with guns
24 Scarabs
2 Doom stalkers

in a 200 point list. pretty durable.




I cant believe you invest 240 pts. to give scarabs a 5+ inv. Thats nice, but not worth the points. I once tried 3 spyders with a chronomancer, and i failed every 5+ roll. The spyders died to anti armour fire.

I have tried a scarab/spyder/technomancer control node list. Problem is, the scarabs are faster than the spyders/technomancer. With 6" pre game move the scarabs can charge T1, and if they succeed, they are out of range from the spyders, and dont benefit from the control node. When the spyders charge T2 they will leave the technomancer behind, also out of range from the control node, unless you give the technomancer thrall of the silent king. A technomancer alone is vulnerable to enemy attacks, unless you give him cryptothralls, of the prismatic obfuscatron. So you need to slow down, to keep them together.

Yeah ofc techno gets thrall of silent king.

Crono also has a great gun and can jsut start buffing other units when the scarabs die "if they die". 5++ from a 6+ save literally doubles the damage you can take. Auto include IMO. It is a board control list.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in dk
Pyro Pilot of a Triach Stalker






 Xenomancers wrote:
Spoiler:
 p5freak wrote:
 Xenomancers wrote:
Just fooling around quickly.
You can get

Overlord
3x Chronomancers
1x Techno with control node
3x 10 man Immortals
6 Spiders with guns
24 Scarabs
2 Doom stalkers

in a 200 point list. pretty durable.




I cant believe you invest 240 pts. to give scarabs a 5+ inv. Thats nice, but not worth the points. I once tried 3 spyders with a chronomancer, and i failed every 5+ roll. The spyders died to anti armour fire.

I have tried a scarab/spyder/technomancer control node list. Problem is, the scarabs are faster than the spyders/technomancer. With 6" pre game move the scarabs can charge T1, and if they succeed, they are out of range from the spyders, and dont benefit from the control node. When the spyders charge T2 they will leave the technomancer behind, also out of range from the control node, unless you give the technomancer thrall of the silent king. A technomancer alone is vulnerable to enemy attacks, unless you give him cryptothralls, of the prismatic obfuscatron. So you need to slow down, to keep them together.

Yeah ofc techno gets thrall of silent king.
Crono also has a great gun and can jsut start buffing other units when the scarabs die "if they die".
5++ from a 6+ save literally doubles the damage you can take. Auto include IMO. It is a board control list.

25% against AP- 50% against AP-1.
   
Made in us
Fresh-Faced New User




Thanks for those list concepts with scarabs, similar question about Technomancers. I love some of their abilities, but I am struggling to think about how to make use of all of them in one list. I would assume the canoptek buffs can be really nice alongside warrior resurrections, is there something else worth considering with them that stands out as a primary use?
   
Made in us
Scouting Shadow Warrior



Longmont, Co

teamtigerstripe wrote:
Thanks for those list concepts with scarabs, similar question about Technomancers. I love some of their abilities, but I am struggling to think about how to make use of all of them in one list. I would assume the canoptek buffs can be really nice alongside warrior resurrections, is there something else worth considering with them that stands out as a primary use?


In my opinion you should decide which way you want to use the techno. Either as a Rez bot or as a canoptek babysitter. The way to get “the most” out of a technomancer is to have him babysit 3 doomstalkers. With scarabs and maybe a unit of spyders either being counter charge or bullet sponges. Better roll hot with your doom stalkers.... a couple warrior squads and a ccb..

I would be into technos for rezzing but I’ve been having a hard time fitting him in lists. After a ccb or two and a chronomancer or two the technomancer still has to beat out a royal warden.

I’ve been really into double crypteks. No matter what list I write I always seem to have at least two units that want to push up the middle. I think scarabs and warriors both make excellent targets for the chronomancer. 36 wounds with a 5++ is substantial. If they want to get up the board charging for movement is more better with rerolls. I don’t think there’s many units that can take that in one go and scarabs Rez pretty well themselves. That’s crazy durable for 135 points.


Skorpekh on turn two. Because hopefully they moved up wand would like to reroll a charge on turn 2. Another unit I just have in every list..

Ok here’s getting the most out of technomancer.

Ccb- stuff

Technomancer- canopten control, failsafe overcharger
Technomancer- canoptek control

Chronomancer- entropic lance, cryptogeometric
Chronomancer- entropic lance, counter temporal

Warriors x 20- reapers
Immortals x 5- gauss
Immortals x 5 gauss

Scarabs x 9
Scarabs x 9
Scarabs x 9

Doomstalkers x 3

Spyder x 2- particle beamers, gloom prisms.

Cryptothralls x 2

2000

This message was edited 1 time. Last update was at 2021/04/13 23:45:27


All of the things. Most of the time. 
   
Made in gb
Ship's Officer



London

I think I’ve underrated scarabs. I’m adding them to my lists now.

One issue I’m finding is that it’s hard to find the right balance of combat units and stuff capable of actions. Scarabs, wraiths and CCBs aren’t infantry. You don’t really want a blob of 20 warriors spending it’s turn doing an action. I should probably try and fit in some cryptothralls or something, I suppose.

Edit: here's a list I'm looking at. The idea here is to threat saturation, just giving the opponent too many issues to deal with simultaneously. I've taken my Overlord out of his CCB, partly so he can do actions if needed and partly to save points, which has helped make space for the deathmarks. They should be useful for stuff like scrambling.

My Chronomancer will be very busy, which is an issue. I'd be better off with a second one I suppose. Maybe I should be trying to fit in something like a Lychguard squad instead of the second unit of Skorpekhs, as they don't need buffs to the same degree.

Eternal Expansionist Battalion

Overlord
Res orb
Voltaic Staff
Enduring Will

Chronomancer
Veil of Darkness

5 Immortals (Gauss)

20 Warriors (Reapers)

20 Warriors (Reapers)

6 Skorpekh Destroyers

6 Skorpekh Destroyers

5 Deathmarks

C'tan Shard of the Nightbringer

5 Wraiths

9 Scarab Swarms

This message was edited 3 times. Last update was at 2021/04/14 08:34:54


 
   
Made in ca
Discriminating Deathmark Assassin






The other advantage of Scarabs is that, unless you got your Warriors second-hand, the box comes with them! Warrior-and-Scarab lists are both a) effective, and b) cheap to build. Your 40 warriors already came with 12 Scarab bases!

See what's on my painting table Now painting: Johnny, the High School Quarterback 
   
Made in us
Scouting Shadow Warrior



Longmont, Co

Mandragola wrote:
I think I’ve underrated scarabs. I’m adding them to my lists now.

One issue I’m finding is that it’s hard to find the right balance of combat units and stuff capable of actions. Scarabs, wraiths and CCBs aren’t infantry. You don’t really want a blob of 20 warriors spending it’s turn doing an action. I should probably try and fit in some cryptothralls or something, I suppose.

Edit: here's a list I'm looking at. The idea here is to threat saturation, just giving the opponent too many issues to deal with simultaneously. I've taken my Overlord out of his CCB, partly so he can do actions if needed and partly to save points, which has helped make space for the deathmarks. They should be useful for stuff like scrambling.

My Chronomancer will be very busy, which is an issue. I'd be better off with a second one I suppose. Maybe I should be trying to fit in something like a Lychguard squad instead of the second unit of Skorpekhs, as they don't need buffs to the same degree.

Eternal Expansionist Battalion

Overlord
Res orb
Voltaic Staff
Enduring Will

Chronomancer
Veil of Darkness

5 Immortals (Gauss)

20 Warriors (Reapers)

20 Warriors (Reapers)

6 Skorpekh Destroyers

6 Skorpekh Destroyers

5 Deathmarks

C'tan Shard of the Nightbringer

5 Wraiths

9 Scarab Swarms




I would drop one unit of skorpeks and the death marks for 10 lychguard and a plasmacyte.

If you have two units of skorpekh you can only have 1 exposed to fire at a time otherwise when you use their strat the can shoot the hell out of the other unit.

If 1 squad goes in hot to an objective and one squad hides, what if the first squad survives somehow, who gets the stratt?

Lychguard also have other strats and benefits of being core. Can do actions happily because no ranged.

All of the things. Most of the time. 
   
Made in gb
Ship's Officer



London

That’s a good idea, annoyingly! I’ve got twelve skorpekhs and only five Lychguard, but the reasons for the swap are certainly compelling. I’d best get hold of some more of these guys and provide my overlord with a proper retinue.

The five guys I do have are unbuilt and with a couple of pairs of legs missing, after some unsuccessful conversion attempts. Maybe I’ll use some bits of characters to make a squad leader and something like a standard bearer.
   
Made in us
Scouting Shadow Warrior



Longmont, Co

I didn’t find the extra points so I didn’t mention it but nobody really takes overlords. Catacomb command barges are the same thing but way better for not many points when you consider the different profiles.

All of the things. Most of the time. 
   
 
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