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Made in us
Nurgle Chosen Marine on a Palanquin






Pretty sure its in the BRB that when the game references "turn" it means player turn. So I don't see why they couldn't assault. If it was game turn, and your opponent went second, you would still be able to.

I played against my own necrons, was lending them to a buddy. Tried out my SW against them, no death stars though. Ive faced crons with my daemons, and they didn't feel super resilient, but nothing is when a bunch soul grinders are walking on them, but against Grey hunters? Dang, I forgot how resilient necrons could be. I poured about 25 wounds on a unit and only 2 died.

Should have some more tomb blades and about enough destroyers to try out the cult soon!

   
Made in us
Twisted Trueborn with Blaster




East Coast

I have been playing 3 units of 3 tomb blades in my decurion for objective snatching. They have won me games by snatching line breaker, secure objective X, and other cards that require speed (granted I play Maelstrom only). The destroyer cult is the best formation in the codex, IMO. I have been playing it with a Judicator Battalion and they go so well together, rerolls for days. Hard to play that below 1850 though.

'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets 
   
Made in us
Loyal Necron Lychguard





Virginia

 Chosen Praetorian wrote:
I have been playing 3 units of 3 tomb blades in my decurion for objective snatching. They have won me games by snatching line breaker, secure objective X, and other cards that require speed (granted I play Maelstrom only). The destroyer cult is the best formation in the codex, IMO. I have been playing it with a Judicator Battalion and they go so well together, rerolls for days. Hard to play that below 1850 though.


Agreed. The amount of rerolls in my Judicator Cult list is ridiculous.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Nurgle Chosen Marine on a Palanquin






So, 2 units of 3 tomb blades, or 1 unit of 6? I am leaning towards the 2 units of 3. Sure its more leadership tests, but that is the only downside I see.

   
Made in us
Loyal Necron Lychguard




 gwarsh41 wrote:
So, 2 units of 3 tomb blades, or 1 unit of 6? I am leaning towards the 2 units of 3. Sure its more leadership tests, but that is the only downside I see.


I'm in the same boat, and with the same conclusion. 2 units of 3 is still insanely durable and mobile. No matter what you play - Maelstrom, Eternal War, or tournament rules - mobility is key, and being able to split up to threaten multiple targets and control various points on the board is as good as anything. The only thing a unit of 6 gives vs 2 units of 3 is protection against First Blood.
   
Made in us
Nurgle Chosen Marine on a Palanquin






We ended up with maelstrom, and its funny, because first turn the only casualty was a single tomb blade, I rolled box cars and that was first blood!

The other unit of 3 did well. Turbo boosted up the table, rapid fired at some guard and assaulted them, killed one, won combat and ran them down, it was hilarious. Game was maelstrom and I managed a 9-4 (or 6-3, cant remember) victory. We called it at the end of 4 or 5, as I was holding 4 and contesting 1 and my opponent was still in his castle in his deployment zone.


Few tactical things I learned.
1. Lychguard with shields are silly durable, even without the re-roll saves of 1, the re-roll RP of one was enough from the overlord.
2. Necron infantry is silly durable, I might just field an infantry heavy decurion for kicks and giggles.
3. Tomb blades are still as awesome as I had hoped.
4. I hate to say it, but annihilation nexus might just not be as good as I want it to be. My dice were not the best, scatters every turn, I think I will continue to try it out, but I think doomscythes will fill the role better.
5. Don't be afraid to turbo boost/jink.

   
Made in us
Twisted Trueborn with Blaster




East Coast

 gwarsh41 wrote:
We ended up with maelstrom, and its funny, because first turn the only casualty was a single tomb blade, I rolled box cars and that was first blood!

The other unit of 3 did well. Turbo boosted up the table, rapid fired at some guard and assaulted them, killed one, won combat and ran them down, it was hilarious. Game was maelstrom and I managed a 9-4 (or 6-3, cant remember) victory. We called it at the end of 4 or 5, as I was holding 4 and contesting 1 and my opponent was still in his castle in his deployment zone.


Few tactical things I learned.
1. Lychguard with shields are silly durable, even without the re-roll saves of 1, the re-roll RP of one was enough from the overlord.
2. Necron infantry is silly durable, I might just field an infantry heavy decurion for kicks and giggles.
3. Tomb blades are still as awesome as I had hoped.
4. I hate to say it, but annihilation nexus might just not be as good as I want it to be. My dice were not the best, scatters every turn, I think I will continue to try it out, but I think doomscythes will fill the role better.
5. Don't be afraid to turbo boost/jink.

This is pretty much how I feel about the necrons codex overall. The damage output is not the best but they will out live you and grind you down eventually. It takes 12 bolter rounds to kill a single necron warrior from the decurion (not counting overlords reroll), and it only takes 10 gauss blasts to kill a marine. Math is pretty clear here. And when we have really fast units like tomb blades to snatch objectives it really is just a matter of time before you dont have enough models to oppose us.

'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets 
   
Made in us
Loyal Necron Lychguard




Vehicles are about 50/50 for me in the codex.

Good vehicles
Ghost Ark - Jinking, AV13, 4HP Transport with a good amount of Dakka on it's own? Nothing bad here. Even if it blows up, the things inside are durable enough to survive and then fight immediately afterwards.
CCB - I've displayed my dismay with it. But it's still rather good in the right circumstances.
Night Scythe - Zooming Flyer Transport who can disembark things the turn it comes in. Literally what is not to love about this?

Situational/OK vehicles
Doom Scythe - Great at popping vehicles, flying heavy weapons platforms are good. But, no hover and severely reduced damage output if forced to Jink or Weapon Destroyed is problematic.
Obelisk - Extremely durable, super cheap (for a Lord of War/Superheavy), but lacks the sheer power that most other LoWs give. Namely comparing to Wraithknight, Imperial Knight, Brass Scorpion, or Hierodule.
Stalker - I really, really want to love this vehicle. But an Open Topped walker means that any actual vehicle that can hurt it will probably kill it in a single round of shooting. Lascannons, Meltas, Flyrants in the Rear Facing - it doesn't matter, without a save or Jink it always seems to be a goner to me unless the enemy pointedly ignores it. It's great when it boosts your units, it sucks when it dies turn 1. Which seems to be always.

Disappointing vehicles
Doomsday Ark - If you're forced to Jink, it's useless. If you get a weapon Destroyed on the main gun, it's useless. It's open topped and expensive so if it gets penned, it's a disaster. I have only rarely been happy with it. Maaaybe it's a good option if you throw it on a Skyshield for that 4++ so you never have to Jink, but now you're spending quite a bit to get a single vehicle to work.
Annihilation Barge - So expensive now, and for what? Yes, the gun is still pretty good at clearing hordes, but a unit of 10 Warriors is only 10 points more and clears out Orks at nearly the same rate. The main power of this guy last edition was that he could still Jink or shoot at Flyers and have amazing fire power still with old Tesla and TL. With that gone... meh.
Tesseract Vault - Nearly double the price of the Obelisk. Trades the first-turn 3++ and Gravity pulse for random shooting. Erg. AV14 all around is great, and 3 more HP is nice, but that's a huge chunk of your army for something that really doesn't feel worth it in the long run. It's not going to brawl like a Brass Scorpion or Imp Knight. It's not going to be a shooting powerhouse. The best you can hope for is to roll well on your Powers and try to draw as much fire as you can. Pass.
Monolith - Sigh.


Given that our vehicles don't have extreme range or invuln saves, our main form of durability is Jink (other than the Stalker). And for vehicles that pay a lot of good guns, Jink nearly invalidates them. Quite the paradox. The good vehicles are good because they don't particularly care about Jinking. The transports are there to get things up the field, if they kill something great! If they die, then whatever! The CCB between Chariot shenanigans and being Assault focused doesn't care about Jinking and is fast enough to position out of the way anyway.

If you notice in other Codexes (Codices?), the "good" vehicles are either super cheap, transports (or super cheap transports), or have good Saves. There are very few gun platform vehicles in the game that are considered good.

That's not to say you can't make vehicle heavy Necrons work. But you need to extremely SPAM AV13. I'm talking like 3 Ghost Arks, multiple versions of the Annihilation Nexus, CCBs, etc. One or two in an army just means it's going to eat all the antitank by itself.
   
Made in gb
Longtime Dakkanaut




Requizen wrote:
Night Scythe - Zooming Flyer Transport who can disembark things the turn it comes in. Literally what is not to love about this?

Situational/OK vehicles
Doom Scythe - Great at popping vehicles, flying heavy weapons platforms are good. But, no hover and severely reduced damage output if forced to Jink or Weapon Destroyed is problematic.


I'd swap these around honestly. Flyer transport is an iffy idea at the best of times, taking a unit off the board where it can't contribute to firepower or target saturation and for what? A slim chance at objective secured being relevant? Combat units turning up on turn 3 for a turn 4 charge it could just as easily have gotten footslogging? 90% of the time it's actively counterproductive, and if you have it going on empty anyhow the upgrade price to take it as a Doom Scythe instead is a bargain.
   
Made in us
Loyal Necron Lychguard




Fair, I'd actually probably just bump Night Scythe down and leave both in Situational. Doom Scythes work ok for me, but I've never had them be all stars.

You're right about Night Scythes though. I'm often frustrated with them not coming in until later turns. But - when they come in and you drop 10 Gauss Immortals and a Gauntlet of the Conflagrator IC right into Rapid Fire/Flamer range, it feels like the most worthwhile investment ever.

So, situational.
   
Made in gb
Longtime Dakkanaut




I guess a rapid fire bomb could be pretty satisfying, yeah. Mostly I'm used to people using Night Scythes with minimal troops.

As for getting points back on Doom Scythes... I prefer to run them in the formation paired, so they're normally redundant enough to hit something between them and live through the game without jinking beyond use... But yes, it does feel fairly often like I'm not quite getting the most out of both of them at once.
   
Made in us
Loyal Necron Lychguard




I've seen people try to use Night Scythes as a delivery method for Assault units, and I've tried it myself. Sure, it's interesting. If you're lucky, you can come in on turn 2, zip up 36", unload 6", and Run. On DoW or Vanguard that's most of the board, and on Hammer and Anvil that's around the same distance you'd get if you moved up and ran from the edge of your DZ. But, it's unreliable and you cannot get a charge any time before Turn 3.

Shooting units in Scythes, though, are not bad at all. It's a pain if you get Hammer and Anvil and there's no great place to unload them, but often times you can create a good opportunity for dropping them at least somewhere. Additionally, if you run a CAD, then dropping late game ObSec units onto objectives is never, ever a bad thing.
   
Made in us
Freaky Flayed One





Tesseract Vault is pretty much click-delete on units that aren't super-heavy. Aim at the most expensive MSU you can find and go nuts. It's also just about impossible to kill, particularly if backed up by a Spyder.

Will it make its point back? Maybe. But there are few units that are better able to guarantee they will constantly effect the entire game than the TV. You can't kill it, and it ALWAYS has a good chance to severely damage or destroy whatever you point it at.

Best rule I can recommend is always go for the most expensive, smallest unit, closest to other units. That way whether you get 2 SD shots or an Apocalyptic Blast, you're getting bang for your buck - and that's before the 5-10 Tesla shots you should always get.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Anyone tried the Tesseract Ark since the new book came out? It's the FW model, basically has a 3 shot plasma cannon, and can be given 2 particle beamers for small blast bonanza. Its land raider cost, but USED to be 14/14/12, now thanks to the new shielding rule, its 13/13/12.

With us getting more options for decent ap2, it seems like it just wont have a place in any of my lists anymore.

   
Made in ie
Ork-Hunting Inquisitorial Xenokiller




 Ferros wrote:
Tesseract Vault is pretty much click-delete on units that aren't super-heavy. Aim at the most expensive MSU you can find and go nuts. It's also just about impossible to kill, particularly if backed up by a Spyder.

Will it make its point back? Maybe. But there are few units that are better able to guarantee they will constantly effect the entire game than the TV. You can't kill it, and it ALWAYS has a good chance to severely damage or destroy whatever you point it at.

Best rule I can recommend is always go for the most expensive, smallest unit, closest to other units. That way whether you get 2 SD shots or an Apocalyptic Blast, you're getting bang for your buck - and that's before the 5-10 Tesla shots you should always get.


Haven't used the TV, but it seems like it would certainly shine in larger games, point at the titan in their ranks. 1/6 chance of a whiff (20 S6 shots) so it's basically a bs5 shot right off the bat, because the other 5 options are doing some damage. With everything cluttered, blast scatters will do damage, and thuderbolt/arrow will hurt the primary target.
Also, you can charge it up midfield and wait for them to risk the Titanic! explosion in their lines.
   
Made in us
Loyal Necron Lychguard





Virginia

So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.

This message was edited 1 time. Last update was at 2015/05/13 20:59:05


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Decrepit Dakkanaut




 gwarsh41 wrote:
Anyone tried the Tesseract Ark since the new book came out? It's the FW model, basically has a 3 shot plasma cannon, and can be given 2 particle beamers for small blast bonanza. Its land raider cost, but USED to be 14/14/12, now thanks to the new shielding rule, its 13/13/12.

With us getting more options for decent ap2, it seems like it just wont have a place in any of my lists anymore.

The main thing is that I'm terribly used to the Decurion, so I don't even use them. If you want them, I'd say a classic Ghost Ark Wall in the CAD, 2 of the Tesseract and three Spyders with the repairing thing, and then like 2-3 of the Barge-Ark formation. Seems like it might work?

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 us
Loyal Necron Lychguard




 krodarklorr wrote:
So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.


It's a fantastic weapon and easy to fit in, only 10 points more than a regular Warscythe. The only issue is, most of the time those 10 points are overkill. You gain Fleshbane and Master Crafted.

Against most units (TEQ, MEQ, etc), you're hitting on 3+, so MC isn't huge. And if you have a Destroyer Lord with you, you're already rerolling 1s anyways. You're wounding on 2+ against anything T5 and below, so Fleshbane really only comes up against MCs, GCs, and Iron Arm.

So, it's good, but can feel redundant. Still, for only 10 extra points, it's a fine upgrade.

The main thing holding it back is that it's exclusive with all the other Relics, so you can't have it and 2+ or Veil. While Veil is situational, many times I'd rather have a regular Warscythe and 2+ over Voidreaper. But there's situations where that's not true.

So, rambling aside, it's great (possibly one of the best close combat weapons in the game) but not just something you auto put on your character.
   
Made in gb
Longtime Dakkanaut




 krodarklorr wrote:
So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.


Voidreaper is pretty great in my Destroyer theme army, because the entire close combat utility of the army is locked up in two Destroyer Lords and they can't afford to mess around when it comes to the possibility they might have to cope with Monstrous Creatures. The reroll on one hit is fairly nice too.

As for Overlords, no, not really been using them. They don't really have a niche in the army anymore since Orikan can do their job far more effectively.
   
Made in us
Loyal Necron Lychguard





Virginia

changemod wrote:
 krodarklorr wrote:
So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.


Voidreaper is pretty great in my Destroyer theme army, because the entire close combat utility of the army is locked up in two Destroyer Lords and they can't afford to mess around when it comes to the possibility they might have to cope with Monstrous Creatures. The reroll on one hit is fairly nice too.

As for Overlords, no, not really been using them. They don't really have a niche in the army anymore since Orikan can do their job far more effectively.


I put mine with Lychguard to give them reroll 1s to RP, and I bring a Res orb. Orikan is alright, but until he goes super saiyan, he's rather squishy.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Decrepit Dakkanaut




Requizen wrote:
 krodarklorr wrote:
So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.


It's a fantastic weapon and easy to fit in, only 10 points more than a regular Warscythe. The only issue is, most of the time those 10 points are overkill. You gain Fleshbane and Master Crafted.

Against most units (TEQ, MEQ, etc), you're hitting on 3+, so MC isn't huge. And if you have a Destroyer Lord with you, you're already rerolling 1s anyways. You're wounding on 2+ against anything T5 and below, so Fleshbane really only comes up against MCs, GCs, and Iron Arm.

So, it's good, but can feel redundant. Still, for only 10 extra points, it's a fine upgrade.

The main thing holding it back is that it's exclusive with all the other Relics, so you can't have it and 2+ or Veil. While Veil is situational, many times I'd rather have a regular Warscythe and 2+ over Voidreaper. But there's situations where that's not true.

So, rambling aside, it's great (possibly one of the best close combat weapons in the game) but not just something you auto put on your character.

Is the 2+ ever really needed though? If you're hopping alongside Wraiths, they got the 3++ anyway, so the ability to hit more + wound Monstrous Creatures better is easily worth what is +10 points compared to spending 35 points (you're buying a Warscythe anyway, right?), so the loadout itself is cheaper.

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 us
Hellacious Havoc



The Bridge

Hello all, i was looking for some advice on a few things...is it possible to tank out say an overlord or another hq? second what are thoughts on flayed ones? i really like the figs but for 45 bucks a pack of them it seems kind of ehhh to just gamble on them.

Man fears what he does not understand- Anton LaVey 
   
Made in us
Loyal Necron Lychguard





Virginia

Crimson Heretic wrote:
Hello all, i was looking for some advice on a few things...is it possible to tank out say an overlord or another hq? second what are thoughts on flayed ones? i really like the figs but for 45 bucks a pack of them it seems kind of ehhh to just gamble on them.


What do you mean by Tank out? Like, make them really hard to kill?

And Flayed ones are fantastic. They have a ton of attacks and reroll failed wound rolls. I've had an 8 man squad mop up half my opponents Skitarii army, 4 of them mop up a whole Cultist unit with a Sorcerer, and they've even chewed a decent hole through Khorne Berserkers.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Longtime Dakkanaut




 krodarklorr wrote:
changemod wrote:
 krodarklorr wrote:
So, curious question to my fellow Crons. Do any of you use the Voidreaper on an Overlord? I've personally had a ton of fun and have done really well with it, but I almost never hear of anyone else using it.


Voidreaper is pretty great in my Destroyer theme army, because the entire close combat utility of the army is locked up in two Destroyer Lords and they can't afford to mess around when it comes to the possibility they might have to cope with Monstrous Creatures. The reroll on one hit is fairly nice too.

As for Overlords, no, not really been using them. They don't really have a niche in the army anymore since Orikan can do their job far more effectively.


I put mine with Lychguard to give them reroll 1s to RP, and I bring a Res orb. Orikan is alright, but until he goes super saiyan, he's rather squishy.


Save buff, plus better and more reliable than res orb reanimation buff.

Add an invulnerable save to that and he's generally easily capable of lasting long enough to go Mumm-Ra. Cheaper too.

You mention rerolls of 1 to RP, but that only applies in a Decurion where the Cryptek buff is automatically army wide, Overlords are mandatory and you'd need to take three characters to get access to Orikan. Different situation.


Automatically Appended Next Post:
Crimson Heretic wrote:
Hello all, i was looking for some advice on a few things...is it possible to tank out say an overlord or another hq? second what are thoughts on flayed ones? i really like the figs but for 45 bucks a pack of them it seems kind of ehhh to just gamble on them.


Yeah, don't waste money on the overpriced finecast flayed ones. Just have some fun converting a box or two of Warriors and other spare parts into the broken robots club.

This message was edited 1 time. Last update was at 2015/05/13 23:58:00


 
   
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Flashy Flashgitz






Can anyone provide me with an example of a competitive lists that includes flayed ones? CAD detachment. Looking to give my crons some more action and i recently build me some flayed ones

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The Eternity Gate

 Waaghboss Grobnub wrote:
Can anyone provide me with an example of a competitive lists that includes flayed ones? CAD detachment. Looking to give my crons some more action and i recently build me some flayed ones


I think flayed one's really shine in the decurion as the 4+ RP really helps them either stick around in CC or serve as a distraction unit. In a CAD I see their value less so.

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 Waaghboss Grobnub wrote:
Can anyone provide me with an example of a competitive lists that includes flayed ones? CAD detachment. Looking to give my crons some more action and i recently build me some flayed ones


Well, I mean what else is there? There are dozens of ways to build a CAD to include Flayed Ones. buddha is right, they're much better in a Decurion, but you can still take them in a CAD and do fine. Of course, if you want to bring multiple squads of them then you're competing with some other pretty good units for that Elite slot. And you will want to take multiple, since they're not as durable as in a Decurion you'll want at least 2 units of 10, if not bumping them up in size further.

The thing about Flayed Ones is that they take some time to get rolling. If they Infiltrate, they can't charge turn 1. If they Outflank, then they have to wait to come on and can't charge that turn anyway. They have to survive to when they can actually charge in, and they really want a Decurion to help them do that. They also really really want to be Fearless, which is only done with Zahndrekh, who can't join them during Deployment (RAW). You can set it up so he can join them Turn 1 by chaining them back towards your Deployment Zone, but then you sacrifice actual Assault power for the tradeoff of being a better tarpit.

   
Made in nl
Flashy Flashgitz






I see. 4+ rean is much better than 5+ ofc.

I do not mind playing the Decurion at all but in my group they realy realy REALY focus on objective secured.. And that is something i lose in Decurion.

Sure i could do multiple detachments and take a CAD besides that. But that forces me to take an extra HQ or troops i might not need.

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See, I was worried about that too when the codex came out. But, while losing ObSec is scary in some situations, for the most part it's fine. We're nearly impossible to kill off Objectives, so spacing yourself so enemy ObSec can't even get within 3" of the objective is easy.

Armies that focus specifically on ObSec and hoarding objectives (Drop Pod lists, Scout lists, etc) can be difficult, but even then you should usually be able to out-fight them and take board control through sheer Necron-ness.

We're not fantastic at spamming ObSec even in CAD. With Warriors going up to 10 minimum and Night Scythes getting increased in points, we can't blast out a bunch of ObSec units like before. You can sorta do it with a list like 6 units of Warriors in Ghost Arks (which is actually kind of hilarious with the amount of AV13 ObSec), but that's 1410 points by itself (235 for a Ghost Ark + 10 Warriors). Nothing like Drop Pod Marines.
   
Made in us
Loyal Necron Lychguard





Virginia

 Waaghboss Grobnub wrote:
I see. 4+ rean is much better than 5+ ofc.

I do not mind playing the Decurion at all but in my group they realy realy REALY focus on objective secured.. And that is something i lose in Decurion.

Sure i could do multiple detachments and take a CAD besides that. But that forces me to take an extra HQ or troops i might not need.


I've played about 20 some games with the new codex, and I can say that Obj Sec has come into play maybe 3 times? And only once it lost me the game (though there were other factors). So, take that as you will.

40k:
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