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2020/10/18 21:03:17
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Ah right. Disintegration Capacitors is about 2 damage against 3+, it's ok. I am looking at running Mephrit with 40 Reapers, with the Mephrit-specific Talent for Annihilation stratagem, which can be reliably maxed out for three additional damage.
2020/10/18 22:18:22
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Eldenfirefly wrote: So, I just had a thought, is it worth losing command protocols so that we run two separate necron detachements with different dynasties?
Like while we lose command protocols, we do get to now choose a shooty dynasty (like mephrit) for a shooty detachment, and then maybe a custom dynasty or a melee based dynasty for a more melee oriented detachment that has everything obsec.
Because the command protocols are a pain to use, and kind of dependent on how the game goes each turn. While, if you take a shooty dynasty and a melee based dynasty, you can tailor the units in those detachments to make the best use of the dynasty traits and such.
So, do you think its worth losing command protocols over?
Several of the articles I"ve read have mentioned that Cron players probably will shy away from the command protocols because they are convoluted and don't really do much. So yeah you'll probably see what you're doing being very common. Sort of like Tyranid players.
GSC also take different detachments.
It is probably easier for Necrons then Nids. Nids need synapse aura. Unless you do it cleanly it is a mess to execute.
It is very well worth it I would say. Although I have never bothered to do it with nids, nor even with GSC. And that is aying something as GSC 4armed emperor has the vect stratagem.
Not the design of the SM codex also has this to ecurage not bringing multiple detachments, on top of loosing CP for having more detachments. SM get Savage Fury for instance, a ekstra hit in melee on a unmodefied 6+ if assualt doctrine is active. (Turn 3 to 5.) Blood angels get Savage Echoes, ekstra attack if you charged* and is in assault doctrine.
It will probably be common forward in every codex.
2, it makes their twin gauss blaster assault 2 instead of rapid fire 2. If it was two gauss blasters, they'd each become assault 2 for 4 shots total, but it isn't, it's technically one weapon.
2020/10/19 02:39:28
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Do we have enough firepower on our characters such that we can skip bringing heavy support and vehicles ? So like bring mass infantry and scarabs. 2 dynasties, 2 C'than shards, Immotek, and a Plasmancer or two, other characters.
And just use our characters and mortal wounds against the opponent's heavy and elite stuff?
Plasmancer has a decent anti tank gun. And well, an overlord with a relic Taycon arrow has a 6 damage shot too.
So, this way, its almost impossible to shoot out our characters and the 2 Cthan shards in the first 2 turns. Time enough to clear all the chaff and use mortal wounds and character shooting to wittle down their heavies? Or just charge them and tie them in combat turn 3.
2020/10/19 02:52:35
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Eldenfirefly wrote: Do we have enough firepower on our characters such that we can skip bringing heavy support and vehicles ? So like bring mass infantry and scarabs. 2 dynasties, 2 C'than shards, Immotek, and a Plasmancer or two, other characters.
And just use our characters and mortal wounds against the opponent's heavy and elite stuff?
Plasmancer has a decent anti tank gun. And well, an overlord with a relic Taycon arrow has a 6 damage shot too.
So, this way, its almost impossible to shoot out our characters and the 2 Cthan shards in the first 2 turns. Time enough to clear all the chaff and use mortal wounds and character shooting to wittle down their heavies? Or just charge them and tie them in combat turn 3.
Our best anti-tank in my opinion is cc. Some gauss cannon shots followed by a warscythe attacks from the command barge will do some damage. The stratagem to give core units + 1 str used with warscythe lychguard gets the job done. Nightbringer and Voiddragon especially the Voiddragon can take out vehicles. You can always gauss blaster a vehicle down with -2 AP.
This message was edited 1 time. Last update was at 2020/10/19 03:48:58
Melee anti-tank looks great on paper, but in reality doesn't tend to work in the game unless the unit in question is either very fast or has a good way to guarantee a charge from reserves. Without one of those two, the opponent's vehicles can just avoid your melee anti-tank.
The only thing in the Necron book that really fits that bill is scytheguard deploying via the night scythe strat for a max 6" charge. The difficulty here is that it's actually surprisingly easy to screen out the night scythe coming in from DS because of the big base. And even if you start the thing on the table, you can't do the strat T1, so that's not a great solution either because it has to survive a full turn before it can swoop in for delivery. I think that combo has play, but I wouldn't rely on it or any other melee to kill tanks.
It's unfortunate given how anemic necron anti-tank shooting is, but I don't think you can really rely on melee to do it. If you're going to go that route, it's better to just give up on killing vehicles and focus on just tagging them instead with stuff like scarabs.
This message was edited 1 time. Last update was at 2020/10/19 04:14:48
2020/10/19 04:41:54
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
I was thinking just tag them with stuff like scarabs while our troops sit on objectives and slowly whittle them down with our Ctan and characters throwing out mortal wounds and shots.
In the list I suggested, there are nothing good for them to shoot at anyway. Just tons of troops that would get back up again or scarabs. It will be turn 3 or 4 by the time they get to killing the Ctan shards. And they would need to literally kill the whole army before they can get to the characters.
2020/10/19 05:28:51
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
I think that list could work, though I am not a fan of double C'tan at all, and I would really debate taking a C'tan in that list at all. I would think you might go better going heavy on protected characters instead, to make them totally waste their anti-tank.
Szeras probably does great work in that list; his gun is good, and he gets full use out of his buffing and rezzing in a list full of core. I'd think him + a CCB with the relic staff probably does better work in that list than a C'tan, for nearly 50 points less.
2020/10/19 14:22:17
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
yukishiro1 wrote: I think that list could work, though I am not a fan of double C'tan at all, and I would really debate taking a C'tan in that list at all. I would think you might go better going heavy on protected characters instead, to make them totally waste their anti-tank.
Szeras probably does great work in that list; his gun is good, and he gets full use out of his buffing and rezzing in a list full of core. I'd think him + a CCB with the relic staff probably does better work in that list than a C'tan, for nearly 50 points less.
Running this exact setup. It is wonderful.
Automatically Appended Next Post:
yukishiro1 wrote: He's the only LoW since pre-nerf Girlyman that's actually value for points IMO. He just does so much. He's like the opposite of a C'tan. C'tan do a couple of things very well and everything else badly or not at all; he does practically everything pretty well, without necessarily having any game-breaking tricks.
I think there's potentially a place for him in almost every list, though obviously lists with a strong <CORE> focus are going to get more out of his buffs than ones that don't. But honestly he's so strong that I think he potentially has a place even in lists that take only one big unit of, say, Lychguard or Praetorians, even without much else that he can buff.
I think hes about 100 points overcosted. Which is a significant amount. Pretty much the most schizophrenic rules I have ever seen on a model with the most horrendous rules for degradation. Buffs only core and praetorians (you get an award if you actually manage to buff the praetorians in melee with him).
Just compare what you can get for his cost and you see hes not remotely balanced in cost.
3x triarch stalkers with heavy gauss. 18 str 7 ap-3 d3 damage per turn with 9 str 7 ap-3 flat 3 damage melee attacks.
36 t7 wounds with quantum sheilding.
3 targets per turn buffed with reroll 1's (not just core).
The worst part about silent king is losing the annihilation beams after your first 10 wounds. That alone makes him overcosted.
This message was edited 1 time. Last update was at 2020/10/19 14:50:09
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
2020/10/19 16:22:49
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
I dunno, I'd usually much rather have him than 3 stalkers. But they are used in totally different ways. Stalkers have to be out there killing stuff to be getting value, so they also have to be exposed. A single stalker also has a larger width profile than the king + both menhirs, so you're not going to be able to hide them effectively even if you wanted to.
If you throw TSK out there early in the game sure, he's going to die. But that's a silly way to use him. One of the biggest strengths of the model is that it can benefit from obscuring terrain, play the angles, and still use all his buffs, none of which require LOS. You're usually going to be playing cagey with him for a turn or two, then bringing him out once you've destroyed or tied up the targets he's most vulnerable to.
He has definite vulnerabilities to planes and harlequin bikes. The former don't see much play right now, but the latter do, and there's no great counter. If he's FAQ'd to get the 5+++ vs mortals from his own dynasty trait, that would address that weakness quite a bit.
He might look vulnerable to reserved melta stuff, but I don't think he actually is particularly, assuming you have a board with decent terrain.
This message was edited 1 time. Last update was at 2020/10/19 16:47:45
2020/10/19 17:04:24
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
When I read the headline all hail the silent king I start hearing the ompa lompa song fron Charlie and the chocolet factory. Imagening the necrons singing and dansing through out the tomb complex.
yukishiro1 wrote: I think that list could work, though I am not a fan of double C'tan at all, and I would really debate taking a C'tan in that list at all. I would think you might go better going heavy on protected characters instead, to make them totally waste their anti-tank.
Szeras probably does great work in that list; his gun is good, and he gets full use out of his buffing and rezzing in a list full of core. I'd think him + a CCB with the relic staff probably does better work in that list than a C'tan, for nearly 50 points less.
Running this exact setup. It is wonderful.
Automatically Appended Next Post:
yukishiro1 wrote: He's the only LoW since pre-nerf Girlyman that's actually value for points IMO. He just does so much. He's like the opposite of a C'tan. C'tan do a couple of things very well and everything else badly or not at all; he does practically everything pretty well, without necessarily having any game-breaking tricks.
I think there's potentially a place for him in almost every list, though obviously lists with a strong <CORE> focus are going to get more out of his buffs than ones that don't. But honestly he's so strong that I think he potentially has a place even in lists that take only one big unit of, say, Lychguard or Praetorians, even without much else that he can buff.
I think hes about 100 points overcosted. Which is a significant amount. Pretty much the most schizophrenic rules I have ever seen on a model with the most horrendous rules for degradation. Buffs only core and praetorians (you get an award if you actually manage to buff the praetorians in melee with him).
Just compare what you can get for his cost and you see hes not remotely balanced in cost.
3x triarch stalkers with heavy gauss. 18 str 7 ap-3 d3 damage per turn with 9 str 7 ap-3 flat 3 damage melee attacks.
36 t7 wounds with quantum sheilding.
3 targets per turn buffed with reroll 1's (not just core).
The worst part about silent king is losing the annihilation beams after your first 10 wounds. That alone makes him overcosted.
I agree, the loss of the Menhirs for me is the deal breaker with Silent King.
2020/10/19 17:50:37
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
It's funny how people look at things differently, to me those are just a little bonus, not something I actually care about losing. In the vast majority of matchups, unless you play badly you're going to get at least one volley off with them, which seems fine to me.
2020/10/19 17:58:58
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Purely because he degrades like a mofo. Who else in this game degrades that severely?
He goes from 6+4+3 attacks of 3 pretty strong profiles + 2 BIG guns +2 pretty powerful auras to 2 attacks barely better than an Overlord's swing, loses the big guns, and loses 2 auras.
Seriously, that is right up there with the Titans' 4-5 degrading brackets level of stupid. All other degrading units still have something useful to offer when degraded severely, he's literally an overlord at that point with higher toughness and a single deny.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/10/19 18:11:46
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Agreed 100% with SK feeling schizophrenic. His auras want to buff things that don't really need to be near him.(praetorians want to be zipping around killin fools.)
His firepower + melee makes a significant dent in something but you'll never bring it all to bear meaningfully due to his various profiles.
Degradation is super rough.
2020/10/19 18:15:28
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
My main issue with the SK is his auras are so negligible. You get to reroll hits in shooting... with (mostly) your troop choices' 1-damage guns! - and 2 units will likely be hitting on 2s anyway, so for them it's essentially just reroll 1s. You can reroll wound rolls - with your squishy combat Core that will either be creeping up the flanks or deep striking in turn 2, where you may not be able to clip them with your aura thanks your 8" move! Oh and don't forget that extra 1" movement bubble - Core only too of course, wouldn't want to break the game XD
Losing the big guns after 10 wounds is pretty awful. Decent in combat but nothing spectacular for the points. And a solitary deny with no bonuses, when there are multitudes of lesser characters with a cheeky +1 to cast or deny, also feels more than a little conservative.
He has got a few other things going for him and I'm still going to try him out as I'm not a tournament gamer but I agree he feels very overcosted. If he had a reroll 1's to wound aura he might be worth it. However I know those auras are pretty much going away and they showed with his current auras that they're terrified of allowing much in the way of potent force amplification so there wasn't much chance of that.
I wonder if he makes Shieldguard more attractive as they don't mind walking up with him and with rerolls to wound their swords are a bit more scary even with 1 damage... still doesn't sound great tbh.
This message was edited 2 times. Last update was at 2020/10/19 18:28:13
2020/10/19 18:16:06
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
yukishiro1 wrote: Melee anti-tank looks great on paper, but in reality doesn't tend to work in the game unless the unit in question is either very fast or has a good way to guarantee a charge from reserves. Without one of those two, the opponent's vehicles can just avoid your melee anti-tank.
The only thing in the Necron book that really fits that bill is scytheguard deploying via the night scythe strat for a max 6" charge. The difficulty here is that it's actually surprisingly easy to screen out the night scythe coming in from DS because of the big base. And even if you start the thing on the table, you can't do the strat T1, so that's not a great solution either because it has to survive a full turn before it can swoop in for delivery. I think that combo has play, but I wouldn't rely on it or any other melee to kill tanks.
It's unfortunate given how anemic necron anti-tank shooting is, but I don't think you can really rely on melee to do it. If you're going to go that route, it's better to just give up on killing vehicles and focus on just tagging them instead with stuff like scarabs.
This seems like you have an issue with all melee options. I disagree, you do not need a gimmick in order to use melee units. We don't have to have a perfect world where our cc units are able to charge as soon as they arrive, although we have that option available depending on proper screening. We have Skorpekh and Canoptek units who are fast enough to be in charge range by turn 2-3, if your scarabs can tag them then that means skorpekh destroyer or wraith squads can tag them.
Also what vehicle are we talking about? What vehicle do we fear? I am asking because I thought with point increase we are seeing fewer tanks on the battlefield.
He himself doesn't degrade at all until losing 18 wounds, he just loses the guns on the rocks. All other vehicles start degrading at 50% damage, you have to do 70% to degrade him. It's a pretty significant difference. With the lowest profile only being 1-4 wounds and him healing 1+ a round, and his always fights last aura, he's realistically very unlikely to be at that profile anyway. And as long as he's not at bottom profile, he's at 7 very damaging attacks with a reroll wounds aura for <CORE>, which means he's still quite effective.
This seems like you have an issue with all melee options. I disagree, you do not need a gimmick in order to use melee units. We don't have to have a perfect world where our cc units are able to charge as soon as they arrive, although we have that option available depending on proper screening. We have Skorpekh and Canoptek units who are fast enough to be in charge range by turn 2-3, if your scarabs can tag them then that means skorpekh destroyer or wraith squads can tag them.
Melee is great generally in 9th, because it's an objective game. But melee against tanks is problematic because they can be easily screened and they move fast enough when not degraded to just scoot away. If you fail to charge a tank on the turn you arrive, the tank just moves 10" away and you're even worse off next round, even if by some miracle you aren't just dead.
Wraiths are a tagging unit like scarabs, they don't really kill stuff. They can tag stuff because they have fly and move faster than or the same speed as most vehicles, which means you can't screen them out effectively and you can't really run from them either.
You will do fine using melee to kill tanks against mediocre players who just want to pew pew, good ones just won't let you get into them unless your melee has fly, high movement and/or advance and charge.
The fact that tanks aren't a big part of the meta is why just tagging them is more effective than trying to kill them in many cases, and certainly more effective than trying to kill them with melee units that can just be screened or kited.
This message was edited 2 times. Last update was at 2020/10/19 18:29:04
2020/10/19 18:55:16
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
yukishiro1 I understand what you are saying you are discussing the difficulty of getting into cc, while I am talking about the best weaponry we have for vehicles. I think skorpekh destroyers is the strongest unit against vehicles. If you want a ranged option then lokhust destroyers with the stratagem to re-roll wounds will get the job done.
yukishiro1 wrote: It's funny how people look at things differently, to me those are just a little bonus, not something I actually care about losing. In the vast majority of matchups, unless you play badly you're going to get at least one volley off with them, which seems fine to me.
What if the barge gained an unfocused heatray like profile once both Menhirs were destroyed? Honestly my opinion is also influenced by the completely non competitive reason of “what is the point of the C’tan shard”? In my mind the C’tan would power the menhirs that would fire a focused attack. When both lenses are gone, C’tan itself fires unfocused beam. I really wonder if Silent King was toned done in the early design of rules because the C’tan is so prominent on the model but the rules do not back it up.
2020/10/19 20:13:42
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Hello, guys! I'm a pretty new player, having only played a bit back at the start of 8th. I thought I would post my current list here and maybe get some useful feedback.
My overall logic is something like this. The nightbringer shard is there mostly to be a big threat that eats a lot of fire. Similarly, the CCB is mostly there to discourage charging my main force. I went with lots of small units of immortals because I feel like they do much better than warriors as general infantry, at least when operating without heavy reliance on ghost arks and the like. They go and sit on objectives, and still have the range and punch to affect things. Szeras is there to patch up units in reach and maybe give out a decent buff or two. With as much core as I have in the list, I figure he's worth the minor cost up from just running two technomancers to do his job.
I like deathmarks, and I'm hopeful they'll do something this edition, particularly with their ability to drop into an isolated spot and start poking more fragile characters.
The tomb blades and praetorians will hopefully work okay as a more mobile force while I walk the rest of the guys up. the technomancer with the cloak should hopefully keep some of them up.
I picked Nihilakh mostly for flavor (my necrons are painted in tan, gold, and blue), although extra objective secured on already durable bodies seems pretty good, and I like their warlord trait.
Lastly, the doomstalkers are meant as more denial than anything. Setting them up will in all likelihood, cause my opponent to immediately clear any of their heavy vehicles from its firing arc. I think that kind of positional control has some value at least. Sitting in the back with Nihilakh gives them the odd bonus of any AP large enough to matter being wasted on their invuln.
I really want to run one of the new royal wardens, and a squad of lychguard with sword and shields, but I haven't found anything I would cut.
2020/10/19 22:43:17
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
v0iddrgn wrote: Do you round up for Mephrit half range? Eg 27in = 14in for bonus -1 AP.
Not sure if this is official but you can use half inches. 27in would get bonus ap at 13 1/2 inches. Most measuring tapes have fractions on them, and if not you can just estimate, it shouldn't make much of a difference
2020/10/19 22:53:23
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
It's not like 40k doesnt have crazy decimals already with the 8.9" charges
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2020/10/19 23:26:32
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Barcha wrote: Hello, guys! I'm a pretty new player, having only played a bit back at the start of 8th. I thought I would post my current list here and maybe get some useful feedback.
My overall logic is something like this. The nightbringer shard is there mostly to be a big threat that eats a lot of fire. Similarly, the CCB is mostly there to discourage charging my main force. I went with lots of small units of immortals because I feel like they do much better than warriors as general infantry, at least when operating without heavy reliance on ghost arks and the like. They go and sit on objectives, and still have the range and punch to affect things. Szeras is there to patch up units in reach and maybe give out a decent buff or two. With as much core as I have in the list, I figure he's worth the minor cost up from just running two technomancers to do his job.
I like deathmarks, and I'm hopeful they'll do something this edition, particularly with their ability to drop into an isolated spot and start poking more fragile characters.
The tomb blades and praetorians will hopefully work okay as a more mobile force while I walk the rest of the guys up. the technomancer with the cloak should hopefully keep some of them up.
I picked Nihilakh mostly for flavor (my necrons are painted in tan, gold, and blue), although extra objective secured on already durable bodies seems pretty good, and I like their warlord trait.
Lastly, the doomstalkers are meant as more denial than anything. Setting them up will in all likelihood, cause my opponent to immediately clear any of their heavy vehicles from its firing arc. I think that kind of positional control has some value at least. Sitting in the back with Nihilakh gives them the odd bonus of any AP large enough to matter being wasted on their invuln.
I really want to run one of the new royal wardens, and a squad of lychguard with sword and shields, but I haven't found anything I would cut.
Assuming you aren't trying to take the most competitive list possible here, but do want some advice on how to make it more competitive in the general range of what you've got:
Take the -1D trait instead of the always strikes first, unfortunately the way the game mechanics work (i.e. chargers still hit before it) that trait is almost never useful. The technomancer can't do anything for the praetorians except I guess rez one once a game with the thing you paid almost as much for as the cost of a praetorian, and I think it is redundant in a list where you also take szeras, so I'd cut one of the two, or if you're really committed to both, turn it into a +1 to hit bot for the doomstalkers. But I probably wouldn't do that, the bot is only really value if you take 3.
I don't think you need 6 troops in a list where everything has ob-sec, I'd drop 3 of those immortals units for at least one unit of scarabs, preferably two, and preferably 9 man each. Your list doesn't have fast stuff that wants to be on objectives right now, and ob-sec scarabs are just wickedly good things to have around. With the extra points left over from that + dropping the technomancer I'd pick up a triarch stalker since you can make a lot of use out of the rerolling 1s to hit, or a third doomstalker if you decided to go the technomancer +1 to hit.
It would be more competitive to go custom dynasty and take the +6" pre-game move instead of the -1AP in your deployment zone, but Nihilakh isn't terrible or anything.
2020/10/20 00:18:53
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Assuming you aren't trying to take the most competitive list possible here, but do want some advice on how to make it more competitive in the general range of what you've got:
Take the -1D trait instead of the always strikes first, unfortunately the way the game mechanics work (i.e. chargers still hit before it) that trait is almost never useful. The technomancer can't do anything for the praetorians except I guess rez one once a game with the thing you paid almost as much for as the cost of a praetorian, and I think it is redundant in a list where you also take szeras, so I'd cut one of the two, or if you're really committed to both, turn it into a +1 to hit bot for the doomstalkers. But I probably wouldn't do that, the bot is only really value if you take 3.
I don't think you need 6 troops in a list where everything has ob-sec, I'd drop 3 of those immortals units for at least one unit of scarabs, preferably two, and preferably 9 man each. Your list doesn't have fast stuff that wants to be on objectives right now, and ob-sec scarabs are just wickedly good things to have around. With the extra points left over from that + dropping the technomancer I'd pick up a triarch stalker since you can make a lot of use out of the rerolling 1s to hit, or a third doomstalker if you decided to go the technomancer +1 to hit.
It would be more competitive to go custom dynasty and take the +6" pre-game move instead of the -1AP in your deployment zone, but Nihilakh isn't terrible or anything.
I'm sad to hear that the warlord trait is bad. I had thought it was a good way to ruin charges, so that will definitely have to change. I'm thinking I'll probably dump one of the doomstalkers for a triarch stalker.
What do you think of spyders this edition as backup for scarabs? probably with a gloom prism, because denial for 5 points is pretty okay in my book. Cutting the technomancer buys me quite a bit of flex room, and I'd be tempted to put one on the table.
2020/10/20 00:39:25
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
It should be a good way to ruin charges...until you read the rare rules section, and realize GW has come up with this unbelievably convoluted system, the rub of which is that one charging unit still fights before any units that have always fights first and they then alternate, because <reasons>. Which takes away most of the point of the ability.
I actually like the lone spyder with a prism with some scarabs, I don't think it's a bad pick. It will die easily to anyone who actually sets out to kill it, but by the same token, it has pretty decent resilience for its points, and if they DON'T kill it, they don't really accomplish anything at all. I like those models that tempt your opponent to make bad choices.
Just don't expect it to really kill anything or do much besides be a nuisance, and I think it's a decent use of 65 or however many points it costs.