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Made in us
Fixture of Dakka





Sort of a follow-up to my previous post:

What detachments and tactics are people with warrior-heavy armies using? Does the Awakened Dynasty make them killy enough to pull their weight? As much as I like the idea of the hyperphase crypt, I don't want to spend every game bouncing off my opponents.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Do you have Illuminor Szeras?
He adds AP to Battleline units, which would help against most enemies.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Long-Range Land Speeder Pilot




UK

 Wyldhunt wrote:
Sort of a follow-up to my previous post:

What detachments and tactics are people with warrior-heavy armies using? Does the Awakened Dynasty make them killy enough to pull their weight? As much as I like the idea of the hyperphase crypt, I don't want to spend every game bouncing off my opponents.
Awakened Dynasty is probably still the best detachment for Warriors if you're playing at 1,000 points like your last list, as all the other detachments need more specific units choices to get the buffs.

One of the best things you could do with Warriors is push them forward as fast as you can, but back them up with some of our efficient cheap guns (Heavy Destroyers, Doomstalkers) - the Warriors need dealing with but are there to distract from the guns that are doing the real heavy lifting. Something like this:

Jump forward with these:
Overlord (orb and veil of darkness)
Technomancer (nether realm casket)
20 Warriors (tank damage 2+ shots here)
2 Cryptothralls (tank damage 1 shots here)

Support with these:
3 Gauss destructor Heavy Destroyers
1 Doomstalker

The rest of the army could then be split between objective grabbers and maybe a melee unit.
   
Made in pl
Regular Dakkanaut






20 warriors will get bogged down by anything cheap that can charge it if they get pushed forward...

This message was edited 1 time. Last update was at 2024/01/17 15:49:39


 
   
Made in us
Shas'la with Pulse Carbine




Sacratomato

Warriors are for clogging the field more than damage or survival.

Plasmancer for help with damage
Illuminor as an additional assistance for damage
Chronomancer for movement and defense

70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in gb
Long-Range Land Speeder Pilot




UK

 Da-Rock wrote:
Warriors are for clogging the field more than damage or survival.

Plasmancer for help with damage
Illuminor as an additional assistance for damage
Chronomancer for movement and defense
Yep, make them tough with any of the defensive buffs and throw them forward as fast as you can. Move blocking units need to be dealt with and this buys you time for your better units to do their thing.
   
Made in gb
Long-Range Land Speeder Pilot




UK

So the no-nerf dataslate was a bit of a surprise. Going over the new rules commentary though, I think Necrons also have a hidden new mediocre ability that might be fun to try out in less serious games - aircraft that don't completely suck.

The Nightscythe can come in from turn 1 - with the new commentary it can also drop off passengers on the turn it arrives, making it a slightly worse drop pod (it is coming from strategic reserves not deep strike). It can also pick stuff up in the fight phase, either to pick up the unit that came out earlier, or to slingshot a unit like Skorpechs (climb in the back turn 1, jump out the front before moving the 'scythe in turn 2).

The Doomscythe also has some play - specifically in the Hypercrypt detachment. You can overcome most of the terrible aircraft movement rules by using the detachment redeploy ability on it whenever needed (Nightscythe can also use this move I guess if you are continually dropping/picking up the same unit).

Both flyers are still way overcosted - but having some tricks is better than letting them gather dust I guess?
   
Made in us
Deranged Necron Destroyer






 Insularum wrote:
So the no-nerf dataslate was a bit of a surprise. Going over the new rules commentary though, I think Necrons also have a hidden new mediocre ability that might be fun to try out in less serious games - aircraft that don't completely suck.

The Nightscythe can come in from turn 1 - with the new commentary it can also drop off passengers on the turn it arrives, making it a slightly worse drop pod (it is coming from strategic reserves not deep strike). It can also pick stuff up in the fight phase, either to pick up the unit that came out earlier, or to slingshot a unit like Skorpechs (climb in the back turn 1, jump out the front before moving the 'scythe in turn 2).

The Doomscythe also has some play - specifically in the Hypercrypt detachment. You can overcome most of the terrible aircraft movement rules by using the detachment redeploy ability on it whenever needed (Nightscythe can also use this move I guess if you are continually dropping/picking up the same unit).

Both flyers are still way overcosted - but having some tricks is better than letting them gather dust I guess?


So following up on this, I'm having trouble understanding the first turn arrival - the commentary says "Abilities that allow units to be set up in the Reinforcements step of your first, second or third Movement phase using the Strategic Reserves rules treat the current battle round number as being one higher than it actually is in the first battle round only, unless explicitly stated otherwise." (top of page 2). Then later the Rapid Ingress stratagem reads: "You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be ble to do so in." (pg 20) So under what circumstances is a player allowed to bring in their reserves on Turn 1?

My painting log is full of snakes
Have any retro, vintage, or out of print models? Show them off here!
Games I play: 40k (CSM, Necrons); AoS/Fantasy (Seraphon/Lizardmen); Warcry; Marvel Crisis Protocol; Wargods of Olympus/Aegyptus; Mythos 
   
Made in gb
Long-Range Land Speeder Pilot




UK

You do not need to use rapid ingress, the Nightscythe datasheet has two abilities - invasion beams for picking up a unit in the fight phase, and quantum invader which explicitly allows it to arrive in turn 1 like a drop pod (but as the Nightscythe cannot deep strike it would be following the rules commentary advice of coming in as is it were a turn later for strategic reserves).

Unlike the drop pod it did not have the ability to disembark units on arrival until the rules commentary changed that.
   
Made in us
Deranged Necron Destroyer






Oh gotcha - cool, thanks. Don't have the Codex yet so I'm the dummy.

My painting log is full of snakes
Have any retro, vintage, or out of print models? Show them off here!
Games I play: 40k (CSM, Necrons); AoS/Fantasy (Seraphon/Lizardmen); Warcry; Marvel Crisis Protocol; Wargods of Olympus/Aegyptus; Mythos 
   
Made in us
Fresh-Faced New User




So, I'm a Dakka Dakka virgin and hopefully this message is in the right place. but I think I know the answer to this question but need some clarification.
Can i start a game with nothing on the board?

My mates bringing a dirty astra militarum armoured column with 3 bane blades and rogal dorn battle tanks so I figured I'd play just as dirty and I'm bringing 6 C'tan. 3 trancendant and 1 each of the others plus a doomsday ark, doomstalker and a chronomancer. Bang on 2000 points.
My point being- with putting the chronomancer and two doom shooters in strategic reserve, the 3 trancendant in deepstrike and the last 3 C'tan characters being put into strategic reserve using the Decievers "Grand Illusion ability" means i could have nothing on the board for the start of turn one. Is this legal or do i need a certain percentage of my force on the table at the start of turn one?
Thank you.
I have posted this question elsewhere in the hope i can get a reply before saturday 13th april
   
Made in gb
Long-Range Land Speeder Pilot




UK

Overloard Ste wrote:
So, I'm a Dakka Dakka virgin and hopefully this message is in the right place. but I think I know the answer to this question but need some clarification.
Can i start a game with nothing on the board?

My mates bringing a dirty astra militarum armoured column with 3 bane blades and rogal dorn battle tanks so I figured I'd play just as dirty and I'm bringing 6 C'tan. 3 trancendant and 1 each of the others plus a doomsday ark, doomstalker and a chronomancer. Bang on 2000 points.
My point being- with putting the chronomancer and two doom shooters in strategic reserve, the 3 trancendant in deepstrike and the last 3 C'tan characters being put into strategic reserve using the Decievers "Grand Illusion ability" means i could have nothing on the board for the start of turn one. Is this legal or do i need a certain percentage of my force on the table at the start of turn one?
Thank you.
I have posted this question elsewhere in the hope i can get a reply before saturday 13th april
So long as you go through the motions of deploying the 3 shards then declaring their redeployment at the appropriate time then yeah I guess.
   
Made in us
Irked Necron Immortal




Overloard Ste wrote:
So, I'm a Dakka Dakka virgin and hopefully this message is in the right place. but I think I know the answer to this question but need some clarification.
Can i start a game with nothing on the board?

My mates bringing a dirty astra militarum armoured column with 3 bane blades and rogal dorn battle tanks so I figured I'd play just as dirty and I'm bringing 6 C'tan. 3 trancendant and 1 each of the others plus a doomsday ark, doomstalker and a chronomancer. Bang on 2000 points.
My point being- with putting the chronomancer and two doom shooters in strategic reserve, the 3 trancendant in deepstrike and the last 3 C'tan characters being put into strategic reserve using the Decievers "Grand Illusion ability" means i could have nothing on the board for the start of turn one. Is this legal or do i need a certain percentage of my force on the table at the start of turn one?
Thank you.
I have posted this question elsewhere in the hope i can get a reply before saturday 13th april


So this comes down to Reserves limits. You can have up to 50% (1000pts) of your total army in Reserves at the start of the game. Of that 50% up to 25% (500pts) can be put into Strategic Reserves. For your Strategic Reserves you're ok; Chronomancer, Doomsday Ark and Doomstalker are 385 total. You're 3 Transendents are 275 each, totaling 825 for them alone. You're overall points you want to put into Reserves is 1210.

You are over by 210 points.

Not too sure how good it would be against 3 baneblades. You are both bringing large models so board control is going to be a problem for you to bring in units from reserves. He wont have the coverage to keep you totally off the table but he can put you at a big disadvantage for scoring.
   
Made in de
Perfect Shot Dark Angels Predator Pilot




Stuttgart

How much terrain are you using in your games? I like to take a Shadowsword from time to time and have a lot of trouble lining up a good shot. Maybe discussing with you opponent for a useful/edition specific battlefield layout is more effective than trying to counter cheese with more cheese.
Also, are you using the tactical or fixed objectives? I can't see how this superheavy list can compete in any way on secondaries (and primaries, depending on the mission).
   
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Long-Range Land Speeder Pilot




UK

Some thoughts on the new points; most of the nerfs seem sensible, and I don't think anything critical has been hurt so much that it changes the factions outlook too drastically.

Crypteks - I don't think the changes make any material difference. 3 out of the 4 generic Crypteks nerfed, but the premium options still feel worth it compared to the Psychomancer.

C'tan - You can still take as many as you want in a 2k list. 3 out of the 4 C'tan nerfed, the cheap Deceiver is looking good though (and the nerfed ones are still very good value).

Wraith spam - This isn't going away with the only nerf being to the Technomancer (a bit weird as he is starting to feel priced out of weaker units like Warriors). I think the discounts to both Skorpekhs and their Lord though might make people consider swapping out one unit of Wraiths for Destroyers - one thing I'll be trying out is having a maxed out Wraith unit for moving up the centre and Skorpekhs in reserve to safely arrive on a flank.

Immortal spam - Still better than Warriors. Some competitive lists were running lots of small units with Plasmancers for the on demand mortal wounds, despite the double nerf to the squad and character that still feels strong.

Other squads - Deathmarks and Flayed ones are now super cheap, and both have deployment shenanigans. Triarch Praetorians continue to be ignored and Cryptothralls are still paying for their part in the Index era power lists, both feel substantially overcosted. Still plenty of cheap units for utility and scoring options.

Detachments - Most of the nerfed units seem to be focused on Hypercrypt power lists, so it'll be interesting to see if Canoptek Court or Awakened Dynasty start to overtake Hypercrypt.
   
 
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