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Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Does anyone have the winning list from Adepticon that ran the Transcendent C'tan.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Except for psychic defense and tournaments not allowing the Transcendent C'tan.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

The C'tan are the Necrons technological counter to psychic attacks. Raw unharnessed power of a solar deity defeated the old ones.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 Galorian wrote:
 NecronLord3 wrote:
The C'tan are the Necrons technological counter to psychic attacks. Raw unharnessed power of a solar deity defeated the old ones.


You do realize that the Necrons canonically do have technological means of countering warp powers, right?

Hell, you only need look as far as Cadia (you know, the system that's actively pushing back the Eye of Terror from its vicinity thanks to the ancient Necron tech buried under its surface?) to see them in action.


I do, but that's not what won them the war versus the old ones. The C'tan did.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

It's to big a foot print to risk a deep strike mishap. The only way it really works is to disembark Zandrek and use Obyron to DS a large squad with no scatter.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Only necron vehicles are prevented from transporting thought the portal. So a trans. C'tan can electric slide out an 18" Sniper D. Attack!

This message was edited 1 time. Last update was at 2014/06/12 07:28:44


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

@ Galorian. Not sure where you are getting the suggestion that the Necrons had no psychic defense. Clearly they did, but in game they effectively don't minus gloom prisms which isn't much. I would love for crypteks to have viable counters to psychic powers, but in their current incarnation they don't.

In fluff the Old Ones fought off the Necrontyr to the furthest corners of the galaxy until they were little more than a minor annucence easily kept at bay by the old ones. It was the Necrontyrs discovery of the Star Gods that allowed them to fight and eventually win the war in heaven, and the Old Ones accidental release of the enslavers that ultimately defeated the Old Ones.
http://wh40k.lexicanum.com/wiki/Necrontyr#.U5pzLtq9KK1
http://wh40k.lexicanum.com/wiki/Necron#.U5pyFtq9KK0

This message was edited 1 time. Last update was at 2014/06/13 03:43:00


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Any suggestions on solid lists built around the Transcendent C'tan in games allowing LoW?
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Well it's a Superheavy a Walker and therefore scarabs entropic strike has no effect. Crypteks with haywire are good options, but in general just a Cron-Air list can crush them with S7 tesla destructor and Deathray attacks. A dedicated Cron-Air list is the most optimized counter to Imperial knight primary CADs. Mixed lists with dedicated AA options however, can work well in concert to counter Cron-Air.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

My suggestion of using Doomscythes comes from maximizing the amount of flyers for your army has. The Doomscythe isn't always the most point efficient unit, but being able to counter invisibility makes them a lot better and against a mostly Imperial Knight army you may get luck and be able to position the doom scythe to get a shot around the inv. shield or keep you opponent turning the shield toward the Doomscythes so that everything else can take shots on the exposed sides.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

That is correct unless something has changed. Regardless the knight player determines facing during the opposing shooting phase so optimally they can always move it to face the Doomscythes Deathray attack, but like I said tatctially you can bait your opponent to either leave a side exposed for the Deathray attack, or open up another side for mass tesla attack from night scythes and other units.

This message was edited 1 time. Last update was at 2014/06/20 22:40:02


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I also recomend some of the quick mold materials. I cast 1 base with piled up scarabs and made several green stuff bases of scarabs, then included 1 actual plastic scarab on each base. That way they aren't a recast model but a scenic base that looks like scarabs with a single scarab model mounted on it.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I ran it at a tournament and played conservatively. Didn't bring a squad for it to join and only rolled the 3++ when allocating to The Lord, it it was a monster. The d6 HoW is amazing since. It's only real weakness is being tarpited, and blast weapons that easily pierce the Ar11(13) since blasts auto go to the hull, you can't opt to roll on the lords 3++ save.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Which is why allowing the barge lord to join wraiths is more than fair, since wave serpent spam is so powerful.

This message was edited 1 time. Last update was at 2014/07/01 04:15:48


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Balance is not in the 40k rulebook.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I guess your right maybe I'll just hope I roll Vortex of Doom with one of the many Psykers in my Necron codex.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 Sigvatr wrote:
Necrons do not have Psykers, but despite them having no psychic defense (which is another really stupid plot hole), they still got a good thing out of 7th as Psykers in general got nerfed.


Apparently my sarcasm was lost on you.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

That Necrons have no access to powerful psychic abilities or D weapons when tournaments ban Escalation. While powerful Titans, and psychic abilities with D strength are allowed but Necrons have no access to them. When the rules support us getting something uber-powerful like the CCB tournaments change the rules and take that from us too.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 Sigvatr wrote:


Vehicles are not disallowed to join other units, they just don't have permission to.


Neither do infantry. It's being an independent character that allows you to join.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 skoffs wrote:
bodazoka wrote:
Were saying that he is a vehicle character so can't LOS but can join another unit even though we are classing him as a vehicle? is this correct or am in missing something? Even if I can not LOS the wounds I can still allocate the high strength hits to my invuln save / 2+ save lord OR jink them on the barge OR just take it and IF it blows me up I still get a 4+ roll to get back up.
Ugh, the rules for this thing are an utter train wreck.
How soon, realistically, can we expect to get the next FAQ update?
(and does anyone have the email address to submit rules questions to GW? Not that I assume they'd answer, but if certain questions are asked frequently enough...)


Gamefaqs@gwplc.com
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

luke1705 wrote:
Has anyone found using three full squads of wraiths to be effective? I feel like the general consensus is that it's overkill, but with the advent of MSU OS at my LGS, I don't think it's a terrible idea to have more guys that delete units.


Wraith wing was obviously one of the viable competitive builds in 5th/6th, but IMO I only liked to run 2 squads because I found them to be less effective without a D Lord, and you could only have 2. As tau and Eldar grew in power creep wraith wing lost its effectiveness due to the volume of fire those armies could put out. IMO tournaments not allowing LoW or multiple CAD, Cron-air or Armour 13 wall are still better than wraith wing in 7th edition. If CCBs are allowed to join wraiths(as they should) wraith wing will be infinitely better.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

And when the meta in your area( or major tournaments) is heavy on tau/Eldar builds, Wraithwing loses effectivnes sets, which is exactly what I said.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Planning on a Stompa vs. Transcendent C'tan New Ork vs. Necron battle. Anyone with suggestions? I'm thinking flyer support since Orks don't seem to have a lot of answers for those or AV13 wall because I want Zandrehk on the ground to give adaptive tactics to my Trans. C'tan.

This message was edited 1 time. Last update was at 2014/07/09 15:05:06


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Just had a thought to reconsider the Doomsday Ark. Now that it has a 4+ jink and it doesn't have to move would you consider it? I've found the Ghost Arks to be far superior in this edition due to having jink and being obj. sec.

This message was edited 1 time. Last update was at 2014/07/12 04:14:18


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 skoffs wrote:
 NecronLord3 wrote:
Just had a thought to reconsider the Doomsday Ark. Now that it has a 4+ jink and it doesn't have to move would you consider it? I've found the Ghost Arks to be far superior in this edition due to having jink and being obj. sec.
It doesn't have to move to jink?
Are you sure that's right?
Yep even immobilized skimmers get a jink in 7th. It's kinda dumb but mitigates the first turn advantage a bit since it can be presumed that your skimmers haven't just been parked there for a week waiting to be shot by the enemy before the battle began.

But upon further consideration the Doomsday Ark is still garbage because if you do jink you can only fire snaps and both firing modes are blast and large blast templates, which can't fire snap shots. Though being camped at 72" is still nice.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 skoffs wrote:
Well, there's still the option to deploy it with a Skyshield to give it a firing platform with an inv save... but for that price you might as well be bringing a Tesseract Ark instead.

If FW is allowed. But I like this already. I always liked the look of the doomsday ark but after painting one ghost ark and it being garbage compared to Nightscythes in 6th I never wanted to touch the kit again. Now that they have been improved in 7th, considerably, I painted a second one with a more reasonable paint job that I might do a Doomsday ark. The benefit of making it actually useful is gravy.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

luke1705 wrote:


I agree with your points, but I think you're missing the biggest pro of putting them in a GA - they aren't a one-trick pony. With the Storm-Court, they will likely die. Immediately after they make their alpha strike. With the Storm-Scythe, you get the same thing. Sure, they're more resilient than the Storm-Court, but a 5 man squad with 4+ saves? Not exactly hardy. With a GA, they can shoot from the protection of a 4 HP AV 13-ish vehicle with 4+ cover wherever it goes. In my opinion, that's pretty significant. And while it's true that you can't pull that trick first turn, with some decent deployment and maximum ark movement, you should certainly be able to pull it off turn 2 just like the Storm-Scythe (although with a greater chance of getting immobilized/shot off the board before you get a chance). For 15 more points than a Scythe, you get an Objective: Secured open-topped transport, so they never have to disembark to put their full firepower out.
The 12" range is still negating them. With a night scythe you deploy them so that they can be effective. In a GA the opponent can avoid them with land raiders, imperial knight titans, Super heavies etc. Plus if you flat out the passengers fire snap shots making the max effective range 18".

If you want to make them more survivable you will have to attach a lord/overlord to tank shots on a 2+/3++ or attach them to Lychguard with dispersion shields( or both).

This message was edited 1 time. Last update was at 2014/07/13 04:02:41


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Necrons needed allies more so when assault was a greater threat or we needed stronger objective holding units. Now that we have arguably the best objective secured units in the game and armies are generally built for shooting allies aren't that neccessary. The other thing is a Necrons have zero defense against psychic powers, so we don't have to dedicate any points to try and counter psychic powers. We just have to build and spend the points assuming our opponents can or will have powers and we have to counter them in other ways.
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Kangodo wrote:
I honestly don't think we need allies.
In my opinion we don't really have a "weakness" that we cannot overcome with our own codex.

Things might be different in Tournament play, where a 'fix' isn't enough if it's not incredibly strong.
But in my games I never felt as if I could use another army.
 Sigvatr wrote:
Necrons do not need allies. You're better of buying more Necrons. CCB is awesome. Sweeping attacks are neither cc nor shooting attacks and ignore invisibility.

You can never have enough Necrons!
Today I bought around 3000 points for €250, bringing the total to 12000.
Best part being that it includes 20 Flayed Ones, I cannot wait to use them

What do people think might be the most enjoyable way to test them out.
As elite-units in a normal list, or maybe go Dark Harvest and have them as troops?
And do I want to Deep Strike them, DS-them with Imothek, Infiltrate or have them joined by an IC?

 NecronLord3 wrote:
Necrons needed allies more so when assault was a greater threat or we needed stronger objective holding units. Now that we have arguably the best objective secured units in the game and armies are generally built for shooting allies aren't that neccessary. The other thing is a Necrons have zero defense against psychic powers, so we don't have to dedicate any points to try and counter psychic powers. We just have to build and spend the points assuming our opponents can or will have powers and we have to counter them in other ways.

Am I the only one not afraid of melee? And my to-go opponent plays Orks for crying out loud!

Uhm.. We have Gloom Prisms?
Spyders are already awesome, having a small 4+ DtW-bubble makes them even juicier.


Gloom prisms are worth squat if you aren't targeted and any decent opponent will just not target Spyders with psychic powers, and besides why are you using heavy slots on Spyders when you can buy A barges and Doomscythesa? I'm guessing you are scarab farming against Orks, makes sense. Not meta busting just good for tarpitting assault squad that don't double out bases.

This message was edited 1 time. Last update was at 2014/07/27 00:48:22


 
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

We have nothing to block the good psychic powers that people actually use, which are buffing powers, most often, to which we can only do the random d6 deny rolls. We have the most survivable units in the game(without having a 2+rerollable inv. save) being gak at isn't our problem, or at least not in a way any competitve army isn't already threating us. We have 24" range guns, little with ap1&2 weapons. What we can't do is stop summoning armies, or intercept drop pod armies. Luckily we handely take out super heavies, but we crumble agaisnt other armies that can do the same.
 
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