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Made in jp
Proud Triarch Praetorian





After reading through this thread,
Chaos space marines checklist/flowchart
www.dakkadakka.com/dakkaforum/posts/list/529291.page
I thought it was an excellent idea.
(I would have killed to have something like that when I was first starting out... hell, I still catch myself making stupid mistakes even now!)

So what do you say, me 'Cronies, can we figure one of these out?
I'll start it off, but I'm going to need everyone's help filling it in-

Start of game
1. Roll warlord traits
2. Grand Illusion re-movement
3. Steal initiative? (4+ with Imotekh)
Start of turn
1. Night fight? (roll for Imotekh's storm continuation and Lightning strikes, reroll with Chrono-tek)
2. Regroup
3. Check for reserves/deepstrike
Movement
Start
1. Infantry 6 inches
2. Jump Infantry 12 inches/6 inches if going to Hammer of Wrath in Assault
3. Tomb Blades 12 inches
4. Scarabs
5. Monolith/Triarch Stalker 6 inches
6. Skimmers
7. Fast skimmers
8. Flyers
End
1. Did I move everyone?
2. Did I move all vehicles to get WS1?
Shooting
Start
1.
End
1.
Assault
Start
1.
End
1. Roll for Reanimation Protocols (note Resurrection Orbs for 4+)
2.
End of turn
1.

 
   
Made in us
Sneaky Lictor





Louisville, KY

Here a few things

Start of game
1. Roll warlord traits
2. Grand Illusion re-movement
3. Steal initiative? (4+ with Imotekh)
Start of turn
1. Night fight? (roll for Imotekh's storm continuation and Lightning strikes, reroll with Chrono-tek)
2. Regroup
3. Check for reserves/deepstrike
Movement
Start
1. Infantry 6 inches
2. Jump Infantry 12 inches/6 inches if going to Hammer of Wrath in Assault
3. Tomb Blades 12 inches
4. Scarabs 12 inches
5. Monolith/Triarch Stalker 6 inches
6. Skimmers 6 inches
7. Fast skimmers 12 inches - Only the CCB
8. Flyers 18-36 inches No more than 24 if you plan to deploy
End
1. Did I move everyone?
2. Did I move all vehicles to get WS1? Jink
Shooting
Start
1. Check for rapid fire range
2. Arc Tesla weapon fired? Check distance and roll for Arc hits
End
1.
Assault
Start
1.
End
1. Roll for Reanimation Protocols (note Resurrection Orbs for 4+)
2.
End of turn
1.


I'll add some more later.

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in se
Longtime Dakkanaut





Perth, Australia

Excellent idea - Couple more below. I also added a couple of things which are common to forget during a turn but take them out if they aren't what you are looking for. I tried to split them into Player/Opponent turn for simplicity, but maybe they are better all in one?

Start of game
1. Roll warlord traits
2. Grand Illusion re-movement
3. Steal initiative? (4+ with Imotekh)
Start of turn
1. Night fight? (roll for Imotekh's storm continuation and Lightning strikes, reroll with Chrono-tek)
2. Regroup
3. Check for reserves/deepstrike
4. Zandhrek? Remove USR from opponent. Give a USR to Cron unit
5. Spyders? Spawn Scarabs if possible
6. GA repair needed? Repair warriors
Movement
Start
1. Infantry 6 inches
2. Jump Infantry 12 inches/6 inches if going to Hammer of Wrath in Assault
3. Tomb Blades 12 inches
4. Scarabs 12 inches
5. Monolith/Triarch Stalker 6 inches
6. Skimmers 6 inches
7. Fast skimmers 12 inches - Only the CCB
8. Flyers 18-36 inches No more than 24 if you plan to deploy
End
1. Did I move everyone?
2. Did I move all vehicles to get WS1? Jink
Shooting
Start
1. Check for rapid fire range
2. Arc Tesla weapon fired? Check distance and roll for Arc hits
3. Shoot underslung gun on AB
4. Stalker? Do I get twin linking on target unit?
5. Any 6s with cryptek? Precision shot
6. any 6s with Tesla? Extra hits!
End
1. Did I shoot everyone?
2.Did I have any Tachyon arrows left?
Assault
Start
1.Previous entropic strike hits? What armour save/ armour value is on the assaulted unit?
2. Hammer of Wrath attacks
3. Scarabs? Entropic Strike
End
1. Roll for Reanimation Protocols (note Resurrection Orbs for 4+)
2.
End of turn
1.
Opponent Turn

Movement
1. TremorTek? Remember difficult/dangerous terrain checks

Shooting
1. Zandhrek? Did you take night vision away from a unit? Or give one of your units stealth?
2. S&B Lychguard? Check for shot deflection
3. Take Jink saves
Assault
1. Zandhrek? Did I take away Hit and Run/Furious Charge? Did I give counter attack?
2. LightningTek ? Check for lightning
3. Shoot overwatch

**edit cos I remembered a couple more!

This message was edited 2 times. Last update was at 2013/06/01 05:06:07


   
Made in jp
Proud Triarch Praetorian





Ooh, good point with including Zahndrekh, as well as Crypteks getting precision shots.
Man, this is going to be a major mission trying to account for every scenario that might come up during the entire Necron turn... BUT IT MUST BE DONE.

 
   
Made in ca
On a Canoptek Spyder's Waiting List




Imotekh's lightning is carried out at the beginning of the shooting phase.

Opponent's turn:

Movement:
Reserves
- Zahndrekh's Phased Reinforcement
- Ether Crystal Attacks
   
Made in us
Sneaky Lictor





Louisville, KY

Breathing a little life back into this. Here is the list I modified to use in my games. Thoughts?

Start of game
1. Roll warlord traits
2. Grand Illusion re-movement
3. Steal initiative? (4+ with Imotekh)

Start of your turn
1. Night fight? (Roll for Imotekh's storm continuation, reroll with Chronotek past turn 1)
2. Regroup
3. Check for reserves/deepstrike
a. Set Hunters from Hyperspace when you deploy/DS any DeathMarks
4. Zandhrek - Remove USR from opponent. Give a USR to Necron unit
5. Spyder - Spawn Scarabs if possible
6. Ghost Ark in range and need to replace units, use repair barge on Warriors

Movement Phase
Start of unit movement:
General Troop Movement
1. Infantry 6 inches
2. Jump Infantry 12 inches/6 inches if going to Hammer of Wrath in Assault
3. Tomb Blades 12 inches
4. Scarabs 12 inches
5. Monolith/Triarch Stalker 6 inches
6. Skimmers 6 inches
7. Fast skimmers 12 inches - Only the CCB
8. Flyers 18-36 inches No more than 24 if you plan to deploy
Unique movement
1. Veil or Ghostwalk – Make DS move
2. Monolith – Use Eternity Gate
End of unit movement:
1. Did I move everyone?
2. Did I move all vehicles to get WS1/Jink?

Shooting Phase
Start of unit shooting
1. Roll for Imotekh lightning strikes
2. Check ranges
a. Rapidfire/Melta
b. Any modifiers like night shields/night fight reducing your range
3. Stalker fielded? Make sure to mark for Target Relay on hit
4. Gauss weapon
a. Shot vs a vehicle? 6’s on armor pen for glances
5. Telsa weapon
a. 6’s rolled on to hit? Add two more hits
b. Tesla Destructor? Check range and roll for Arc
6. Any 6s with characters/snipers? Precision shot
a. Sniper shots – Also remember pinning test
7. Any unique weapons: Voltaic Staff/Harp of Dissonance check special rules
8. Any fabricator claws in BtB with vehicle? Attempt to repair hull points
9. Any units with preferred enemy reroll 1’s
End of unit shooting
1. Did I shoot all units?
a. All weapons fired? (Under slung guns, any multi weapon unit)
2. Did I have any Tachyon arrows left?



Assault
Start of unit assaults
1. Previous entropic strike hits? What armor saves/ armor value is on the assaulted unit?
2. Hammer of Wrath attacks
3. Scarabs – Roll for Entropic strike on all hits to vehicles and unsaved wounds on models
4. Wraiths – If using whipcoils verify models in BtB are going at Initiative step 1
a. Rend – Verify on 6’s auto wound and ap2. Extra D3 on armor pen rolls
5. MSS – Either challenge or random model in BtB take 3d6 LD test, if failed roll D3 for number of hits
6. C’tan – Check Gaze of Death and Entropic Touch
7. War scythe – Against vehicles remember armorbane for penetration rolls.
8. Any units with preferred enemy reroll 1’s
End of unit assaults
1. Roll for Reanimation Protocols/Ever living (note Resurrection Orbs for 4+)

End of your turn




Opponent Turn
General
1. Zandhrek – If brought, verify USR removed from enemy for shooting and assault
a. Also remember Phased Reinforcement in enemy movement phase


Movement

1. TremorTek – Remember difficult/dangerous terrain checks
2. C’tan – Check terrain if using Writhing Worldscape
3. Deathmarks – If using Ethereal Interception
4. Deepstriking – Check for Ether Crystals


Shooting
1. S&B Lychguard - Check for shot deflection
2. Take Jink saves
3. Roll for Reanimation Protocols/Ever living (note Resurrection Orbs for 4+) end of phase

Assault
1. Overwatch(if being charged)
a. Verify range for rapid fire
b. If Tesla, remember 6’s generate two additional hits
2. Check Codex SR
a. Seismic Crucible, Gaze of Flame, Lightning field, Swarm of Spirit Dust
3. Roll for Reanimation Protocols/Ever living (note Resurrection Orbs for 4+)

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in se
Longtime Dakkanaut





Perth, Australia

@Roci, in the opponent assault phase, step 2b should be to remember counter-attack if given by Zandy.

   
Made in jp
Proud Triarch Praetorian





Looking nice!

might need to add,

Start of your turn
1. Night fight? (Roll for Imotekh's storm continuation, reroll with Chronotek past turn 1)
a. Do I need to pop a Solar Flare?
Movement Phase
7. Fast skimmers 12 inches - Only the CCB
a. Don't forget sweep attack.

?. If using Tesla Destructors, be careful about moving too close to enemy units you plan on shooting later, because of Arc
?. If using D&D squad, try to deploy/deep strike so that flame template(s) cover as many models as possible (quantity over quality)
Shooting Phase
8. Any fabricator claws in BtB with vehicle? Attempt to repair hull points or destroyed weapon.

?. Any transports that can be popped to shoot at the passengers? Prioritize them first
?. Arc Tesla weapon fired? Check distance of all nearby units and roll for Arc hits
?. Shooting at a swarm? Remember templates do double wounds
?. Did an enemy unit deep strike last turn? Hit them with a template while they're still bunched up!
?. If using Nightmare Shroud, remember that you can use the ability against a different target than what the rest of the attached squad shot at.

Assault
5.
b. Challenge FIRST, before activating MSS, to be sure the enemy character is the only one that can be affected

?. Remember Hammer of Wrath attacks are Ini10, so hit before normal assault hits (don't forget MCs can HoW, too)
?. Do not forget Look Out Sir rolls for HQ/Crypteks
Opponent Turn
General
1. Zandhrek – If brought, verify USR removed from enemy for shooting and assault. Consider which of your units will benefit from Counter-Attack
a. Also remember Phased Reinforcement in enemy movement phase

Assault Phase
2.
b. remember to roll for Counter-Attack, if given by Zahndrekh.

This message was edited 1 time. Last update was at 2013/06/13 03:45:08


 
   
Made in se
Longtime Dakkanaut





Perth, Australia

In the opponent shooting phase/movement phase we should add our only psychic defenses.

Deny the witch?
Spyder with gloom prism?

I'm not entirely sure where to put this because this could happen in movement(for malediction) or shooting (witch fire)

You can't DTW a blessing can you?

   
 
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