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Made in us
Loyal Necron Lychguard





 Punisher wrote:
I like the monolith but if were being honest, it's not durable enough for our army.

With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.

That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.

The fact that the monolith can start the game off the board makes this far less of a problem, I think. It will never die before it gets to shoot.
   
Made in us
Loyal Necron Lychguard




Arachnofiend wrote:
 Punisher wrote:
I like the monolith but if were being honest, it's not durable enough for our army.

With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.

That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.

The fact that the monolith can start the game off the board makes this far less of a problem, I think. It will never die before it gets to shoot.


Yep. It should be able to drop in and blast off or at least weaken any anti-tank unit before getting shot at.

I like Monos now. Thinking of 2 of them plus a Doomsday could be a lot of fun and do the damages.
   
Made in no
Grisly Ghost Ark Driver





Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.

This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.
   
Made in jp
Proud Triarch Praetorian





Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)

 
   
Made in us
Wicked Canoptek Wraith





The monolith puts out a solid amount of dakka now, about on par with its 130 point increase over a tesla tesseract ark with 2.5 more anti tank shots and 6 more anti infantry shots, but it has a major weakness with range. Its deepstrike rule is specifically 12" away to make sure the unit it poops out isn't then closer than the normal 9" deepstrike range but that means if the opponent has 12" worth of deep strike denial around what you want to shoot it won't be able to reach. With the monolith's size (about 6" across) and this punitive form of deepstrike, 2 enemy units can be about 29" apart and still be denying all the space in between them from the monolith, so it's not like only conscripts and artillery can do this. I'd put it at a C, good mobility, good dakka, easily played around, not a great replacement for the other B and A anti tank options unless you have a good plan.

This message was edited 1 time. Last update was at 2017/07/26 02:08:24


 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

torblind wrote:
Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.

This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.


Yeah as skoffs said, wraiths can move through easily, and scarabs are so low I'd say 90% of the time they would almost be untargetable in cover, wouldn't be able to see them

12,000
 
   
Made in jp
Proud Triarch Praetorian





(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)

This message was edited 1 time. Last update was at 2017/07/26 03:30:09


 
   
Made in us
Longtime Dakkanaut




Ute nation

 Punisher wrote:
I like the monolith but if were being honest, it's not durable enough for our army.

With quantum shielding on all our other vehicles anything that can deal multiple damage will likely just shoot at the gigantic fire magnet the monolith is. And with enough focus fire and only a 3+ it doesn't take too many turns for an entire army's worth of anti-tank to kill it.

That said I'll still be trying to make it work and the increased BS makes it significantly better with the number of shots it has. It'll kill 1.5 more space marines now compared to before.


The problem with the monolith is you are paying for a lot of features, and if you aren't using them then it will come up short. Deep strike is a no brainer, unless you are using the deceiver (and maybe even if you are) you'll always get your money's worth out of that feature. The rub is the eternity gate, since your deep striking, you can't use it turn 1, which is fine, if normal rules for transport destruction applied. Instead if we lose our pseudo-transports all units in tomb world deploy count as killed, making the eternity gate too risky to use. Without the eternity gate it's a slightly beefier, slightly shootier doomsday ark that can deep strike and cost almost twice as much.

They've been making incremental changes and observing the results, like adding character to the CCB, and upping the BS of the monolith. I think we will see a change to tomb world deploy, coming in a not so distant update. If I ran the zoo it would be something like:

Emergency Teleport: If the last unit with the eternity gate or invasion beam special rules is removed from play while there are still units in tomb world deployment, place the remaining units on the controlling player's board edge, then roll a die for each model, on a 1 that model is removed as a casualty and can not be reanimated.


I think being placed at the back of the battle and emergency teleport casualties not being subject to repair protocols is a better balance for the flexibility provided by tomb world deploy. As it is the risk vs. reward just isn't there, especially with it not counting as disembarking from a transport.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Wicked Canoptek Wraith





The gauss flux arcs are heavy 3 so they're still fully effective at max range. If the unit you're pooping (why can't i stop saying pooping when referring to things coming out of the eternity gate) doesn't need rapid fire range either it's actually best to drop at the max 24" distance so you're harder to charge or rapid fire or half range melta.
   
Made in no
Grisly Ghost Ark Driver





 Klowny wrote:
torblind wrote:
Just noticed that the terrain rules in the advanced rules section explicitly mention the Infantry type when listing up advantages.

This would mean that wraiths and scarabs don't get cover save in ruins unless 50% obscured and that they can't move through walls and floors of ruins like Infantry can. Seems odd.


Yeah as skoffs said, wraiths can move through easily, and scarabs are so low I'd say 90% of the time they would almost be untargetable in cover, wouldn't be able to see them


Ah yes, for wraiths moving through walls won't be an issue, though I'm not 100% sold on the scarab cover, they would need enough cover that for every single base only 50% can be visible, and them not being allowed to move through holes and windows in the ruin walls sounds absurd, while something like Bulgryns can move through just fine.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 skoffs wrote:
(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)


How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.

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 ch
Fresh-Faced New User



Switzerland

 CthuluIsSpy wrote:
 skoffs wrote:
(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)


How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.


No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.

The only way to have a sort of deep strike and bring units from the reservers is the Deciver.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Furek wrote:
 CthuluIsSpy wrote:
 skoffs wrote:
(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)


How? All of its weapons are heavy, and you can't bring in a unit from reserves with it on the turn it arrives.


No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.

The only way to have a sort of deep strike and bring units from the reservers is the Deciver.


That's...what I typed?
Yes, that is why you can't bring a unit from reserves when the monolith arrives.

This message was edited 2 times. Last update was at 2017/07/26 09:25:42


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 ch
Fresh-Faced New User



Switzerland

 CthuluIsSpy wrote:
Furek wrote:
 CthuluIsSpy wrote:
 skoffs wrote:
(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)


How? All of its weapons are heavy, and you can't bring in a unit from reserves with it on the turn it arrives.


No you can't, because you can bring unit from reserves BEFORE the monolith moves, and the deep strike is used at the end of the movement.

The only way to have a sort of deep strike and bring units from the reservers is the Deciver.


That's...what I typed?
Yes, that is why you can't bring a unit from reserves when the monolith arrives.


yep sorry, my mistake!
   
Made in jp
Proud Triarch Praetorian





 CthuluIsSpy wrote:
 skoffs wrote:
(also worth noting that at 12" away the Monolith will be outside of rapid fire range, making it even less effective on the turn it arrives)

How? All of its weapons are heavy, and you can't bring in a unit from reserves with with on the turn it arrives.

Ah, yes, mistook them for Ghost Ark Gauss. Monolith Gauss is indeed Heavy 3 so doesn't have to worry about rapid fire range.

The non-drop pod function is a pretty big deal breaker, though.
Still not worth how expensive it is IMO (assume codex fix).

 
   
Made in ie
Deranged Necron Destroyer





Hey guys. I am just wondering what units/model should GW "fix" before our codex is released ?

Heres my list;

Spoiler:
HQ

Anrakyr
I think Anrakyr needs a <Dynasty> Because he lacks a <Dynasty> Keyword and is unable to be saved by Guardian Protocols meaning if he is buffing a unit of lynch giving them +1 A then how do we stop Anrakyr from losing damage from unsaved wounds that have gone through? Pts wise he all good I just want to make sure there is a way to protect Anrakyr with Guardian protocols. Seeing as they are advancing the Fluff they could add a way to make sure he is able to be protected by Lynchguard.

Destroyer Lord
Compared to his 7th edition version he has been severely nerfed. He is a Destroyer and makes sense that he would buff all sorts of Destroyers but that fact that he is useless with all other types of Necrons is mind blowing. Even an Overlord or CCB can MWBD/WoC the Destroyers to +1 advance, charge and to hit but the D lord can only buff Destroyers. Even if he was able to let friendly Necron infantry units re-roll 1 within 6 inches of him would make him worth it as it could let you take the D lord over a Stalker. I may be wishful thinking but I do not field Destroyers that often anymore so now my D lord doesn't even see the table top as i would rather take the CCB for WoC rather then re-roll wound rolls of 1.

Vargard Obyron
The Zahndrekh+Obyron Combo is a great combo to pull off as it lets you move Obyron and a friendly Necron infantry unit towards Zahndrekh but my good is it expensive. we are spending 320-330pts to allow 1 unit teleport towards another unit w/ a unit of infantry Necrons as backup gets crazy expensive really fast. I would like it if we could teleport Obyron and friendly Necron units from reserves as well. Because the combo is expensive it would be nice if Obyron was worth 131 instead of 151pts. He does allow to re-roll morale but he mostly going to be with a unit that wont be affected by morale due to our high leadership and low model count per unit.

Elites

Flayed Ones
Tbh, I am quite happy with them in this edition I just think they would be better if they were 18pts per model rather then 21pts. it would be 90pts then for 5 FO and 360pts for 20 FO which Isn't all that expensive.

Lynchguard
I think at 19pts per model is an okay price for what you get especially if using the Warscythe which puts the model to 30pt with +2 strg but if equipped with Sword+Shield It costs 37pts per model. So, for 5 it costs 185pts for average slowing-moving CC units that attack twice per model and only has a 4++? I do not think all that is worth 37pts per model. maybe 30 points (15 for model, 12 for the shield and 3 for the sword) per model would be better as it could then be 150pts for 5 models saving an extra 35pts for a Res orb or whatever. I would only pay for its current price if it was a 3++ with the shield or if there attack stat changed from 2 to 3. If I do use them it will only be with the Scythes.


Nightbringer
I would love it if they could change his CC damage stat from D6 damage to D3+3. I usually always pick the Deceiver for my C'tan shards as in CC he does a solid 3 damage per unsaved wound while the Nightbringer does d6 damage for each unsaved wound. So, while D6 damage can do better I rather take the solid damage over a dice-rolled damage. But, if the Nightbringer had the reliable damage plus more it would make both C'tans a great elite choice.

Fast Attack
Wraiths
They are not as good as they used to be. Not at all. While keeping the 3++ and another wound they have only gotten worse. They used to be great at holding up units, destroying light-armour vehicles and holding objectives from enemies. now they last a turn or 2 if lucky and only do half they damage they used to. If we lose Canoptek Harvest and any ability to make the Wraiths more durable then we need some stat changes to make this unit the beast it once was. 1st, I would give it Living Metal to regain 1 wound per-turn, give them 4 wounds instead of 3, 4 attacks and let the Vicious Claws do 2D instead of 1D. It might sound like im hoping for a lot more then what they will actually get but they used to be our fast moving, durable, survivable killing machine and I wish they still were.


Destroyers + H.Destroyers
43pts per model before the weapon is WAY to much to be dishing out on Destroyers. Yes they have RP, Yes they get full wounds, Yes they can fly and so on but non of that matter if your unit of 4-6 Destroyers is totally wiped out and letting you have non of the buffs I just mentioned. In literally all my games the Destroyers are always targeted 1st. I have only been able yo use them twice since 8th has dropped. I think the stats are perfect ( I wish the Gauss was Heavy 3 tho and the Heavy Gauss was Heavy 2 but that might be to op) but the point cost for them is way over-priced. Destroyers are 63pts per model and heavy are 75pt per model. Does no one else think that is a bit expensive seeing as they are usually the 1st unit to be wiped out due to the damage they do to our opponents. Please GW, Make them 30pts per model and everyone would buy and field them. I would pay 50pt per Destroyer and 62 per Heavy Destroyer. Also, if we could field 2 Heavies per Destroyer unit that would make my day


Heavy Support
Monolith
YAY the Mono has finally been improved! It still cost way to much to field tho, especially for tournaments. I would only pay 381pts for it if it had these going for it 1; It deploy Necron infantry unit at the end of the movement phase so after you DS it in you could still deploy a unit of warriors, Lynch etc. 2; If it had Quantum Shielding. Its kind of heart breaking seeing a Mono take several D3 and D6 wounds while an Anni barge or Stalker can ignore it if we roll less then the damage. I think it needs some QS love otherwise its literally going to draw all of your opponents fire till it explodes. At the moment I would only field the Mono in tournaments if it was 320pts. Not having QS is a huge issue for the Mono, especially since its huge and hard to block LoS.

Transcendent C'tan
It is literally the worst C'tan to pick. he stops enemy units from getting cover bonus which is nice but not 232pts nice when the Deceiver adds 1 to morale and the Nightbringer is a beast in CC and shooting. If he was like 210pts then he be an okay choice as there is probably a way to use his ability.... His CC damage is also D6 which I do not like due to the randomness of the roll. I have actually seen no one talk about him or use him so maybe that's a sign GW needs to fix him again?


Flyer
Doom Scythe
I feel the Doom Scythe should either have a rule to leave it shoot Heavy weapons without a -1 to hit or to let the Death Ray have a natural Heavy 3 instead of D3 if we always have to hit on a 4+ or worse. Would also be nice if the DS was 20pts cheaper just to make the difference between the Doom Scythes Death Ray and the Night Scythes tomb world portal for infantry units so both options are good.


Lord of War
Obelisk
The model is sound, good stats and gun profiles. I would like it though if both the Obelisk and Tesseract Vaults Tesla Spheres were strength 8 instead of 7 and damage 3 instead of 1. It is a big ass moving object that obliterate whatever is in front of it. Shouldn't its gun reflect that as Strength 7 isn't as strong as strength 8 and if i am paying 426 pts I would really want to make sure my model has enough dakka if not more. Also, maybe QS would be nice if not to OP but at 426pts it really should have all the bells and whistles.

Tesseract Vault
For basically 500pts what do we get? Well, a model that can shoot all 3 C'tan powers or 1 power 3 times (confirmed?), with an okay toughness of 7 even though some LoW like Magnus are toughness 8 yet he has flesh and the TV is an ancient metal c'tan thingy that never dies... or, should never die... Again, if it's gun were stronger, did more damage, had QS and maybe 450pts instead of 496pts then maybe it would be field-able but atm for what it is its too much to be sinking 500pts of your army into.


These are all my opinions so please be open-minded about my thoughts and words.

This message was edited 1 time. Last update was at 2017/07/26 16:10:12


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Well, I'd like to see the recent RP change get reversed.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

If all of that came in, we would be very, very, very stronk me thinks. Warscythes need maybe a 'wounds on 2+ if VEHICLE', otherwise normal WS? Praets need their own character unit capable of buffing them. FO need a points decrease. Need more options in the book for mobility that are cheaper and easier to use than the current options. Bring back GoF's. It sorta makes sense for the D/Lord to only buff Destroyers, but give us choppy Destroyers then!


Automatically Appended Next Post:
 vipoid wrote:
Well, I'd like to see the recent RP change get reversed.


I mean its not so bad for smol squads, but for warriors and stuff above 10 models, you dont want to max out anymore, as your RP for battleshock is gone, but you want them still high enough to have bodies around to RP off..

Anyone do the math on optimal unit # for efficient RP?

This message was edited 1 time. Last update was at 2017/07/26 16:28:19


12,000
 
   
Made in us
Longtime Dakkanaut




Ute nation

 skoffs wrote:
The non-drop pod function is a pretty big deal breaker, though.
Still not worth how expensive it is IMO (assume codex fix).


I'd say it's on the bubble, it has wonderful alpha strike potential, it can soak quite a bit of firepower, and it would be a solid transport if it weren't for the issues with tomb world deploy. If they fix tomb world deploy, it would still be expensive enough that you'll have to build a list around it, but such a list might be competitive. Also any buff to the monolith's eternity gate and/or invasion beam is a buff to lychguard, who currently have no means of getting in close enough to be a reasonable CC threat, and lychguard need the love. GW has been pretty responsive to our problems, so if we raise awareness on it, we might see a fix. For completeness sake the two problems with tombs world deploy are:

1.) Does not count as disembarking from a transport, so the disembarking unit does not get to move after their 3" disembark. This runs counter to all other transports.
2.) The penalty for losing our night scythes and/or monoliths is too high, no other transport kills all people on board when destroyed. Given that we won't take more than one or two units that allow tomb world deploy, and none of those units will be used for first turn deployment, it just makes tomb world deploy too risky to use.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gb
Killer Klaivex




The dark behind the eyes.

With regard to the Destroyer Lord, what if his aura was:

"Friendly Necron units within 6" reroll to-wound rolls of 1. Friendly Destroyers within 6" reroll failed to-wound rolls."

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Decrepit Dakkanaut




 vipoid wrote:
With regard to the Destroyer Lord, what if his aura was:

"Friendly Necron units within 6" reroll to-wound rolls of 1. Friendly Destroyers within 6" reroll failed to-wound rolls."

I don't see it happening. People are fething whiners about Necrons and the Destroyer Lord was one of those things.

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 gb
Killer Klaivex




The dark behind the eyes.

Slayer-Fan123 wrote:
 vipoid wrote:
With regard to the Destroyer Lord, what if his aura was:

"Friendly Necron units within 6" reroll to-wound rolls of 1. Friendly Destroyers within 6" reroll failed to-wound rolls."

I don't see it happening. People are fething whiners about Necrons and the Destroyer Lord was one of those things.


Yeah, I just wondered if that sounded reasonable.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut




Ute nation

 vipoid wrote:
Slayer-Fan123 wrote:
 vipoid wrote:
With regard to the Destroyer Lord, what if his aura was:

"Friendly Necron units within 6" reroll to-wound rolls of 1. Friendly Destroyers within 6" reroll failed to-wound rolls."

I don't see it happening. People are fething whiners about Necrons and the Destroyer Lord was one of those things.


Yeah, I just wondered if that sounded reasonable.


Generally rerolls are a special character kind of thing, so probably not on a regular destroyer lord. On the other hand I think it would be neat to get a destroyer special character or three, as they seem like one of the areas that could get a spinoff faction like homunculus covens. The other two being praetorians and canoptek faction.

This message was edited 1 time. Last update was at 2017/07/26 20:07:52


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Legendary Master of the Chapter






 skoffs wrote:
Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)


I think wraiths had fly no?

scarabs on the other hand eh.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Grimgold wrote:
Generally rerolls are a special character kind of thing, so probably not on a regular destroyer lord.


Really? I thought it was a pretty standard thing for generic HQs.

 Grimgold wrote:
On the other hand I think it would be neat to get a destroyer special character or three


Honestly, I'd rather have a decent generic HQ. Frankly, I'm fed up of normal characters being crap and completely overshadowed by GW's ever-growing horde of Mary Sues.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Desubot wrote:
 skoffs wrote:
Wraiths have a rule that let them move through walls, etc., but it would seem Scarabs are a little bones there (at least with their low profile they shouldn't be too difficult to keep obscured?)


I think wraiths had fly no?

scarabs on the other hand eh.



They do not, oddly enough. Just the beasts keyword which currently does nothing.

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
Longtime Dakkanaut




Ute nation

 vipoid wrote:
Really? I thought it was a pretty standard thing for generic HQs.


Reroll 1s yes, but reroll misses is master of the deathwing, master of the ultramarines kind of stuff.

 vipoid wrote:
Honestly, I'd rather have a decent generic HQ. Frankly, I'm fed up of normal characters being crap and completely overshadowed by GW's ever-growing horde of Mary Sues.


I'd say our HQs are decent, MWBD is a great buff and easily one of the best in the game. The lord's will is not as good but it's still on par reroll ones to wound, and the cryptek has two very useful auras that make him the envy of other armies. The only one that's shaky is united in hatred, and only because it affects two unit types instead of everyone. With the character keyword, the CCB is also pretty good, as it's a tougher, faster, and shootier version of the overlord, which is our best HQ.

Compared to the generic HQ of say space marines overlord is better than a captain, lords are on par with lieutenants, cryptek is arguably better than an than a librarian, and destroyer lord is worse than a chaplain despite the fact the D-lord could take the chaplain in CC 9 out of 10 times.

*Edit* Also the changes to morale inflicted casualties makes the praetorians stronger because they ignore morale all together.

This message was edited 1 time. Last update was at 2017/07/26 20:58:27


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Grimgold wrote:

Reroll 1s yes, but reroll misses is master of the deathwing, master of the ultramarines kind of stuff.


True, but those buffs also apply to *all* units in those armies - not just a specific unit.

 Grimgold wrote:

I'd say our HQs are decent, MWBD is a great buff and easily one of the best in the game. The lord's will is not as good but it's still on par reroll ones to wound, and the cryptek has two very useful auras that make him the envy of other armies. The only one that's shaky is united in hatred, and only because it affects two unit types instead of everyone. With the character keyword, the CCB is also pretty good, as it's a tougher, faster, and shootier version of the overlord, which is our best HQ.

Compared to the generic HQ of say space marines overlord is better than a captain, lords are on par with lieutenants, cryptek is arguably better than an than a librarian, and destroyer lord is worse than a chaplain despite the fact the D-lord could take the chaplain in CC 9 out of 10 times.


I agree that our HQs aren't too bad in that regard (at least in the case of Overlords), but several armies are far less well off - with regular HQs that are completely overshadowed by SCs.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Fresh-Faced New User




Hey everyone! First time posting, long time reader. Thanks for all the insight, I've done quite well with Necrons so far because of this forum .

I was wondering if anyone has any experience using Imotekh. I know he's pricey, but being able to do D6 mortal wounds to the unit of your choice within 48" seems very powerful. Especially so if you can combo this with the d3 mortal wounds from a C'tan. For example, playing against marines I often face Storm Talons and with a command point reroll on average you're at about 4 mortal wounds.

His shooting Is also pretty good against these fliers as he'll be hitting on three's and it's STR 6 which means wounding on 4's! Does anyone feels he's worth taking at 2000 points?
   
Made in us
Longtime Dakkanaut




Ute nation

Imotekh is kind of meh, lord of the storm is basically a beefy smite that is once a game. His shooting is ok, but that's not really a reason to take him, since many units can do it better for cheaper. The parts where he is interesting is he can MWBD buff non-faction infantry, like praetorians, and he passively buffs flayed ones. Both of those require him to be on the front lines, which more or less requires the deceiver or tomb world deploy to make happen.

Overall I'd say he is too pricey for what you get, and his stats are a let down for being the head honcho of a faction. Most chapter masters would leave him in ruins, have better buffs, and to add insult to injury are cheaper.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
 
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