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Made in gb
Deranged Necron Destroyer



UK, Midlands

Blndmage wrote:
The idea of a triple TC'tan list is growing on me.


A bit less than half the price of 3 Vaults and if you go for the cast two powers ability on all of them you are getting two thirds of the number of powers off. The powers are weaker than the Vault versions of course. The main problem would be that you only have access to 6 powers total which means you need to choose one of each.

   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

What dynastic trait do you think would be the most suitable for an army based on the Empire of the Severed?
Its a pity that wasn't mentioned in the 8th ed book. It was an interesting idea. Par for the course for GW, I suppose.

I was thinking Novohk, because the Empire appear to be aggressive expansionists and Novohk favors an aggressive play style. You'd think a Tomb world run by an AI would use quite a few canoptek units as well, and those tend to be melee orientated.
Though I suppose Sautekh and Mephrite might work as well.

This message was edited 3 times. Last update was at 2018/04/25 11:25:39


What I have
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~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in no
Grisly Ghost Ark Driver





Doctoralex wrote:
torblind wrote:
Are there synergies in the codex that play well with the T CTan?


Only a few things:

-If Arankyr is your warlord, they can benefit from his re-roll failed charges.

-The Nightbringer can benefit from Solar Pulse (not really needed as his Gaze of Death already has AP-4)

-Most C'tan but especially the Nightbringer greatly benefit from Entropic Strike, ensuring almost a guaranteed kill on an enemy character.

-The Deceiver has some synergy with the Nightmare Shroud, resulting in a -2 leadership aura if he is near the bearer.

-The Nightbringer gains re-roll 1's for his Gaze of Death if he targets an enemy that has been shot by a Triach Stalker.


Can the C'Tans benefit from entropic strike? (don't have the text in front of me here)
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

torblind wrote:
Doctoralex wrote:
torblind wrote:
Are there synergies in the codex that play well with the T CTan?


Only a few things:

-If Arankyr is your warlord, they can benefit from his re-roll failed charges.

-The Nightbringer can benefit from Solar Pulse (not really needed as his Gaze of Death already has AP-4)

-Most C'tan but especially the Nightbringer greatly benefit from Entropic Strike, ensuring almost a guaranteed kill on an enemy character.

-The Deceiver has some synergy with the Nightmare Shroud, resulting in a -2 leadership aura if he is near the bearer.

-The Nightbringer gains re-roll 1's for his Gaze of Death if he targets an enemy that has been shot by a Triach Stalker.


Can the C'Tans benefit from entropic strike? (don't have the text in front of me here)


Yeah, I don't think there's a restriction. So you can basically just flat out murder a dude with the Nightbringer. It doesn't even matter that it only effects a single attack, as his attacks deal D6 damage anyway.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
One Canoptek Scarab in a Swarm




Schenectady, New York

Hey there phellow phaerons, my FLGS is starting up an escalation league this week and I could use some Dynasty code advice.

I'm planning on running this the first two weeks. Per the league rules, 500pts, modified Patrol detachment of 1 HQ, 1 Troop (with up to 1 additional and 1 transport per Troop choice), and up to 1 of each of Elites, Fast Attack, and Heavy Support. Eternal War missions.

Spoiler:

HQ - 95pts
Chronotek - Warlord
  • Staff of Light

  • Lightning Field

  • Immortal Pride


  • Troops - 153pts
    9 Gauss Immortals

    Fast Attack - 250pts
    5 Destroyers

    Total 498pts


    I'm leaning towards Nephrekh in case I need the extra movement for objectives/VP or if I want to hide my Destroyers, but as I'm really not sure what the other armies might be (I know there are a handful of Marine and Chaos players at this store, and at least 1 DE, Tyranid, and Ork player) I was curious what other people might pick.

    This message was edited 2 times. Last update was at 2018/04/25 13:22:47


     
       
    Made in es
    Fresh-Faced New User




    I see Tomb Blades being called really good, but not many lists running them. Has anyone here played them since the Codex's release? In what type of lists do you play them?

       
    Made in us
    Lone Wolf Sentinel Pilot






    Texas

    I have a narrative campaign event coming up. We can take a NON Named character for our Warlord, we must keep him the entire campaign, and he can have 2 Warlord traits (cannot be 2 diff chapter/dynastys traits though).

    I was thinking Immortal pride and Thrall of the silent king on an overlord with a Staff of Light, maybe take a rez orb as needed. Any suggestions on how to make an ultimate warlord?

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    Made in fr
    Trazyn's Museum Curator





    on the forum. Obviously

     Gojiratoho wrote:
    Hey there phellow phaerons, my FLGS is starting up an escalation league this week and I could use some Dynasty code advice.

    I'm planning on running this the first two weeks. Per the league rules, 500pts, modified Patrol detachment of 1 HQ, 1 Troop (with up to 1 additional and 1 transport per Troop choice), and up to 1 of each of Elites, Fast Attack, and Heavy Support. Eternal War missions.

    Spoiler:

    HQ - 95pts
    Chronotek - Warlord
  • Staff of Light

  • Lightning Field

  • Immortal Pride


  • Troops - 153pts
    9 Gauss Immortals

    Fast Attack - 250pts
    5 Destroyers

    Total 498pts


    I'm leaning towards Nephrekh in case I need the extra movement for objectives/VP or if I want to hide my Destroyers, but as I'm really not sure what the other armies might be (I know there are a handful of Marine and Chaos players at this store, and at least 1 DE, Tyranid, and Ork player) I was curious what other people might pick.
    If you're going to use that much gauss I would advise Sautekh or Mephrit.

    The problem with nephrekh is that if you advance with gauss you won't be able to shoot it, which means you will lose firepower. You need to constantly apply pressure to your opponent to stop him from focusing down a squad. With necrons you'll want to constantly grind down the enemy to reduce incoming fire, which in theory would give RP a chance to proc.

    Novokh is wasted on this list. The only thing that could probably benefit are destroyers, and even then you have better options. If you had scarabs then that would be a different matter as they really like those rerolls, but with just immortals and destroyers...nah.

    Nihilakh might work as destroyers don't care if they can't use it to reroll ones; they have that ability build in already. It depends on the match up though, as if you have to close the distance against a gunline then you won't get to use it.

    Mephrit is good because you'll want to be in 12" with gauss blasters anyway to make the most out of it and their relic + warlord trait tends to benefit Staff of Light users, which is what your HQ is equipped with. Destroyers become absolutely disgusting, dealing -4 mods at 12". That's enough to completely cancel a 3+ save.

    Sautekh allows you to advance and shoot, which allows a constant pressure of high pen fire power, even from destroyers.

    I would advise against taking immortal pride. You don't really have anything that needs to ignore morale and the anti-psy isn't as strong as you'd think. If you are really scared of psykers then go ahead, but prepare to fail the deny rolls.

    This message was edited 4 times. Last update was at 2018/04/25 13:37:04


    What I have
    ~4100
    ~1660

    Westwood lives in death!
    Peace through power!

    A longbeard when it comes to Necrons and WHFB. Grumble Grumble

     
       
    Made in us
    One Canoptek Scarab in a Swarm




    Schenectady, New York

     CthuluIsSpy wrote:
    If you're going to use that much gauss I would advise Sautekh or Mephrit.

    I would advise against taking immortal pride. You don't really have anything that needs to ignore morale and the anti-psy isn't as strong as you'd think. If you are really scared of psykers then go ahead, but prepare to fail the deny rolls.


    Mephrit was definitely my second choice, though I'm fairly sour on Sautekh. It hasn't done me any good the few games I've played with my friends. I'll keep it in consideration.

    Hey, my dice are pretty hot at Deny the Witch rolls. Not so much for clutch last wound saves on characters, but they love shutting down pyskers
       
    Made in fr
    Trazyn's Museum Curator





    on the forum. Obviously

    Hah, I have the worst luck with DtW. Maybe I'll keep using it

    This message was edited 1 time. Last update was at 2018/04/25 13:46:52


    What I have
    ~4100
    ~1660

    Westwood lives in death!
    Peace through power!

    A longbeard when it comes to Necrons and WHFB. Grumble Grumble

     
       
    Made in us
    One Canoptek Scarab in a Swarm




    Schenectady, New York

    Though the more I'm looking at it, the more tempting Sautekh is simply for the Hyperlogical Strategist. In this league, the first 4 weeks of games are limited to a single Patrol detachement, so everyone is getting 3 CP (barring relics/characters granting them additional), and that should net me at least 1 extra CP as well as a free WL reroll.......hhhmmmmmmmm
       
    Made in us
    Lone Wolf Sentinel Pilot






    Texas

    Saw a guy run a 3 T Vault list with immortals and an overlord this weekend. He played Ad Mech. He destroyed them. It was really cheesey. This was the Kickoff weekend for our campaign, and the guy wanted to simulate the "great awakening" he said he wouldn't do it again as it was OP.

    10000+
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    8500+
    3000+
    8000+
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    DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

    *I'm on Bartertown as Dynas 
       
    Made in gb
    Killer Khymerae



    Oxfordshire, UK

    It's a rock/paper/scissors list imo. If your oppenent can deal with 3 Vaults, you lose, if they can't you win. The outcome is pretty much decided before the game starts.

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    I only own 3 tomb blades but the game I took them in they did great. My opponent was caught completly off guard by their speed and firepower output from just 3 so on the 2nd turn he dropped his farsight enclave in just to make sure they died (they did, but took the blunt of his force off of my main force). I would love to get at least 3 more, I think they need to be ran in groups of 6 for the perfect mix of output and cost and protection from moral.
       
    Made in us
    Longtime Dakkanaut






    Chillicothe, OH

    Starting Crons for the 3rd time in the last 10+ years. What's a great way to start? Dont need anything super competitive, just a run down of what's worth getting first.

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    Made in gb
    Killer Khymerae



    Oxfordshire, UK

    the first page should have a good analysis of every unit in the book.

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    Made in es
    Fresh-Faced New User




    Azuza001 wrote:
    I only own 3 tomb blades but the game I took them in they did great. My opponent was caught completly off guard by their speed and firepower output from just 3 so on the 2nd turn he dropped his farsight enclave in just to make sure they died (they did, but took the blunt of his force off of my main force). I would love to get at least 3 more, I think they need to be ran in groups of 6 for the perfect mix of output and cost and protection from moral.


    They seem really good, but I'm not sure I'd take them when you can take Destroyers + C'tan with Screens. Not enough points to fit everything imo, that's why I asked, because I'd wager a list with a different focus might be where they could shine, maybe something with more doomsday arks or something to avoid having to take the almost mandatory 6 destroyers to have enough anti-tank? I don't know right now.
       
    Made in no
    Grisly Ghost Ark Driver





     nintura wrote:
    Starting Crons for the 3rd time in the last 10+ years. What's a great way to start? Dont need anything super competitive, just a run down of what's worth getting first.


    If you can get the Necron half of the forgebane set, that's not a bad place to start
       
    Made in us
    Regular Dakkanaut




    Spoiler:


    I got first turn (kind of important lol) and found a gap in the scout screen to Grand Illusion the Monolith, Deceiver and Anrakyr 12" from his pile of guns gathered around Girlyman. On the first turn I brought both immortal units and the Lychguard out of the Monolith straight into his lines. The Cryptek Veiled up the Warrior blob into rapids and the Destroyers did a normal move to get in range of the Aggressors.



    This wont work with the deepstrike changes as you cant use the tomb world deployment on the first turn outside of your own deployment zone. It does sound like it was fun though.

    This message was edited 2 times. Last update was at 2018/04/25 15:38:16


     
       
    Made in gb
    Deranged Necron Destroyer



    UK, Midlands

    Inevitableq wrote:


    This wont work with the deepstrike changes as you cant use the tomb world deployment on the first turn outside of your own deployment zone. It does sound like it was fun though.


    The rules for it are a bit of a mess post-FAQ but I honestly can't see it working any other way. A Monolith/scythe at the front of your DZ can't deploy troops out the front turn 1? A Night/Mono that leaves your DZ turn one then gets destroyed in the opponents turn 1 can't use emergency invasion beams?

    I think it's obvious it will work if they ever get round to FAQing it.

    This message was edited 1 time. Last update was at 2018/04/25 15:41:24


     
       
    Made in us
    Loyal Necron Lychguard






    South Dakota

     nintura wrote:
    Starting Crons for the 3rd time in the last 10+ years. What's a great way to start? Dont need anything super competitive, just a run down of what's worth getting first.


    Both Forgebane and the new start collecting are great values and give you both troops and HQ's. Lychguard and Wraiths are both pretty good and fun (though Lychguard suffer from slow movement). Scarabs are great at board control, claiming objectives, and screening characters, etc. Overlords on the Command Barge are much better than the Annihilation Barge right now. I have no trouble recommending getting 2 Forgebane and 2 of the new start collecting.
    Beyond what is in those boxes, you may want to look at DDA, Destroyers and the Deciever. The Doomsday Ark is our big gun and works really well with the Sautekh trait, it is one of the best way to deal with the opponents tanks and monsters. Destroyers are great, but hard to comeby new and expensive on the secondary market, but you will probably want to find some. Tombblades would be decent replacements until you find some. Deciever is really good for the pre-first turn redeploy tricks that you can do.

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    Arguing over the facts is the lowest form of debate. 
       
    Made in us
    Wicked Canoptek Wraith



    United States

    Deleted my comment... someone already addressed the issue

    This message was edited 2 times. Last update was at 2018/04/25 16:07:36


     
       
    Made in nl
    Regular Dakkanaut





    Yea its weird. On one hand pulling units from Tomb World deployment means they can’t leave your deployment zone turn 1.

    But on the other hand, remember that GW employee on Greenman gaming who mentioned that units can move after being deployed from a Nightscythe/Monolith, much like a transport.

    So... which one is it? XD
       
    Made in us
    Longtime Dakkanaut






    Chillicothe, OH

    You cannot deploy a unit from reserves first turn outside your deployment zone. However, if they are already on the board, and you use a way to move them, you can do that. Orks big jump or whatever, Thousand Sons Crystal, etc.

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    Made in gb
    Deranged Necron Destroyer



    UK, Midlands

    Doctoralex wrote:
    Yea its weird. On one hand pulling units from Tomb World deployment means they can’t leave your deployment zone turn 1.

    But on the other hand, remember that GW employee on Greenman gaming who mentioned that units can move after being deployed from a Nightscythe/Monolith, much like a transport.

    So... which one is it? XD


    It seems like they should be treated like units exiting transports as they come out at the start of the movement phase unlike any other reserve. I think GW didn't realise that reading the RAW has them treated like deep strikers.

    "You cannot deploy a unit from reserves first turn outside your deployment zone. However, if they are already on the board, and you use a way to move them, you can do that. Orks big jump or whatever, Thousand Sons Crystal, etc."

    Even that stuff isn't allowed if you just look at the rulebook and FAQ.

    This message was edited 1 time. Last update was at 2018/04/25 16:10:25


     
       
    Made in us
    Freaky Flayed One




    It can be both -- units are allowed to move after deploying from a Night Scythe or Monolith, but because they are arriving from reserves, on T1 they are only allowed to deploy into your DZ.

    They have been very consistent in making the Night Scythe and Monolith worse with every codex so it is not a surprise that the beta rules make the Emergency stratagem unusable.

    If they decide to FAQ it such that it is considered deploying from a transport in every sense, it would be very welcome, but that is not the case at the moment, and discussions in either direction ought to stay in YMDC.

    --

    On the subject of tactics, does Talent for Annihilation give much benefit to Destroyers? Losing access to T1 deep strikes, I've been looking for another Dynastic code. But if it doesn't make an appreciable difference, I think it would be better to leave them in my main detachment, whatever it may be, and save on points.
       
    Made in us
    Wicked Canoptek Wraith



    United States

     nintura wrote:
    You cannot deploy a unit from reserves first turn outside your deployment zone. However, if they are already on the board, and you use a way to move them, you can do that. Orks big jump or whatever, Thousand Sons Crystal, etc.


    This is already clear. What's not clear is the issues with monoliths and night scythes using their transport abilities turn one outside your own deployment zone. I think that ultimately it will be allowed since you're paying a premium to do it and your opponent can target the monolith or night scythe to prevent it from happening.

    The problem with deepstrike reserves previously was that there was no way to OFFENSIVELY stop it and it's too easy to mitigate losses by only leaving chaff units on the board.

    I think you'll see monoliths and night scythes become big targets. They're going to get Focus fired once people realize the amount of Mobility they provide. I also think this is why the monolith is not going to get a point cost reduction

    This message was edited 1 time. Last update was at 2018/04/25 16:16:38


     
       
    Made in gb
    Killer Khymerae



    Oxfordshire, UK

    I like the mobility the Monolith provides, but it just costs so many points, along with being a very boring model (far too many plain, flat surfaces).

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    Made in ca
    Been Around the Block




    Moosatronic Warrior wrote:
    Da W wrote:
    I want to try to use the monolith.
    So what does it have?



    I tried something similar last night. The most you can get out of the monolith is to Grand Illusion it forward, then bring 2 units in from the tomb world and 1 through the Dimensional Corridor strat. I went for more shooty units than hand to hand, and I used a Cryptek with the Veil to bring another unit up. This was the list:

    Mephrit Battalion:

    Spoiler:

    Anrakyr (Grand Illusioned)
    Veil Tek (VoD T1)

    20x Warriors (VoD T1)
    10x Immortals (Tomb World, deploy from mono T1)
    10x Immortals (Tomb World, deploy from mono T1)

    Deceiver (Grand Illusioned)
    10x Lychguard (dimensional corridor to monolith T1)

    5x Destroyers

    Monolith (Grand Illusioned)


    I was up against Girlyman, Aggressors, Centurions, some crazy forge world dreadnoughts and a few units of scouts.

    I got first turn (kind of important lol) and found a gap in the scout screen to Grand Illusion the Monolith, Deceiver and Anrakyr 12" from his pile of guns gathered around Girlyman. On the first turn I brought both immortal units and the Lychguard out of the Monolith straight into his lines. The Cryptek Veiled up the Warrior blob into rapids and the Destroyers did a normal move to get in range of the Aggressors.

    So for my first shooting phase everything was in half range for Mephrit goodness, the Lychguard were able to charge and Anrakyr and the Cryptek were in the middle of it all giving buffs to everyone.

    My dice were bad but I still killed a lot of stuff and tied more up in assault. From there it was a brutal game where objectives were forgotten. We called it on turn 5 when I had the Monolith, Destroyers and Anrakyr left vs his 3 units of scouts.

    It's a silly list that relies too much on getting 1st turn, but man it makes the Monolith seem cool. It appears right in front of the enemy and a whole army pours out of it, as it should be.




    Deceiver on monolith works.
    Dimensional corridor on lychguard already on the table works.
    Beaming 2 units from tomb world does not.
    Vod cryptek that bring a unit works.

    Still Anrakyr + Lychguard charging on T1 is good enough. Total 1071pts for an alpha charge! I have a preference for flayed ones though. Combined -2 morale with the Deceiver. Some extra easy kills. Novokh to reroll to hit and fight a 2nd time.
    I would VoD 20 mephrit warriors to support. No i'm not even sure i would VoD anything. Have the other half of your army in front.
       
    Made in us
    Wicked Canoptek Wraith



    United States

    Jackers wrote:
    I like the mobility the Monolith provides, but it just costs so many points, along with being a very boring model (far too many plain, flat surfaces).


    I LOVE the model! It's so iconic. I agree though, the points cost is way too high. If they bumped the big gun to 36 inch range, gave it a 4+ invuln, d3 wounds recovered from living metal, and dropped it to around 280-300 points it would be worth looking at and it would really help the army.

    My group is planning to test it out with those adjustments just for fun
       
     
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