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Made in us
Decrepit Dakkanaut




punisher357 wrote:
epaemil wrote:
What are stats of CCB sniper?


It's just a ccb with mephrit dynasty codes.... the mephrit warlord trait lets you snipe... you could use the voltaic staff too which is 12 inch range assault 3 str 6 ap-3 2dmg

Isn't it amazing how much synergy actually exists in this codex compared to the vanilla SM codex?

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.
 
   
Made in jp
Proud Triarch Praetorian





Slayer-Fan123 wrote:
punisher357 wrote:
epaemil wrote:
What are stats of CCB sniper?

It's just a ccb with mephrit dynasty codes.... the mephrit warlord trait lets you snipe... you could use the voltaic staff too which is 12 inch range assault 3 str 6 ap-3 2dmg

Isn't it amazing how much synergy actually exists in this codex compared to the vanilla SM codex?

Maybe they learned their lesson?
(spoiler: no)

 
   
Made in us
Loyal Necron Lychguard






South Dakota

Is it safe to say that our go-to units are the Deceiver, scarabs, destroyers, and wraiths?

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Wicked Canoptek Wraith



United States

torblind wrote:
Seems we have reached poster boy status, from GWs FB page:




I'm glad that any confusion on the beta deepstrike stuff is cleared up...finally!

Funny that its under the ork description though.

I think VOD and the deceiver are going to be really commonplace now
   
Made in us
Regular Dakkanaut




So to help an with the current beta debates.

Also further down in the comments they clearly state that death marks are locked to your deployment zone. I stupidly did not screen shot that one so take that as you will.

Edit: locked to your deployment zone until turn 2.
[Thumb - Screenshot_20180420-180427.png]
Fb

This message was edited 1 time. Last update was at 2018/04/21 03:47:10


 
   
Made in us
Wicked Canoptek Wraith



United States

Inevitableq wrote:
So to help an with the current beta debates.

Also further down in the comments they clearly state that death marks are locked to your deployment zone. I stupidly did not screen shot that one so take that as you will.

Edit: locked to your deployment zone until turn 2.



Yeah... a unit that is already deployed can use abilities, relics, etc. To redeploy according to the ability/relic.... if the unit starts off the board like deathmarks then you're restricted to your own deployment zone for turn 1
   
Made in us
Nihilistic Necron Lord




The best State-Texas

 Anpu-adom wrote:
Is it safe to say that our go-to units are the Deceiver, scarabs, destroyers, and wraiths?


Scarabs are mostly filler, and I'd add Doomsday Arks to the list.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
punisher357 wrote:
epaemil wrote:
What are stats of CCB sniper?


It's just a ccb with mephrit dynasty codes.... the mephrit warlord trait lets you snipe... you could use the voltaic staff too which is 12 inch range assault 3 str 6 ap-3 2dmg

Isn't it amazing how much synergy actually exists in this codex compared to the vanilla SM codex?


I do think you'd be missing out on taking the lighting field, which is a must take for a CCB in my opinion.

This message was edited 1 time. Last update was at 2018/04/21 05:36:14


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in de
Lurking Gaunt






 CthuluIsSpy wrote:
Yeah, that's the thing. Deathmarks aren't on the table, so technically they still suffer from the same restriction.

I mean, in practice you wouldn't really want to drop them that deep in enemy lines anyway because they'll get nuked, but its still a curious interaction.


Regarding the Ethereal Interception rule from the deathmarks it doesnt really matter if you can or can not deepstrike in enemys first turn in HIS deployment zone, because... there wont be much turn 1 deepstrike reserves for the own deployment zone? And turn 2+ it doenst matter anyway.

This message was edited 1 time. Last update was at 2018/04/21 06:14:56



24.000 Tyranids painted, still rising in numbers
4.000 Genestealer Cult

7.000
 
   
Made in us
Pile of Necron Spare Parts





epaemil wrote:
What are stats of CCB sniper?


Mephrit warlord trait adds 6" to all assault weapons (Staff of Light, Voltaic Staff, Tesla Cannon on CCB) and allows your warlord to shoot assault weapons at characters. Staff choices would have a range of 18" while the Tesla Cannon goes out to 30".
   
Made in no
Grisly Ghost Ark Driver





 Sasori wrote:
 Anpu-adom wrote:
Is it safe to say that our go-to units are the Deceiver, scarabs, destroyers, and wraiths?


Scarabs are mostly filler, and I'd add Doomsday Arks to the list.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
punisher357 wrote:
epaemil wrote:
What are stats of CCB sniper?


It's just a ccb with mephrit dynasty codes.... the mephrit warlord trait lets you snipe... you could use the voltaic staff too which is 12 inch range assault 3 str 6 ap-3 2dmg

Isn't it amazing how much synergy actually exists in this codex compared to the vanilla SM codex?


I do think you'd be missing out on taking the lighting field, which is a must take for a CCB in my opinion.



Remember he has +6" range on his assault weapons, that stuff is now 18", S6 -3 D2 that can shoot characters with extra wounds on 6+.

Perfect for AM characters which is where this strategy excells, all those small cheap officers with their orders and T3.

Then there is the underslung Tesla cannon that also shoots characters, now 30” and also S6 so wounding on 2 against T3
   
Made in gb
Been Around the Block




 ArtyomTrityak wrote:
With new 5CP for battalion it's just too good to miss.
When i played last times opponents struggled to remove blob of 20 warriors unless they did dedicated shooting only them.
But it was veeery easy to kill 10 immortals to prevent reanimation. 240 pts for 20 warriors is a lot but they can cover much more ground and survive better than 10 immortals.

Did anyone have luck with CCB sniper? I'm really tempting to do this but do not know how good is it.


When our index was out and was weak I was playing a wolf/guard soup. I would put all three objectives in my half and run a line of 30 conscripts with a commisar from one objective through all three the commisar would stand behind another 3" to stop them running in this fashion to charge my long fangs / press etc they had to go through scoring troops then a commisar then my big hitters. Anyone tried doing it with warriors? I know it's 175pts vs the warriors 240 but that would be a hard unit to remove to stop my 3 dda's getting charged and also 3 objectives I don't need to worry about.
   
Made in no
Grisly Ghost Ark Driver





Sn33R wrote:
 ArtyomTrityak wrote:
With new 5CP for battalion it's just too good to miss.
When i played last times opponents struggled to remove blob of 20 warriors unless they did dedicated shooting only them.
But it was veeery easy to kill 10 immortals to prevent reanimation. 240 pts for 20 warriors is a lot but they can cover much more ground and survive better than 10 immortals.

Did anyone have luck with CCB sniper? I'm really tempting to do this but do not know how good is it.


When our index was out and was weak I was playing a wolf/guard soup. I would put all three objectives in my half and run a line of 30 conscripts with a commisar from one objective through all three the commisar would stand behind another 3" to stop them running in this fashion to charge my long fangs / press etc they had to go through scoring troops then a commisar then my big hitters. Anyone tried doing it with warriors? I know it's 175pts vs the warriors 240 but that would be a hard unit to remove to stop my 3 dda's getting charged and also 3 objectives I don't need to worry about.


I think most decent gun lines can squat at least one blob a turn

The autopass morale trait comes to mind
   
Made in nl
Regular Dakkanaut





Heeya folks, I'd like to get some feedback regarding my list for an upcoming Escalation League.
The league will just use Maelstorm missions, no tourney rules. They will use everything from the latest FAQ, apart from the beta rules.
One houserule for the league: If models are added to your army, they stay there for the rest of the league. You can change their equipment or put them in different unit sizes. You just can't remove them.

I'm aware that the list isn't highly competitive, but it involves two of my favourite things in a Necron army: Rolling for lots of RP and upgrading units with Szeras.

Let me know what you think!

Using the Mephrit Dynasty for the entire league.

500p:
Spoiler:

HQ:
Illuminor Szeras, Warlord

Troops:
15x Warriors
10x Immortals /w Tesla

Thoughts: The bread&butter of the list, it involves around the enemy not having enough firepower to cut through the 15 Warriors since its only 500 points. Especially when upgraded by Szeras these Warriors and Immortals should out-perform most units they will encounter.
The big problem with this list is mobility and getting on objectives. I cóuld opt to reduce the unit of Warriors to 12 models and take a unit of Scarabs. But I fear a unit of 12 will get taken down in one turn, which will most likely result in me getting tabled. On top of that; the bigger the Warrior unit, the more they benefit from Szeras' upgrade.

750p:
Spoiler:


HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness


Troops:

18x Warriors
10x Warriors
10x Immortals /w Tesla


Thoughts: Adding 3 models to the big blob and a new unit of 10 Warriors. Along with the Overlord, this turns the patrol into a battalion.
The idea behind a big unit of Warriors and a smaller one is so that the big unit of Warriors can take the hit or get tied op in combat, only to fall back so that the smaller unit can blast away the enemy assault units. A big unit of Warriors, again upgraded by Szeras, is also a lovely unit that can go for a ride with the Overlord's Veil.
Again, I could opt and have the big unit stay at 15 models for a unit of Scarabs, but at 750 points I feel like 15 Warriors will die too easily.



1000 points:
Spoiler:


HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness


Troops:
20x Warriors
10x Warriors
10x Immortals /w Tesla


Fast Attack:
3x Scarabs

Heavy Support:

DDA

Thoughts: Adding 2 more Warriors to the big blob, maxxing the unit out.
Yeey, finally a unit of Scarabs! I could do another one, but it would mean 3 less Warriors from the big unit. Same argument as before, the amount of points we are gonna be playing at then might mean the lower amount of Warriors get killed in one turn.
Adding a DDA for some much needed anti-tank. Along with Szeras, they should deal with most enemy armour at 1000 points. Mass vehicle spam isn't the meta at my LFGS anyway.
Being Mephrit, the DDA can also offer some decent anti-infantry firepower if needed.

1250p:
Spoiler:

HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness

Troops:
20x Warriors
10x Warriors
10x Immortals /w Tesla


Elites:
C'tan Shard of the Nightbringer. Powers: Sky of the Falling Stars, Anti-Matter Meteor

Fast Attack:

3x Scarabs
3x Scarabs


Heavy Support:
DDA

Adding the Nightbringer as it fits with the fluff for this army/lore of the overal league.
Also adding another unit of Scarabs who will probably be screening for the Nightbringer.


In short, I have two things that I can't wrap my head around:
-When to add Scarabs and how many.
-How to best split up the amount of Warrior models among the two units. I've described why I go one unit max-size and one unit min-size, but is that the best way to go?


Cheers in advance!

   
Made in pl
Regular Dakkanaut




Doctoralex wrote:
Heeya folks, I'd like to get some feedback regarding my list for an upcoming Escalation League.
The league will just use Maelstorm missions, no tourney rules. They will use everything from the latest FAQ, apart from the beta rules.
One houserule for the league: If models are added to your army, they stay there for the rest of the league. You can change their equipment or put them in different unit sizes. You just can't remove them.

I'm aware that the list isn't highly competitive, but it involves two of my favourite things in a Necron army: Rolling for lots of RP and upgrading units with Szeras.

Let me know what you think!

Using the Mephrit Dynasty for the entire league.

500p:
Spoiler:

HQ:
Illuminor Szeras, Warlord

Troops:
15x Warriors
10x Immortals /w Tesla

Thoughts: The bread&butter of the list, it involves around the enemy not having enough firepower to cut through the 15 Warriors since its only 500 points. Especially when upgraded by Szeras these Warriors and Immortals should out-perform most units they will encounter.
The big problem with this list is mobility and getting on objectives. I cóuld opt to reduce the unit of Warriors to 12 models and take a unit of Scarabs. But I fear a unit of 12 will get taken down in one turn, which will most likely result in me getting tabled. On top of that; the bigger the Warrior unit, the more they benefit from Szeras' upgrade.

750p:
Spoiler:


HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness


Troops:

18x Warriors
10x Warriors
10x Immortals /w Tesla


Thoughts: Adding 3 models to the big blob and a new unit of 10 Warriors. Along with the Overlord, this turns the patrol into a battalion.
The idea behind a big unit of Warriors and a smaller one is so that the big unit of Warriors can take the hit or get tied op in combat, only to fall back so that the smaller unit can blast away the enemy assault units. A big unit of Warriors, again upgraded by Szeras, is also a lovely unit that can go for a ride with the Overlord's Veil.
Again, I could opt and have the big unit stay at 15 models for a unit of Scarabs, but at 750 points I feel like 15 Warriors will die too easily.



1000 points:
Spoiler:


HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness


Troops:
20x Warriors
10x Warriors
10x Immortals /w Tesla


Fast Attack:
3x Scarabs

Heavy Support:

DDA

Thoughts: Adding 2 more Warriors to the big blob, maxxing the unit out.
Yeey, finally a unit of Scarabs! I could do another one, but it would mean 3 less Warriors from the big unit. Same argument as before, the amount of points we are gonna be playing at then might mean the lower amount of Warriors get killed in one turn.
Adding a DDA for some much needed anti-tank. Along with Szeras, they should deal with most enemy armour at 1000 points. Mass vehicle spam isn't the meta at my LFGS anyway.
Being Mephrit, the DDA can also offer some decent anti-infantry firepower if needed.

1250p:
Spoiler:

HQ:
Illuminor Szeras, Warlord
Overlord /w Warscythe, Relic; Veil of Darkness

Troops:
20x Warriors
10x Warriors
10x Immortals /w Tesla


Elites:
C'tan Shard of the Nightbringer. Powers: Sky of the Falling Stars, Anti-Matter Meteor

Fast Attack:

3x Scarabs
3x Scarabs


Heavy Support:
DDA

Adding the Nightbringer as it fits with the fluff for this army/lore of the overal league.
Also adding another unit of Scarabs who will probably be screening for the Nightbringer.


In short, I have two things that I can't wrap my head around:
-When to add Scarabs and how many.
-How to best split up the amount of Warrior models among the two units. I've described why I go one unit max-size and one unit min-size, but is that the best way to go?


Cheers in advance!


Moste LoW cost ~500 pts. What do you do against them in yours 500 and 750 lists? In 500 you can take gauss immo for more ap. In 750 you can take DDA or nightbringer in patrol. Yours 1000 and 1250 looks good.
   
Made in nl
Longtime Dakkanaut





only TFG would bring a LoW in a 500 point escalation league game.
Hardly something I would worry about
   
Made in nl
Regular Dakkanaut





Sorry forgot to clarify; LoW and Titanic units are not allowed throughout the entire Escalation league.

This message was edited 1 time. Last update was at 2018/04/21 10:53:52


 
   
Made in nl
One Canoptek Scarab in a Swarm




Holland

I've made a list that tries to use the Sautekh code to the fullest. I'm especially curious about the (veeeery expensive) wraiths.
I think I'm going to try to make more lists who take full effect of their codes and see how they differ.

Spoiler:
Sautekh - Heavy Mobility [73 PL, 1496pts]
Battalion Detachment +5CP

Dynasty Choice Sautekh

Catacomb Command Barge: Lightning Field, Gauss Cannon, Warscythe, Hyperlogical Strategist
Cryptek Chronometron, Staff of Light

10 Immortals: Gauss Blaster
10 Immortals: Gauss Blaster
5 Immortals: Tesla Carbine

6 Canoptek Wraiths: 5x w/ Transdimensional Beamer, 1 w/ Whip Coils

Doomsday Ark

Doom Scythe


And doktoralex, I like your lists! I haven't played an escalation league yet, but I'm very curious to try it out and see how it goes.

This message was edited 1 time. Last update was at 2018/04/21 11:58:46


- Power corrupts, Absolute power.... is a whole lot of fun...- 
   
Made in us
Been Around the Block




punisher357 wrote:
Inevitableq wrote:
So to help an with the current beta debates.

Also further down in the comments they clearly state that death marks are locked to your deployment zone. I stupidly did not screen shot that one so take that as you will.

Edit: locked to your deployment zone until turn 2.



Yeah... a unit that is already deployed can use abilities, relics, etc. To redeploy according to the ability/relic.... if the unit starts off the board like deathmarks then you're restricted to your own deployment zone for turn 1

Hey whar do You think about deathmark used before 1 turn like againt scout would That still work?
   
Made in jp
Proud Triarch Praetorian





 Sasori wrote:
 Anpu-adom wrote:
Is it safe to say that our go-to units are the Deceiver, scarabs, destroyers, and wraiths?

Scarabs are mostly filler, and I'd add Doomsday Arks to the list.

DDA definitely needs to be on the list, but so do Scarabs. They're just too good at their job, especially for how cheap they are, to be left off.

 Sasori wrote:
Slayer-Fan123 wrote:
punisher357 wrote:
epaemil wrote:
What are stats of CCB sniper?

It's just a ccb with mephrit dynasty codes.... the mephrit warlord trait lets you snipe... you could use the voltaic staff too which is 12 inch range assault 3 str 6 ap-3 2dmg

Isn't it amazing how much synergy actually exists in this codex compared to the vanilla SM codex?

I do think you'd be missing out on taking the lighting field, which is a must take for a CCB in my opinion.

For a regular CCB, yeah, definitely needs Lightning Field. But for the Character Sniper the Mephrit Staff is pretty necessary to increase his character killing chances.


Automatically Appended Next Post:
taetrius67 wrote:
punisher357 wrote:
Inevitableq wrote:
So to help an with the current beta debates.

Also further down in the comments they clearly state that death marks are locked to your deployment zone. I stupidly did not screen shot that one so take that as you will.

Edit: locked to your deployment zone until turn 2.

Yeah... a unit that is already deployed can use abilities, relics, etc. To redeploy according to the ability/relic.... if the unit starts off the board like deathmarks then you're restricted to your own deployment zone for turn 1

Hey whar do You think about deathmark used before 1 turn like againt scout would That still work?

Well, if the Scouts were in or near enough to your deployment zone that you could fit the Deathmarks wholly within your deployment zone AND within 9"-12" of the target unit, then yeah, all requirements would be fulfilled and allow you to do it.

This message was edited 1 time. Last update was at 2018/04/21 12:58:04


 
   
Made in us
Been Around the Block




It's not what i mean i said it because it's before the first turn would that not work?
The beta talk about comming during first turn i guess.
For me nothing say you can't come before first turn.

This message was edited 1 time. Last update was at 2018/04/21 13:34:45


 
   
Made in us
Regular Dakkanaut




taetrius67 wrote:
It's not what i mean i said it because it's before the first turn would that not work?
The beta talk about comming during first turn i guess.
For me nothing say you can't come before first turn.


The first line of ethereal interception excludes units being set up during deployment. Most if not all abilities that set up before the first turn count as redeploying not arriving from reserves. So id say no as the deathmarks specifically exclude deployment as a trigger.
   
Made in us
Been Around the Block




But the capacity from rangers is not during deployement.
So that mean they should arrive in their own deployement zone?
Because if they can then deathmark comming at the same time should be abble to do it too.

This message was edited 1 time. Last update was at 2018/04/21 15:06:06


 
   
Made in us
Regular Dakkanaut




As far as it has been explained to me all the abilites that allow setup during the beging of first round but before the first turn count as a redeploy and not arriving from reserves. So im still going with a no go on the deathmarks. Also the fact that they mentioned in the fb comments that deathmarks were restricted by the beta rules tells me it doesnt work.
   
Made in us
Been Around the Block




Inevitableq wrote:
As far as it has been explained to me all the abilites that allow setup during the beging of first round but before the first turn count as a redeploy and not arriving from reserves. So im still going with a no go on the deathmarks. Also the fact that they mentioned in the fb comments that deathmarks were restricted by the beta rules tells me it doesnt work.


But you should read the ranger capacity it's not redeploy it's set up in the webway and then emerge at the first round before the battle begin.
So they should then be set up in theire zone or the deathmark should work too.
   
Made in ca
Been Around the Block




 Aza'Gorod wrote:
torblind wrote:
 CthuluIsSpy wrote:
Yes, but about about deathmarks? Can I deploy in the enemy deployment zone if they ds a squad there?


I'd say so, it's no longer your first turn. It's over. Now it's his first turn.


Be careful with this, it seems to be very hotly contested at the moment

Edit: The above is only in regards to models already on the table, not to do with deathmarks who are off table


If the enemy deepstrikes in your zone (begin his 2nd turn) - you can intercept him in your own zone. No problems.

If the enemy deepstrikes in his zone (his 1st turn), then he's no treat, keep your deathmarks for turn 2. No problems.


Automatically Appended Next Post:
Few points

-Deceiver + monolith bomb: Key is to deliver monolith backside and use dimensional corridor stratagem to have charging turn 1 units like lychguard or flayed ones. Novokh if you want your CC tropps to strike hard, can use mephrit though to have a potent monolith. 1) It will ALWAYS work, you will always grand illusion at least your monolith. 2) Even if you don't start the game, having a monolith backfield will draw a LOT of fire. Enough to distrub your opponent 1st turn wipeout plans. Teleport accordingly so that not all his army can fire at your monolith. 3) Monolith do pack quite a punch still. It's flaw is that its expensive, consider at least 100 pts be worth to teleport a unit on turn 1. 4) Keep your monolith following your CC unit in their ass, if you get charged, that free portal of exile.

-VoD; Vanguard Obiron teleport works on turn one. Debate closed!

-Anything deepstrike / grand illusion /VoD: use shooters like Destroyers or others. I've seen a few post here and there planning to deepstrike a cc unit. You will need a 9'' charge which is not a done deal. Destroyers, even 20 warriors, any shooter, will be in rapid fire range.

-I've grand illusioned 3 DDA. This is FUN!!! 1st: you don't move, so you use your full power gun. 2) You can use your full power gun AND have 20 raid fire shot (60 with 3 DDA). That's just 800 pts in the backfield, hard to crack, that should keep your 1200 pts of troops safe for a while.

-Anybody had sucess runnig warrior blobs? I currently see no mathematical advantages except vs super heavy armies since their multiple wounds weapons don't count and they usually don't have enough shots.

-Played starcraft, had the idea to try 2 units of 5 preatorians striking on both flanks. It's not the best units, but they are fully autonomous, they don't need (nor react) to anything else to mounth a combo. They can use their own +1 to hit and +1Str stratagems.

-Destroyers + destroyer lord: why is nobody trying to use the Dlord as a Resurection Orb carrier? 18 Hp worth of destroyers is something good.

- Tomb blades are point for point supperiors to immortals. BUT there are too far from HQ most of the time to benefit from combos. So i would use them with guauss and nebuloscope. Cheap and good enough to inflict pain on any small unit hiding in cover.

-Anybody trying to deceiver the nighbringer and Imotekh? Seems like a MW fest.

-Nobody is assuming you will meet an army who is ficused on charging YOU. Orks, nids, khorne, even most chaos with loads of gakky troops. Plan: scarab screens (block of 4-5) lots of warriors and Anrakyr. 2A warriors, they can survive and retrated and you can have tesla immortals in the back waiting to fire or flayed onces / lychguard that you don't have to botter trying to deliver. If Sautekh you can use Orikan and have 5++ in CC. Else novokh / nikiliah will make good combat warriors.

That's it for now. Geez i'm really hooked with this new codex!

This message was edited 1 time. Last update was at 2018/04/21 16:26:00


 
   
Made in nl
One Canoptek Scarab in a Swarm




Holland

Spoiler:
Da W wrote:
 Aza'Gorod wrote:
torblind wrote:
 CthuluIsSpy wrote:
Yes, but about about deathmarks? Can I deploy in the enemy deployment zone if they ds a squad there?


I'd say so, it's no longer your first turn. It's over. Now it's his first turn.


Be careful with this, it seems to be very hotly contested at the moment

Edit: The above is only in regards to models already on the table, not to do with deathmarks who are off table


If the enemy deepstrikes in your zone (begin his 2nd turn) - you can intercept him in your own zone. No problems.

If the enemy deepstrikes in his zone (his 1st turn), then he's no treat, keep your deathmarks for turn 2. No problems.


Automatically Appended Next Post:
Few points

-Deceiver + monolith bomb: Key is to deliver monolith backside and use dimensional corridor stratagem to have charging turn 1 units like lychguard or flayed ones. Novokh if you want your CC tropps to strike hard, can use mephrit though to have a potent monolith. 1) It will ALWAYS work, you will always grand illusion at least your monolith. 2) Even if you don't start the game, having a monolith backfield will draw a LOT of fire. Enough to distrub your opponent 1st turn wipeout plans. Teleport accordingly so that not all his army can fire at your monolith. 3) Monolith do pack quite a punch still. It's flaw is that its expensive, consider at least 100 pts be worth to teleport a unit on turn 1. 4) Keep your monolith following your CC unit in their ass, if you get charged, that free portal of exile.

-VoD; Vanguard Obiron teleport works on turn one. Debate closed!

-Anything deepstrike / grand illusion /VoD: use shooters like Destroyers or others. I've seen a few post here and there planning to deepstrike a cc unit. You will need a 9'' charge which is not a done deal. Destroyers, even 20 warriors, any shooter, will be in rapid fire range.

-I've grand illusioned 3 DDA. This is FUN!!! 1st: you don't move, so you use your full power gun. 2) You can use your full power gun AND have 20 raid fire shot (60 with 3 DDA). That's just 800 pts in the backfield, hard to crack, that should keep your 1200 pts of troops safe for a while.

-Anybody had sucess runnig warrior blobs? I currently see no mathematical advantages except vs super heavy armies since their multiple wounds weapons don't count and they usually don't have enough shots.

-Played starcraft, had the idea to try 2 units of 5 preatorians striking on both flanks. It's not the best units, but they are fully autonomous, they don't need (nor react) to anything else to mounth a combo. They can use their own +1 to hit and +1Str stratagems.

-Destroyers + destroyer lord: why is nobody trying to use the Dlord as a Resurection Orb carrier? 18 Hp worth of destroyers is something good.

- Tomb blades are point for point supperiors to immortals. BUT there are too far from HQ most of the time to benefit from combos. So i would use them with guauss and nebuloscope. Cheap and good enough to inflict pain on any small unit hiding in cover.

-Anybody trying to deceiver the nighbringer and Imotekh? Seems like a MW fest.

-Nobody is assuming you will meet an army who is ficused on charging YOU. Orks, nids, khorne, even most chaos with loads of gakky troops. Plan: scarab screens (block of 4-5) lots of warriors and Anrakyr. 2A warriors, they can survive and retrated and you can have tesla immortals in the back waiting to fire or flayed onces / lychguard that you don't have to botter trying to deliver. If Sautekh you can use Orikan and have 5++ in CC. Else novokh / nikiliah will make good combat warriors.

That's it for now. Geez i'm really hooked with this new codex!


Well if you're hooked, you're in the right place . I've been hooked since I've seen them released in 3rd.

It's hard to assume the enemy will charge you as most of the time they won't. If you know you'll be playing nids or Bloodlord angels, you can plan acordingly,must most of the time you're not.

- Power corrupts, Absolute power.... is a whole lot of fun...- 
   
Made in jp
Proud Triarch Praetorian





So everyone wants to use the Deceiver to Grand Illusion up a Vault (or three).
But did we determine what the best course of action was if going second?
And did we come to a consensus on which Dynasty the Vault should be played under was? (keeping in mind it can't benefit from Codes but CAN interact with Dynasty Strategems, eg. Sautekh's Methodical Destruction, so the 20 Tesla shots proc on 5+).

 
   
Made in gb
Fresh-Faced New User



England

Anecdotal evidence in the spoiler tags about the ccb and Tesla TBs if you’re interested.

Spoiler:
I used a mephrit ccb sniper barge in 2 games vs drukhari and BT (matched play 1500, maelstrom). Both games it killed a character that was not the closest, an archon and chaplain and took wounds off a screened emperors champion.

Overall I found it a good warlord choice (nice manueurability and utility) but because I don’t have enough games not sure whether it is best choice compared to say the lightning field build.

Also I have been really impressed with the Tesla TB’s and the stratagem combination for weight of fire and extra hits (did it most turns). I was using them though at max range rather than going for the half range extra ap mephrit combo.


With the prevalence of multi damage weapons do we see the monolith bomb being worthwhile? I am doubtful of the points return as armies will still screen their best units and then specifically targeted it with the abundance of D3 and D6.

I like the deciever bomb in theory just don’t know whether it would more worthwhile with a different twist.

We Are the Hammer! 
   
Made in no
Grisly Ghost Ark Driver





Diesinthewarp wrote:
Anecdotal evidence in the spoiler tags about the ccb and Tesla TBs if you’re interested.

Spoiler:
I used a mephrit ccb sniper barge in 2 games vs drukhari and BT (matched play 1500, maelstrom). Both games it killed a character that was not the closest, an archon and chaplain and took wounds off a screened emperors champion.

Overall I found it a good warlord choice (nice manueurability and utility) but because I don’t have enough games not sure whether it is best choice compared to say the lightning field build.

Also I have been really impressed with the Tesla TB’s and the stratagem combination for weight of fire and extra hits (did it most turns). I was using them though at max range rather than going for the half range extra ap mephrit combo.


With the prevalence of multi damage weapons do we see the monolith bomb being worthwhile? I am doubtful of the points return as armies will still screen their best units and then specifically targeted it with the abundance of D3 and D6.

I like the deciever bomb in theory just don’t know whether it would more worthwhile with a different twist.


I played with the Gauss pylon against AM with 5 Leman russes the other day, and although it popped one tank a turn, he had enough fire power to kill it in two full turns of shooting. A single monolith might be no match.

I think key is to provide more threatening targets, ie wraiths Grand Illusioned up next to it, and have him struggle with them instead.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Had a very good game vs. Kraken Nids today at 2k points, using all of the new FAQ.
Tesla Immortals are still kickin' it for silver tide, esp kept tight with the cryptek and the fearless bubble. Scarab screen died well to a lot of genestealer overkill, letting my guns stay clear.

I was running Mephrit Dynasty, with a Battalion and an Outrider
Spoiler:


Batalion
Overlord with Warscythe and VoD + Immortal Pride Warlord Trait
Cryptek with Chronometron
x10 Tesla Immortals
x10 Tesla Immortals
x10 Tesla Immortals

Nightbringer

DDA
Annihilation Barge

Outrider
Lord with Voidblade

x6 Wraiths
x7 Scarabs
x5 Destroyers


Biggest MVP - Destroyers - Killed an unwounded Tervigon, with a -1 to hit relic, in a round of shooting with EP
Biggest Dissapointment - Doomsday Ark - I think the sum total of damage I did was 1 hive guard and some Gants.


This message was edited 1 time. Last update was at 2018/04/21 21:42:26


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. 
   
 
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