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Made in us
Rotting Sorcerer of Nurgle




In My Lab

 MinscS2 wrote:
Doctoralex wrote:
I still can't get over Entropic Strike. I have to make a picture of my friends face when my Nightbringer 1-shots his Magnus with it!


It's for *one* attack. He won't oneshot anything.


D6 damage, right? He could one-shot a captain or something. Though, to be fair, he had a decent chance of doing that anyway.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Numberless Necron Warrior



United Kingdom

Overall I'm somewhat disappointed. I think I was expecting more actual change in the rules for units. There's some stuff in here that's significant, but it's not... imaginative. There's not a whole lot of significant change in the core mechanics. Reanimation Protocols didn't change.

I was hoping Harbingers might return for Crypteks. Now we have the Canoptek cloak, so can move fast and heal characters, but you can't have the Chronometron at the same time.

Another nerf is that Canoptek Scarabs now hit on 4's. But they can fly. And Flayed ones only have 3 attacks each.

My favourite changes are to the Lord (I am glad I bought one now!) and to Destroyers, who are 13 points cheaper and get an extra shot and +1 strength.

I like some of the relics and strategems too. Particularly the Sautekh one if it means after inflicting a single unsaved wound on a unit you get +1 to hit against it with all your units attacking it in the same phase. So feasibly you could get 4+ Tesla hits with this. Which is mad.
   
Made in us
Loyal Necron Lychguard




 buddha wrote:
So pretty disappointed so far and that is from a lifelong necron player. Like someone else said it feels like index +1 rather than a rework. My fear is we are closer to ad mech and GKs in terms low tier power.

Index +1 is exactly the thing that people were saying about Eldar after the codex came out, and their Index was barely even considered past Ynnari DReapers. And they just nearly swept LVO.
The ugly:
- lychguard are still meh and it is hard to justify them ever over wraiths.
- monolith is hilariously expensive still and a list has to be built around one though it's damage output is better.
- our flyers are still so meh. Not auto lose choices but can justify why you would take them over other options.
- stratgems are mixed. Most are very situational though there are a few gems.


Your 1st, 3rd, and 4th points come together in an interesting way - both Night Scythes and Lychguard are better now, as they both came down in points and have Strats that make them worthwhile. 10 Shieldguard in a Scythe can fly up and, even if the Scythe gets punked, the Guard can come out and get a 3++ against shooting, for only a couple CP. If there's a Lord in there for the rerolls, you can use the double drop Strat too.

It's going to change how we build lists. I don't think a generalist Necron army will work, nor will the builds that we currently see (if there are any). You're going to pick a Stratagem and trick and build around that, which is what most armies do right now, and it works well for them.
   
Made in gb
Longtime Dakkanaut




Having to use a command point to perform a basic function of a transport is definitely a little annoying, but yes: Dropping Lychguard along with the guy they're meant to be acting as bodyguard to so they can get their buffs is a big help to their usability.
   
Made in us
Loyal Necron Lychguard




changemod wrote:
Having to use a command point to perform a basic function of a transport is definitely a little annoying, but yes: Dropping Lychguard along with the guy they're meant to be acting as bodyguard to so they can get their buffs is a big help to their usability.


Yeah fair, but there's also plenty of other perks to using a NScythe over most transports. Multiple Scythes being able to "share" passengers, not taking any damage upon destruction, no max transport capacity, etc. While I would prefer regular Transport rules a lot of times, there is a tradeoff.
   
Made in gb
Dakka Veteran




Requizen wrote:
changemod wrote:
Having to use a command point to perform a basic function of a transport is definitely a little annoying, but yes: Dropping Lychguard along with the guy they're meant to be acting as bodyguard to so they can get their buffs is a big help to their usability.


Yeah fair, but there's also plenty of other perks to using a NScythe over most transports. Multiple Scythes being able to "share" passengers, not taking any damage upon destruction, no max transport capacity, etc. While I would prefer regular Transport rules a lot of times, there is a tradeoff.


The biggest con in my eyes in treating Characters that would pair alongside the Lychguard as a separate unit. You can, however, spend a command point to deploy 2 units instead of 1. Still, overall, it's a net negative over regular transports.
   
Made in it
Regular Dakkanaut




Doctoralex wrote:
I still can't get over Entropic Strike. I have to make a picture of my friends face when my Nightbringer 1-shots his Magnus with it!

Only works for the FIRST attack
   
Made in us
One Canoptek Scarab in a Swarm




Scotland, UK

Methodical Destruction adds +1 to hit rolls when I've caused an unsaved wound to a unit... This is a nice cheeky pick for Sautekh Teslamortals, right? Roll one at a time until an unsaved wound lands, then the remaining Immortals are triggering 3 hits on a 5+ (4+ with MWBD)?

EDIT: Means Imotekh flanked with 2 x 10 Tesla mortals can really shred whatever they point their weapons at, with an extra CP to fire the ability and a 1/3 chance to regain it if you take the Sautekh warlord trait...!

This message was edited 2 times. Last update was at 2018/03/12 16:16:18


 
   
Made in us
Dakka Veteran





 MinscS2 wrote:
Dimensional Corridor really shouldn't be a stratagem but an innate ability of the Monolith, although possibly restricted to units within 24" or something.

 Egyptian Space Zombie wrote:
So something to keep in mind about Novokh is that it won't work on any of the C'tans, canoptek stuff or the pretorians. So that leaves shooty stuff, your characters, lychguard and flayed ones. Unless I'm missing some way of giving canoptek stuff the dynasty keyword, that seems poor.


We don't know if Praetorians won't have the <Dynasty> keyword in the codex.
They are Necrons and it makes very little sense that Canoptek-constructs have it and they don't.

C'tans on the other hands are not Necrons, so I can understand why they don't have it.


They don't, I'm looking at the datasheet now.
   
Made in gb
Tail-spinning Tomb Blade Pilot



UK, Midlands

Triarch Pretorians are not part of any Dynasty, it's a significant part of their fluff that would require a retcon for them to get a keyword.

Canoptek units belong to their Dynasty just like Vehicles do.

This message was edited 1 time. Last update was at 2018/03/12 16:13:42


 
   
Made in us
Loyal Necron Lychguard




They don't prevent Dynastic Codes if included, though, so there's that.
   
Made in no
Powerful Ushbati





Bergen

Is not the domensional coridor quite good? Have a unit in deep strike in the transport. And then have a character or another unit pop out. It is very mobile.

It is a bit lacking paying 1CP for a character, but it is quite nice for a group of units.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in se
Dakka Veteran





mhalko1 wrote:


They don't, I'm looking at the datasheet now.


I'm aware (see my large post on the previous page). I wrote that before the entire beta-codex was leaked. :(

5000 pts
5500 pts
6500 pts
8500 pts
10.000 pts
 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

I am in love with the codex. Its everything i love about necrons gone supersayian. C'tan, tomb blades, wraiths, fast crypteks, vehicles. Drool mode engage.

Seriously, when they said they had a major rework of how necrons worked I never expected them to do what they did. I was assuming a rework of RP, but now we are THE mortal wounds army in the game.

And people thought smite spam was cancerous.... weve just got it on god mode.

12,000
 
   
Made in us
Rotting Sorcerer of Nurgle




In My Lab

So, 10 Tesla Immortals do the following:

20 shots become, on average...

20 hits
30 hits with MWBD
23.33 hits with exploding 6s
23.33 hits with rerolling 1s
40.83 hits with MWBD, exploding 6s, and rerolling 1s

The last one does (if within half-range) 22.69 wounds to a GEQ squad, 13.61 to MEQs, 9.07 to TEQs, and 6.81 wounds to Knights, Rhinos, anything T6-9 with a 3+ save.

Expensive, but reasonably brutal.

Edit: Also, I was wrong earlier. What the hell is a Voidscythe?

This message was edited 1 time. Last update was at 2018/03/12 16:26:39


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

The tombworld deployment is fine so long as you're only taking one unit in reserve. By fine I mean no risk. Either the unit gets deployed as normal, or all your vehicles get toasted and you pay a CP to bring them on. I can see uses for that, and don't need to pay for multiple vehicles necessarily either.

If I have Tomblades, and Tesla Immortals, and whatever other newly-good units on the table, the vehicles in question won't be high priority anyway. One Monolith might be a useful addition for redeploying units via stratagem and DS that single unit. That's cool, but not so cool that everyone will be shooting the Monolith first every time. That's potentially two full sized units of whatever infantry redeployed. Sounds like ti could be useful in the right build.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 unitled wrote:
Methodical Destruction adds +1 to hit rolls when I've caused an unsaved wound to a unit... This is a nice cheeky pick for Sautekh Teslamortals, right? Roll one at a time until an unsaved wound lands, then the remaining Immortals are triggering 3 hits on a 5+ (4+ with MWBD)?

EDIT: Means Imotekh flanked with 2 x 10 Tesla mortals can really shred whatever they point their weapons at, with an extra CP to fire the ability and a 1/3 chance to regain it if you take the Sautekh warlord trait...!


It also means, sautekh vehicles go crazy (vehicles should only be taken in sautek IMO, the buff to the TA and DDA are phenomenal). Pair this with the stalkers buff, you now spend 1 CP to get a TA and DDA hitting on 2's Rerolling 1's with their stupid dakka.

Can MD be triggered by a MW?

12,000
 
   
Made in us
Loyal Necron Lychguard




 JNAProductions wrote:
So, 10 Tesla Immortals do the following:

20 shots become, on average...

20 hits
30 hits with MWBD
23.33 hits with exploding 6s
23.33 hits with rerolling 1s
40.83 hits with MWBD, exploding 6s, and rerolling 1s

The last one does (if within half-range) 22.69 wounds to a GEQ squad, 13.61 to MEQs, 9.07 to TEQs, and 6.81 wounds to Knights, Rhinos, anything T6-9 with a 3+ save.

Expensive, but reasonably brutal.

Edit: Also, I was wrong earlier. What the hell is a Voidscythe?


Amazing. Mephrit is really pretty top tier when it comes to shooting, even if we don't have Dark Reapers.

Voidscythe is a Power Fist. Sx2, AP-4, Damage 3, -1 to hit with it. For around double the price of a Warscythe. I don't know if I'd take it, but if I had 9 points sitting around and a dude already with a Warscythe, I'd consider it. Could go around punking things with a CCB at S10.
   
Made in us
One Canoptek Scarab in a Swarm




Scotland, UK

 Klowny wrote:
 unitled wrote:
Methodical Destruction adds +1 to hit rolls when I've caused an unsaved wound to a unit... This is a nice cheeky pick for Sautekh Teslamortals, right? Roll one at a time until an unsaved wound lands, then the remaining Immortals are triggering 3 hits on a 5+ (4+ with MWBD)?

EDIT: Means Imotekh flanked with 2 x 10 Tesla mortals can really shred whatever they point their weapons at, with an extra CP to fire the ability and a 1/3 chance to regain it if you take the Sautekh warlord trait...!


It also means, sautekh vehicles go crazy (vehicles should only be taken in sautek IMO, the buff to the TA and DDA are phenomenal). Pair this with the stalkers buff, you now spend 1 CP to get a TA and DDA hitting on 2's Rerolling 1's with their stupid dakka.

Can MD be triggered by a MW?


The wording is 'after a Sautekh unit from your army has inflicted an unsaved wound' so... I guess so?

Ran the maths and with MWBW and MD combined on a fresh unit is 36.6 hits on average, if you've hit them with a Stalker that's 42.7 (sadly you can't trigger MD off a Stalker ). Not as much damage as Mephrit against MEQs due to the lack of AP, but then you're also benefiting from the Sautekh code everywhere else.

This message was edited 2 times. Last update was at 2018/03/12 16:38:01


 
   
Made in us
Loyal Necron Lychguard




Just updated my Excel Calculator from Index points. All my lists went down 100 points at least, some as much as 250 points (mostly the ones with multiple Destroyers). That's quite a change. The Wraithspam list went up in points, of course, but that's to be expected.

Even just ~150 points from existing lists is a lot of new wiggle room. That's an entire unit that we get to slap in. Characters and Destroyres getting cheaper really opened up a lot of flexibility in our builds.
   
Made in jp
Proud Triarch Praetorian





So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"

 
   
Made in us
Loyal Necron Lychguard




 skoffs wrote:
So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"


Nothing prevents you from charging after disembarking? I haven't played 40k in a while but I'm pretty sure that's the case. The downside to not having Transport is that you can't let out 2 units and you can't let out after death, but now there are Strats for that.

Sautekh Doom Scythes can move and shoot without penalty, for what that's worth.
   
Made in gb
Dakka Veteran




Requizen wrote:
 skoffs wrote:
So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"


Nothing prevents you from charging after disembarking? I haven't played 40k in a while but I'm pretty sure that's the case. The downside to not having Transport is that you can't let out 2 units and you can't let out after death, but now there are Strats for that.

Sautekh Doom Scythes can move and shoot without penalty, for what that's worth.


Almost right. The problem isn't that you can't charge, it's that you can't move.
   
Made in us
Loyal Necron Lychguard




Darsath wrote:
Requizen wrote:
 skoffs wrote:
So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"


Nothing prevents you from charging after disembarking? I haven't played 40k in a while but I'm pretty sure that's the case. The downside to not having Transport is that you can't let out 2 units and you can't let out after death, but now there are Strats for that.

Sautekh Doom Scythes can move and shoot without penalty, for what that's worth.


Almost right. The problem isn't that you can't charge, it's that you can't move.

Yeah, that's a problem, but now it's much less risky to just fly up as close as possible with the NScythes since you can just Emergency Invasion Beam dudes out.
   
Made in gb
Dakka Veteran




Requizen wrote:
Darsath wrote:
Requizen wrote:
 skoffs wrote:
So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"


Nothing prevents you from charging after disembarking? I haven't played 40k in a while but I'm pretty sure that's the case. The downside to not having Transport is that you can't let out 2 units and you can't let out after death, but now there are Strats for that.

Sautekh Doom Scythes can move and shoot without penalty, for what that's worth.


Almost right. The problem isn't that you can't charge, it's that you can't move.

Yeah, that's a problem, but now it's much less risky to just fly up as close as possible with the NScythes since you can just Emergency Invasion Beam dudes out.


Only if it's the last one that gets destroyed. However, you can spend a command point to deploy 2 units out instead of 1. The problem is that the units are too expensive (hell, the Monolith is still nearly 400 points).
   
Made in us
Loyal Necron Lychguard




Darsath wrote:
Requizen wrote:
Darsath wrote:
Requizen wrote:
 skoffs wrote:
So in regards to our flyers:
- Night Scythes still lack the TRANSPORT keyword, so unless I'm missing something, anything that gets out can't charge that turn.
- Doom Scythes still get -1 to hit when shooting their big gun (right?)

In that those were the only two things we were hoping for with these two units, all I can say is, "What the hell, GW?"


Nothing prevents you from charging after disembarking? I haven't played 40k in a while but I'm pretty sure that's the case. The downside to not having Transport is that you can't let out 2 units and you can't let out after death, but now there are Strats for that.

Sautekh Doom Scythes can move and shoot without penalty, for what that's worth.


Almost right. The problem isn't that you can't charge, it's that you can't move.

Yeah, that's a problem, but now it's much less risky to just fly up as close as possible with the NScythes since you can just Emergency Invasion Beam dudes out.


Only if it's the last one that gets destroyed. However, you can spend a command point to deploy 2 units out instead of 1. The problem is that the units are too expensive (hell, the Monolith is still nearly 400 points).


Yeah Monolith is clearly not worth it still. Well, maybe a bit more than previously since you can support it better, but still.

However, I think NScythes are decently priced, I'd highly consider bringing just one with a unit of Lychguard inside. Fly it up, and unless they can completely surround it and kill it in a single turn (one or the other is no good), Lychguard will get out and go chop chop. No reason to bring multiple anymore unless you really want to play the cup and ball game with them.
   
Made in us
Freaky Flayed One




I'll always want more for Destroyers but the point drop and returning to s6 -- after, what, 10 years? -- makes me happy. And an extra shot!

Tomb Blades still outperform them within Solar Fury range but Destroyers pull ahead against multi-wound targets and higher Toughness values.

Pretty disappointed that Lychguard only went down for shield and sword builds. However they may come in handy against a very specific Tau list, so time will tell if that becomes a meta concern.

Our relics are weird. Of those not specific to Dynasties, I like the Lightning Field and Weave the most. CCB appreciates the LF the most since it lacks an invuln save, but Crypteks and Lords may like it as well. A Cloaktek can fly around supporting faster units like Destroyers or Wraiths, and HI to inflict mortal wounds if you really want to.

The Casket is for Destroyer Lords only and you really have to expect to be getting beat up for it to be what you want to take. The Weave would be better here, right?
   
Made in us
Regular Dakkanaut




Washington State

I'm just happy that Monolith's can port things around the board again (even though it does take a stratagem,) and EXPLODING SCARABS ARE BACK!!! These little buggers were the bane of my friends' terminators and tanks back in 3rd edition White Dwarf rules. Loving all the fun relics too. This is going to be a fun book for me.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Gauss cannons are Heavy 3 S6. Just like in 3rd ed.
This makes me very happy. And they didn't even get a points increase!

What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Loyal Necron Lychguard




 CthuluIsSpy wrote:
Gauss cannons are Heavy 3 S6. Just like in 3rd ed.
This makes me very happy. And they didn't even get a points increase!


Destroyers even went down

I've always loved Destroyers, now that they're quite improved I'm going to be writing a lot of lists that include them. Heavy Destroyers came down too, bu they're still fairly expensive for single shots. I think I'd rather take more regular Destroyers and get the volume of fire.
   
 
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