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Made in nl
Regular Dakkanaut





torblind wrote:
The CCB is a character, it's been FAQ'ed

You should really glance through, there's a couple of important changes


Automatically Appended Next Post:
.. but it's great that you enjoyed it! And welcome to the metal heads hangout


Ah yea, looking at the FAQ as we speak. Oh well, first game and it actually worked in my favour xD.

   
Made in us
Norn Queen






Anyone tried a list of Maynarkh yet? Hows the world killer and the blinded so far?


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Tail-spinning Tomb Blade Pilot




Tested the Gauss Pylon versus Morty last night. Sadly, that 4++ decimated the Pylon’s effectiveness.
   
Made in us
Regular Dakkanaut





Lance -

I've done a couple before the CA.
Admittedly now with CA I kind of want to try a Toholk + CCB so that it will have 1d3 heal, Quantum shielding and Dr 1 min 1 after QS.
Anyone else think this would be a good idea or any other things we can do to improve CCB?

But yeah, they're ok~... v *thoughts on the matter* v
Spoiler:


Toholks a good take if only for the fact you don’t have to spend a CP on rerolling the seize initiative if you're in that position. Most of my builds involving him were things like corner deployments with a pair of doomsday arks coming out from the board edges. I'd usually throw in a ghost ark and a fence of warriors around this perimeter to take advantage of Toholks cryptek bonuses and put all the vehicles on the perimeter of a Gauss Pylons invul field so they only needed a minimum move to get away if it's very low health and could explode and gave me enough room to disengage up to three times inward and keep the GP from getting meleed save by fliers. You can also take a couple of Spyders to round out your heavy wing and make them dedicated repair dependent on your points.

Kutlakah would be better if we had more 'dynasty' infantry with assault weapons (im looking at you Praetorians). However there's still something amusing about seeing the zulu horde of melee only lychguard either sword and boarding across the field or keeping lines around a Cryptek escort with their warscythes. *chuckle*

However you can still bring a couple of squads of Immortals and a Deciever and forward place them to the max range of their Tesla while Kutlakah and the remainder shimmy down the midfield. On a 3 you can even bring a cryptek and put him between the two squads for a little more durability and if you're luck enough to have cover on the field you'll be in an even better position.

Since they cant take advantage of any leader ability anyway Praetorian squads can serve as decent horns on the side to threaten the enemy as they zoom up the field while your center moves up slower.

But yeah once Kutlakah is within 12" of the enemy line that's when you can finally bring in some flayed ones onto the field, that -1 to morale helps when you're clear cutting and they can help soak as you move in and even if they fail the charge that turn they'll have the 'can advance and still charge' rule of Kutlakah.

If you want to save that massive jog and you go first you can grand illusion him a cryptek and any additional leadership accompanyment up in a ghost ark and on a 2/3 bring some shooting units up as well since they wont be able to charge that turn anway. Then on your turn close the distance so even if they pull back you can still charge them next turn. Alternatively, if you really wanted to try charging that turn~ you could veil him up with your non named character support and then bring in the squad of flayed ones. Sure the flayed ones wont have the buffs you'd get in a Sautekh build but the sticking potential of the advance and charge is pretty decent.

But yeah Kutlakah is kind of limited to 'I help our melee only units move a little faster' since we don’t have enough assault infantry. But if you can play around that then it's fun for thematic build. But yeah probably not competitive.

This message was edited 3 times. Last update was at 2017/12/14 16:41:45


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in us
Loyal Necron Lychguard




Doctoralex wrote:

Post-match thoughts:
1: Lack of anti-tank. Definitely need to bring more anti-tank. Thinking of bringing a Triach Stalker with a Twin Heavy Gauss Cannon. Probably drop the Doomscythe for it.

2: Don't forget your Resurrection Orb, stupid!

3: Definitely should have dropped my Warrior squads to a minimum of 10. This would have meant an extra Tomb Blade which would have helped out quite a bit.

4: Take Warscythes on the Lychguard. If I had those I could have really done a number on one of his Dreads. Although it did cost my opponent an entire turn of shooting to take them down. Hm...

5: Taking the CCB was... interesting. While it wasn't my intention to put him out of the open, Quantum Shielding + Necron Warlord Trait meant he could tank a LOT of hits. Though risky, perhaps it can be used to bait out shots from your opponent?

6: Thinking of taking 3 Heavy Destroyers instead of the Doomsday Ark. They will bring more reliable anti-tank to the table, though they will definitely be squishier and cannot benefit from the Stalker's reroll 1's to hit.





I'll address some of these quickly:

1) We don't really have anti-tank at the moment. Stalker is probably the best one (since it helps other units and has some defensibility), but we really aren't the army that can kill a Razorback per turn without some serious luck.

4) You'd probably be disappointed in Warscythes as well. Still just as slow unless you do some expensive teleport shenanigans, and people will take great care to keep them at range once they learn the Warscythe profile.

5) As torblind said, FAQ makes the CCB a character, which makes him a more interesting take. Unfortunately, he still lacks punch but is very durable with hiding + stats.

6) Heavy Destroyers are more reliable (sort of, depending on the situation), but crumble to anyone shooting multi-damage guns. Again, we don't really have good anti-tank.
   
Made in us
Regular Dakkanaut





req - 5) Maybe we'll get lucky on codex release and CCB will get hovering stats like our Destroyers/monolith etc and we can then use that Gauss more reliably. Doubt it but a Phaeron can hope to pimp his ride cant he?

This message was edited 1 time. Last update was at 2017/12/14 16:45:50


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in no
Grisly Ghost Ark Driver





Also mention the Tesseract Ark from the Forgeworld index, fills the role of the Doomsday ark except for extreme ranges, and does a better job at it
   
Made in us
Regular Dakkanaut





I was just out walking the dogs and the thought came to me. What do you think of the prospect of a destroyer base as a wargear piece that could be taken by any Necron infantry piece that could be integrated or simply ridden like a cavalry mount?

v More on this idea v
Spoiler:

Basically any non destroyer unit taking it would become a destroyer / calvalry variant ex: Deathmark Destroyer/cavalry, Warrior Destroyer/cavalry, Lychguard Destroyer/cavalry, etc.

Mechanics effect. Im thinking this would give +1 or 2 wounds (1 for Calvary, 2 for integrating into body), 10" move for integrated body, 12" for calvary and Hardwired Hatred for integrated models.

Maybe give Repulsor platforms option that rapid fire weapons the ability to fire even after advance like an Assault weapon ( Perhaps this could be the bonus a non integrated calvary unit gets instead of hardwired hatred because the platform handles the dedicated movement while the unit just focuses on fighting).

Or instead the option to dismount the hover platform and send it hurtling at your opponents as a once per battle attack?

I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in us
Loyal Necron Lychguard




torblind wrote:
Also mention the Tesseract Ark from the Forgeworld index, fills the role of the Doomsday ark except for extreme ranges, and does a better job at it


Yeah I'm a bit split on the codex.

On one hand, every codex released so far has been pretty solid, fluffy, and fairly close in power level. Some are higher up (CSM, Guard),but mostly on a similar power level.

On the other hand, they clearly had no idea with our Index, to the point where we're near the bottom of the pile even compared to other Index armies. So I don't know if they'll do any better with the Codex.

Only time will tell :\
   
Made in no
Grisly Ghost Ark Driver





Lothmar wrote:
I was just out walking the dogs and the thought came to me


Well it scores high on crazy. Andi would require complicated new models from GW to represent it, don't think there is much presence for that kind of flexibility in 40k at least. But hey, would fix the speed and lack of transportation. But style wise it sounds more like dark Eldar

This message was edited 1 time. Last update was at 2017/12/14 19:05:40


 
   
Made in us
Regular Dakkanaut





@Tor - I dont think it'd be that complicated.

Basically it'd mostly be a matter of assembling the various bits into their various combinations with a destroyer base instead of legs. Or the much more simpler option that you sell the platforms separate from destroyers and then you purchase the units and its up to you how you assemble.

ex: Sell destroyer platforms as riding mounts and then stand your already existing units on them. (or if you' are like me and hardly use destroyers anymore just remove the skeleton part and use them instead)

If they really wanted to make some alteration so they could sell it as 'Necron Repulsor/cavalry Platform' or something then they could add a circular recess to set an infantry base. But yeah im certain there are people out there with bits that could kit bash already existing destroyers like this.

This message was edited 2 times. Last update was at 2017/12/14 19:20:45


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in us
Auspicious Aspiring Champion of Chaos






That would actually be a really easy conversion. Just attach the torso of whatever model you're upgrading the the Destroyer platform instead of the normal legs.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in be
Snivelling Workbot




West-Flanders

Aight, fellow Phaerons.

I've been taking my Maynarkh dynasty to war in a campaign between friends where we build from PL25 and then add but never remove models.
I started with this on PL25 (it is PL24)
Spoiler:

1 Cryptek
10 Warriors
1 Triarch Stalker with Heat Ray
6 Scarabs

And upgraded to PL35 (actually PL34) like so:
Spoiler:

3 Wraiths
1 Spyder

Next milestone is PL50 and I was thinking about adding some much needed AT, knowing that end of February will be 1250pts, so no longer PL.
Considering what I have I could get to 1250pts with the following:
Spoiler:

A Tomb Sentinel or 3 Acantrhites (have both)
3 Destroyers
12 Scarabs (bringing total to 18) or 6 Scarabs and a Heavy Destroyer...

This would net me1238pts (I could add another warrior to the warrior squad I started with to have 1250)
Now for the PL50 goal I'd just add the sentinel or the acanthrites, together with 2 Destroyers or 6 Scarabs.
However, as I also play against Eldar that have Wraithguard, Wraithblades and a Wraithseer at their PL50, I feel like I might be lacking survivability with my Forgeworld Canopteks, as they don't have invulnerability saves...

Did you find the Acanthrites or Sentinel to be resilient or not at all? I could try tying some up with Wraiths or Scarabs, but that won't last forever.

Cheers


Automatically Appended Next Post:
I actually decided to not buy Sentinel + Acanthrites but rather Tesseract Ark + Tomb Sentinel.

This message was edited 2 times. Last update was at 2017/12/14 20:13:04


3500+  
   
Made in no
Grisly Ghost Ark Driver





 EnTyme wrote:
That would actually be a really easy conversion. Just attach the torso of whatever model you're upgrading the the Destroyer platform instead of the normal legs.


Definitely easy to convert.

Just remember that GW sells perfectly and carefully constructed kits with great detail, with assembly instructions that put lego kits to shame, and now we're talking about something that's supposed to combine with any infantry model for an optional ride? I don't see GW doing that just yet
   
Made in us
Regular Dakkanaut





DaK -

Is the spyder running as a repair bot with fab claw for the Triarch (the TS gained a chance to explode now so sadly no longer no risk to pair them), or is it on forward advance as distraction and Scarab replenishment (Kind of wish there was a way to fix the speed differences to make this kind of thing a more valid strat like +1 " move to a max of 10 per scarab in 1-3 inches of the spyder as they carry it along)?

Considering what you currently have, I'd say probably add 3 more wraiths to make a bigger wraith squad in my opinion and give them pistols since you can still shoot those in melee and then the wraith can also take advantage of the TS. Im mainly saying this cause of the new strat from chapter approved that lets you give RP to Canoptek units for a turn.

Although a large mob of arcanthrites would also be decent for the above reason, sure they're not as tough as Wraiths in the save sense but they are a little harder to hit and can put out more damage.

I might also suggest putting 10 more warriors into that group if only to get max shots off and best use out of the veil of darkness that I assume you're running on that cryptek. Maybe run a CCB as well so it can quickly catch up to the warriors to MWBD them and provide some minor fire support. CCB is very tanky right now since it's a character and has QS (so Wraiths and Tomb blades make excellent screen for it and even Praetorians, destroyers or scarabs to a lesser extent cause of speed differential).

If you stack that with the new warlord trait to reduce damage coming into it (assuming you fail your QS first) to minimum 1 and play Toholk (since you mentioned the May dynasty) then it's also got a D3 living metal bonus and could be repaired by a spyder for another d3 if positioned / manuevered right.




This message was edited 2 times. Last update was at 2017/12/14 20:31:16


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in be
Snivelling Workbot




West-Flanders

Lothmar wrote:
Is the spyder running as a repair bot with fab claw for the Triarch (the TS gained a chance to explode now so sadly no longer no risk to pair them), or is it on forward advance as distraction and Scarab replenishment (Kind of wish there was a way to fix the speed differences to make this kind of thing a more valid strat like +1 " move to a max of 10 per scarab in 1-3 inches of the spyder as they carry it along)?

Considering what you currently have, I'd say probably add 3 more wraiths to make a bigger wraith squad in my opinion and give them pistols since you can still shoot those in melee and then the wraith can also take advantage of the TS. Im mainly saying this cause of the new strat from chapter approved that lets you give RP to Canoptek units for a turn.

Although a large mob of arcanthrites would also be decent for the above reason, sure they're not as tough as Wraiths in the save sense but they are a little harder to hit and can put out more damage.


I don't feel that -1 to hit will help it stay alive, and 9 acanthrites get you 14 Wraiths tho...
DId you have succes with the single shot S6 AP0 D1 pistols on Wraiths?

Between Acanthrites and the Tomb Sentinel, what would you pick? Same price, but tomb sentinels look WAAAAY cooler (plus I want to make Toholk, who designed the damn thing)

And Oh yes, the Spyder is repair for the TS and maybe for a TA later.



Automatically Appended Next Post:
Lothmar wrote:
DaK -
I might also suggest putting 10 more warriors into that group if only to get max shots off and best use out of the veil of darkness that I assume you're running on that cryptek. Maybe run a CCB as well so it can quickly catch up to the warriors to MWBD them and provide some minor fire support. CCB is very tanky right now since it's a character and has QS (so Wraiths and Tomb blades make excellent screen for it and even Praetorians, destroyers or scarabs to a lesser extent cause of speed differential).

If you stack that with the new warlord trait to reduce damage coming into it (assuming you fail your QS first) to minimum 1 and play Toholk (since you mentioned the May dynasty) then it's also got a D3 living metal bonus and could be repaired by a spyder for another d3 if positioned / manuevered right.


Was even thinking of putting that trait on a DLord, it wouldn't hurt his 4++

This message was edited 1 time. Last update was at 2017/12/14 20:34:13


3500+  
   
Made in us
Regular Dakkanaut





I actually do have a lot of success with the pistols. Sure they're less effective against higher armor, but being able to shoot in the shooting phase rather then twiddle my thumbs is nice (unless I needed that advance to help ensure my charge). Most effective vs Guard T'shirts. *chuckle*

Plus being able to shoot your range weapon even if you're locked in combat can always help tip a battle in your favor in my opinion. Compared to the TransBeam which is heavy so not worth taking in my opinion and the Whip coil being an even weaker attack then the Wraiths normal but only goes off when you die and only assuming you haven't already attacked that turn.

DL - True, 6 wounds and 3+ saves and phylactery option~ not too bad either.


Automatically Appended Next Post:
I forget, can bikers take advantage of cover? Or is it 'only first floor cover'?

This message was edited 4 times. Last update was at 2017/12/14 21:11:31


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in be
Snivelling Workbot




West-Flanders

INFANTRY can take advantage of cover if inside it.
NON-INFANTRY models only get the cover when 25% (or was it 50) obscured.
Therefore, Destroyers could for example use cover, as they are INFANTRY.
Wraiths on the other hand, being BEASTS, need to be obscured (but who cares with their 3++) :p

3500+  
   
Made in us
Regular Dakkanaut





Just making sure, was considering an outrider detachment build and was trying to remember how to play the bikes we have.

Thinking of Running a destroyer wing and lord, a CCB, some Tomb blades all of which to screen for the leadership. (maybe throw Toholk in there as well if only for the phylactery on CCB and the free reroll on seize but sadly he cant take the veil so cant show up/keep up when the Destroyers will likely need him.) If the screen works decent enough may just not take Toholk and instead bring a normal cryptek so he can veil in with some warriors/immortals/something when needed for extra fire support and to help restrore a unit once it's been rendered to 1/2 or 1/3 or lower model count...

I imagine due to the speed the Tomb blades would jockey to the front and the Destroyers would soon become the rear, after which i'd have to reduce the Tomb blades and CCB's speeds slightly so as not to open too much of a hole in the formation... The destroyers being a decent screen if only for the fact they're infantry with close enough speed to remain in that 12" MWBD range so they hit on 2's and reroll 1's.

Will have to mess with this a little with some figs or digitally to see if it works like im thinking it would...


Automatically Appended Next Post:
Lost the spoiler with the wording breakdown screenshot on the Veil. Was it 'Friendly necron infantry' or does it restrict you to 'dynasty infantry'?

Just wanting to know for Praetorians since I can easily just send them on their way after arrival in a potential charge since they dont get any leadership abilities. Basically just got to make sure I tp into another screening zone to support it etc.

This message was edited 4 times. Last update was at 2017/12/14 21:38:46


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in no
Grisly Ghost Ark Driver





 DaKhriS wrote:
INFANTRY can take advantage of cover if inside it.
NON-INFANTRY models only get the cover when 25% (or was it 50) obscured.
Therefore, Destroyers could for example use cover, as they are INFANTRY.
Wraiths on the other hand, being BEASTS, need to be obscured (but who cares with their 3++) :p


Well. you'd think they could have had 2+ in cover, until you check their profile, which says Sv 4+, so if you managed to get cover bouns to save, you'd still end up back at 3+ anyway, where you already are with the invul
   
Made in ie
Deranged Necron Destroyer





Acanthrites benefit more from cover due to a natural 3+ save. They are big though so only viable in units of 6 or less. Unless you use lots of LOS blocking Terrain and Terrain that can cover the unit over 50%. Still if successful you get -1 to hit and a 2+ save which is better then 3++ unless in CC. Both have different roles though.

Wraiths hold up things in CC and survive better then CC but Acanthrites are S5 murder machines and the 12" Melta isn't to bad as it is also an assault Weapon. Plus, fly keyword. Charge a Rhino and Eldar Wave Serpant, fall back and shoot as if nothing happened.

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 be
Snivelling Workbot




West-Flanders

Lothmar wrote:
Just making sure, was considering an outrider detachment build and was trying to remember how to play the bikes we have.

Thinking of Running a destroyer wing and lord, a CCB, some Tomb blades all of which to screen for the leadership. (maybe throw Toholk in there as well if only for the phylactery on CCB and the free reroll on seize but sadly he cant take the veil so cant show up/keep up when the Destroyers will likely need him.) If the screen works decent enough may just not take Toholk and instead bring a normal cryptek so he can veil in with some warriors/immortals/something when needed for extra fire support and to help restrore a unit once it's been rendered to 1/2 or 1/3 or lower model count...

I imagine due to the speed the Tomb blades would jockey to the front and the Destroyers would soon become the rear, after which i'd have to reduce the Tomb blades and CCB's speeds slightly so as not to open too much of a hole in the formation... The destroyers being a decent screen if only for the fact they're infantry with close enough speed to remain in that 12" MWBD range so they hit on 2's and reroll 1's.

Will have to mess with this a little with some figs or digitally to see if it works like im thinking it would...


Automatically Appended Next Post:
Lost the spoiler with the wording breakdown screenshot on the Veil. Was it 'Friendly necron infantry' or does it restrict you to 'dynasty infantry'?

Just wanting to know for Praetorians since I can easily just send them on their way after arrival in a potential charge since they dont get any leadership abilities. Basically just got to make sure I tp into another screening zone to support it etc.



How about if you give the D-Lord the relic and have him grab Toholk


Automatically Appended Next Post:
 Odrankt wrote:
Acanthrites benefit more from cover due to a natural 3+ save. They are big though so only viable in units of 6 or less. Unless you use lots of LOS blocking Terrain and Terrain that can cover the unit over 50%. Still if successful you get -1 to hit and a 2+ save which is better then 3++ unless in CC. Both have different roles though.

Wraiths hold up things in CC and survive better then CC but Acanthrites are S5 murder machines and the 12" Melta isn't to bad as it is also an assault Weapon. Plus, fly keyword. Charge a Rhino and Eldar Wave Serpant, fall back and shoot as if nothing happened.

If ya fall back to shoot you stay out of combat and are therefore likely to get shot, and with me facing Wraithcannons and D-Scythes that have AP-4, they won't be buzzin for long :p (neither would the sentinel tho)

This message was edited 1 time. Last update was at 2017/12/14 22:51:12


3500+  
   
Made in us
Regular Dakkanaut




Bay area, CA

I think 2x3 Heavy Destroyers + DLord might do some anti-tank things. We can hide them, then move in our turn with rerols 1s. They are very easy to kill but i think we can create more interesting targets with Immortals + Deveiver teleport + meat shield them with scarabs
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Lothmar wrote:
I was just out walking the dogs and the thought came to me. What do you think of the prospect of a destroyer base as a wargear piece that could be taken by any Necron infantry piece that could be integrated or simply ridden like a cavalry mount?

v More on this idea v
Spoiler:

Basically any non destroyer unit taking it would become a destroyer / calvalry variant ex: Deathmark Destroyer/cavalry, Warrior Destroyer/cavalry, Lychguard Destroyer/cavalry, etc.

Mechanics effect. Im thinking this would give +1 or 2 wounds (1 for Calvary, 2 for integrating into body), 10" move for integrated body, 12" for calvary and Hardwired Hatred for integrated models.

Maybe give Repulsor platforms option that rapid fire weapons the ability to fire even after advance like an Assault weapon ( Perhaps this could be the bonus a non integrated calvary unit gets instead of hardwired hatred because the platform handles the dedicated movement while the unit just focuses on fighting).

Or instead the option to dismount the hover platform and send it hurtling at your opponents as a once per battle attack?


You just described 3rd ed destroyer lords. Only lords could take a destroyer body, but its the same sort of idea.
Not sure about any necron infantry. Do you mean as a squad upgrade or individual models? The former is more viable from a gameplay perspective, as dealing with mixed profiles and move stats is a pain.
The main problem I have with your idea is if it were that accessible then there would be no reason to have necrons on foot, which drastically changes the theme and feel of the army.

I would rather have a different variant of destroyer that fulfils a certain niche, such as melee orientated destroyers who are supposed to be used in conjunction with destroyer lords, or a type of destroyer armed with AoE weapons for an anti-hoard role. Like a flamethrower or something. Maybe something radiation based, because science. I mean, admech gets radiation, and they are only half machine.

Destroyers are supposed come with a variety of weapons and are obsessed with killing, so only having 2 destroyer types who are only good at taking on specific targets (heavy infantry and vehicles) and a character doesn't really do their lore justice.

This message was edited 3 times. Last update was at 2017/12/15 08:27:20


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 au
Hissing Hybrid Metamorph






Hey guys, I've been a Death Guard/Blood Angel player through most of my time in 40k but recently Necrons have peaked my interest. Was wandering if they're worth playing atm, now that CA has come out with some new rules for them. Are they capable of keeping up with the other codices and are they fun?

Cheers
   
Made in jp
Proud Triarch Praetorian





 Tiberius501 wrote:
now that CA has come out with some new rules for them. Are they capable of keeping up with the other codices

Very much, no.
Necrons are currently rated bottom tier, competitively.

Fun is subjective, but if you like guys that have the potential to come back from the dead every turn (provided your opponent doesn't know how to counter that ability), then yes, Necrons could be fun.

Personally, I would wait until February-ish, when it's assumed the new codex will be out... but even then, I'd suggest checking to see if they fixed enough of the problems to make them half decent before fully committing to buying a whole new army of them (though, if the way C.A turned out is any indication of what to expect, I don't have big hopes for the 'Cron book).

 
   
Made in no
Grisly Ghost Ark Driver





Now army commitment shouldn't be about the current competitive level. It should be about interest. I say go ahead and build an army, proxy some units, play some games, discuss lore and tactics and try to see how fun you can make of it.

If it sticks, go all in! They'll be back in greater strength eventually and then it will be that much sweeter
   
Made in au
Hissing Hybrid Metamorph






 skoffs wrote:
 Tiberius501 wrote:
now that CA has come out with some new rules for them. Are they capable of keeping up with the other codices

Very much, no.
Necrons are currently rated bottom tier, competitively.

Fun is subjective, but if you like guys that have the potential to come back from the dead every turn (provided your opponent doesn't know how to counter that ability), then yes, Necrons could be fun.

Personally, I would wait until February-ish, when it's assumed the new codex will be out... but even then, I'd suggest checking to see if they fixed enough of the problems to make them half decent before fully committing to buying a whole new army of them (though, if the way C.A turned out is any indication of what to expect, I don't have big hopes for the 'Cron book).


Ah that's a shame :/ I had a plan to make my Dynasty all overgrown and stuff with grass and moss and such. I do like the idea of constantly replenishing units but if they're not good to play currently the I'll wait. Thanks for the info


Automatically Appended Next Post:
torblind wrote:
Now army commitment shouldn't be about the current competitive level. It should be about interest. I say go ahead and build an army, proxy some units, play some games, discuss lore and tactics and try to see how fun you can make of it.

If it sticks, go all in! They'll be back in greater strength eventually and then it will be that much sweeter


Yeah this is true, but my most common opponent is a Dark Angel player who spams plasma :/

This message was edited 1 time. Last update was at 2017/12/15 15:06:31


 
   
Made in ch
Fresh-Faced New User




Heya

My wife will start with necrons. We're both new so i can't help her.

Whats a good start for 500-1000 Points? She bought a Start Collecting and now we think about what could be good. Can you give us a tipp? A must have or something?

Greetings an Thanks
   
Made in us
Loyal Necron Lychguard




Tyri wrote:
Heya

My wife will start with necrons. We're both new so i can't help her.

Whats a good start for 500-1000 Points? She bought a Start Collecting and now we think about what could be good. Can you give us a tipp? A must have or something?

Greetings an Thanks


Immortals should probably be the first buy. Warriors are the "backbone" of the army but Immortals are like the muscle structure - you kind of need both.

Wraiths are generally a good purchase. They work well in pretty much any list and also are cool models.

I personally would recommend checking out one of the C'tan Shards. They're a bit hit or miss but they're pretty strong and go well with the Wraiths.

After that, maybe a Catacomb Command Barge is also a decent pick. She can "upgrade" her Overlord to ride in one and it's basically a souped up version of him.
   
 
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