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Made in jp
Proud Triarch Praetorian





8th edition Necron tactics discussion thread.

(First section is discussion about end of 7th. Skip to page 24 for beginning of 8th edition leaks info and strategy discussion)

Special request:
1- Let's try to keep list posting in the army list section and keep the tactics thread about tactics. (though I guess it would still be alright if the list being posted is in regards to tactics discussion​).
2- If you're going to post a list, or if you're quoting a list, please hide it under a spoiler so we don't have massive chunks of text taking up half the page.
3- Don't post copyrighted material on Dakka. If you need points and descriptions, try Battlescribe.



Necron Units Report Card
If you're new to the game and not sure what to take, try checking below as a quick guide to what most players consider to be "good" and why.
HQ
Imotekh: B+ (His lighting attack and weapon are pretty impressive, but he costs a ton. If you have a lot of Flayed Ones it may be worth taking him)
Zahndrekh: B- (His ability to shut down enemy aura effects can be pretty good. Just gotta have a way to get him close)
Trazyn: D (Probably the worst of the named characters. Not really sure what his point is)
Anrakyr: B+ (Probably our best fighty HQ, especially if accompanying choppy infantry (then he becomes an A)... really disappointing he has no methods of transport apart from on foot.)
Orikan: B (His inv save bubble is larger and extends to CC. If taking Lychguard he's an A)
Szeras: B (Good gun, but loses points for the randomness of his buff and lack of inv, plus no way to transport)
Obyron: C (Only really useful with Zahndrekh, and even then it's tricky to get his teleport gimmick to work)
Kutlakh [FW]: B (He's a bit expensive, but his bubble of influence is HUGE. He becomes an A if taking Lychguard)
Toholk [FW]: A (If there's a key vehicle in your army that needs to stay alive, you should be taking Toholk. Good weapon, too)

Overlord: A (Hands out MWBD for cheaper than all the named options. Beatstick with a Warscythe. Keep him near Immortals and Destroyers)
Destroyer Lord: A- (Another beatstick with a Warscythe. If you take him you best take Destroyers, too, as it increases his grade to A+)
Lord: B ("The Lords Will" is a more important buff for warrior blobs, now. His main roles are baby sitting blobs and filling an HQ requirement on the cheap at 76 points w/ Sword)
Cryptek: A- (Great for expensive infantry, not needed for cheaper/smaller units, eg. Immortals. Fine if filling HQ requirement, but if arbitrarily adding to Warriors... just take more Warriors)
Catacomb Command Barge: A (FAQ fixed it. Now has CHARACTER keyword, so a little easier to keep from being shot. Basically an Overlord with extra movement, wounds, toughness, and a bonus gun, all for 50-ish points more)
TROOPS
Warriors: A (Decent shooting, fairly survivable in big units. Best taken in bricks of 15-20. Having Cryptek or Ghost Ark nearby is good (one or the other, not both), but not required)
Immortals: A+ (Great shooting for both types of guns. Tesla better for longer distances, especially with MWBD and Stalker buff. MSU good for autonomous place-and-forget)
ELITE
Deceiver: A- (Fantastic power for alpha strikes. C'tan powers merely okay)
Nightbringer: A- (Combat powerhouse against infantry. Gotta get him across the table first, though)
Deathmarks: B- (Good counter to deepstrike shenanigans, best method of removing non-monster enemy buff HQs, but not much use after that)
Flayed Ones: B (Fantastic attack power in large numbers. "Deepstrike" is a little awkward, with a 9" charge required)
Lychguard: C (Great hitting power, made even better when taken with Anrakyr. Pity they're too slow)
Triarch Stalker: A (Amazing force multiplier. May need multiple, as will be targeted immediately. Pairs well with Doomsday Arks if taking HGC)
Praetorians: B+/- (Good speed, shooting, and attacks, point for point our best CC unit, only rivaled by flayed ones. B- for RoC, and a B+ for void blade and particle caster)
Tomb Stalker [FW]: A (Amazing movement, pretty killy, decent price. Worth considering for back field disruption)
FAST
Destroyers: B (Fast, great shooting, but really expensive. Must be taken in units of 4+ to be viable. 3 +1 Heavy isn't bad)
Tomb Blades: B (Super fast, amazing shooting, but also pretty expensive. Very difficult to buff)
Wraiths: C (Fast and tough, but disappointingly mediocre damage)
Scarabs: A (Cheap, fast. Good for screening and chasing objectives)
Tomb Sentinel [FW]: A (Similar to its elite brother. Amazing movement, great gun, decent price. Worth considering for surprise tank killing)
Acathrites [FW]: B (Decent speed, good shooting and CC, but price to survivability ratio is a little skewed with no inv)
HEAVY
Annihilation Barge: C (Fast, alright shooting, but too easy to kill. Decent against hordes. If you're going to take one, you better be bringing other vehicles, too)
Spyder: C+ (Worth taking with Fabricator Claw if taking lots of Vehicles. Gloom prism carrier is worth considering, but the FW monsters might be better for that. Too easy to kill)
Heavy Destroyers: B+ (Fast, great anti-vehicle shooting. Would be higher but just too expensive for a unit that must be taken in 3s to be viable. Big target for multi wound weapons)
Transcendent C'tan: D+ (Not great, especially compared to his unique elite brothers. Rarely taken)
Doomsday Ark: A (One of our best anti-vehicle units. Great with Stalker support. Try to deploy last so you can get good line of site on enemy key units)
Monolith: C+ (Glorified drop pod. Decent shooting, hard to kill, but a little overpriced. Buff to their ballistic skill was nice, )
Tesseract Ark [FW]: A+ (Our premier anti-vehicle unit. Good at pretty much everything)
Sentry Pylon [FW]: A- (Great shooting from all three types. Due to Heavy, probably not a great idea to teleport in and shoot, with -1 to hit)
FLYERS
Night Scythe: C+ (Decent shooting but easily saved against. Can drop a single unit practically anywhere, though from turn 2 on, and said unit cannot move after "disembarking")
Doom Scythe: D (Main gun always hits on a 4+. Fix that and maybe it might be worth the points)
Night Shroud [FW]: B+ (Cool bomb, but kind of gimmicky. Fairly survivable compared to other flyers)
TRANSPORT
Ghost Ark: C+ (Alright speed and shooting, but lack of OPEN TOPPED keyword really hurts. Not absolutely required to accompany Warriors)
FORTIFICATION
Tomb Citadel [FW]: F (No. Just get two Gauss Pylons for the price)
LORDS OF WAR
Tesseract Vault: D+ (Too expensive for how little firepower it brings compared to other Lords of War. Slightly better than Obelisk)
Obelisk: D- (Too expensive for how little firepower it brings compared to other Lords of War)
Gauss Pylon [FW]: A+ (Amazing shooting. Primary anti-LoW weapon)


8th Ed. offensive mathhammer tools-
http://www.dice-hammer.com/

https://docs.google.com/spreadsheets/d/1M7tyL0_Ki19gpDOdTMRRTK74FQf4ZKATITPpFT4rWSU/edit#gid=0

https://docs.google.com/spreadsheets/d/1HA7fEpvn5633-AHO_YKdaLw_lIgKKRtE0fBPv3JKXI8/edit?usp=sharing


Previous (7th ed) topics-

FAQ info:
Spoiler:

New FAQs just dropped so time for a new thread (the old one was 166 pages of more or less YMDC bait and now potentially outdated info).

[Copy/pasted for the lazy][spoiler]ERRATA
Page 86 – Night Scythe, Transport, Transport Capacity
Change the entry to read:
‘Fifteen models. A Night Scythe can transport
Jump Infantry.’

FAQs
Q: Could you please clarify Necron tesla weapons? If you roll a
6 to hit, do you have to roll to hit with the additional hit or is
it automatic?
A: The extra hits are automatic – you do not need to
make any more To Hit rolls.

Q: Do Canoptek Wraiths and C’tan suffer the Initiative penalty
when charging through terrain, despite their special rules which
allow them to treat other models and terrain as if they were open
ground when moving?
A: No.

Q: Do the Wraithflight and Immune to Natural Law rules work
only in the movement phase or do they work during any kind of
movement, such as Run, charge and Consolidation moves?
A: The Wraithflight and Immune to Natural Law rules
take effect any time the model moves in any phase.

Q: Can Nemesor Zahndrekh accumulate additional Victory
Points in Maelstrom of War missions by generating Warlord
Traits from the Tactical Traits using his Adaptive Tactics
special rule?
A: Yes.

Q: Does a penetrating hit that was saved (by Jinking or cover)
still cause quantum shielding to deactivate?
A: No.

Q: Does the Lance special rule work against
quantum shielding?
A: Yes.

Q: Can a unit embark on a Night Scythe other than
during deployment?
A: No.

Q: The C’tan Shard of the Nightbringer’s Gaze of Death special
rule occurs in the Shooting phase, but isn’t a shooting attack.
Can it be used in close combat? Can it be used in Overwatch?
A: Gaze of Death is not a shooting attack, so cannot be
used to fire Overwatch. It can, however, be used even if
the C’tan Shard of the Nightbringer is locked in combat,
either against the unit he is locked in combat with
or against another enemy unit within range and line
of sight.

Q: Can Eldar Warp Spiders use their Flickerjump special rule
to avoid the C’tan Shard of the Nightbringer’s Gaze of Death?
A: No.

Q: In the Canoptek Harvest Formation, can you only
include a single Canoptek Spyder or a single unit (i.e. 1-3
Canoptek Spyders)?
A: You can only include a single Canoptek Spyder model.

Q: If a unit from the Canoptek Harvest Formation started
the Movement phase within 12" of the Formation’s Canoptek
Spyder, then moved out of range later in the phase, do they
immediately lose the benefits of Adaptive Subroutines?
A: The effects always last until the start of your next
Movement phase, even if units proceed to move
out of range or the Formation’s Canoptek Spyder is
subsequently destroyed.

Q: Can units from a Canoptek Harvest that are currently
benefitting from Reanimation Protocols as a result of their
Formation’s Adaptive Subroutines also benefit from Orikan the
Diviner’s Master Chronomancer special rule?
A: Yes. In fact, they are affected by any and all modifiers
that apply to Reanimation Protocols whilst utilising
Adaptive Subroutines to gain that special rule.

Q: If Canoptek Wraiths from a Canoptek Harvest have
transdimensional beamers and the Shred special rule is chosen
as their Formation’s Adaptive Subroutines, if they started the
movement phase within 12" of the Canoptek Spyder, do their
weapons benefit from the special rule as well, or just their close
combat attacks?
A: Just their close combat attacks.

Q: Can a Triarch Praetorian fire with its rod of covenant in the
Shooting phase, and still use its melee profile in the subsequent
Assault phase?
A: Yes

Q: Is the Transcendent C’tan in Codex: Necrons intended to
replace the one in Warhammer 40,000: Escalation?
A: Yes.

Q: How many Powers of the C’tan can you fire in each
Shooting phase?
A: A model armed with Powers of the C’tan uses them
as a ranged weapon, so only one can be used in each
Shooting phase.

Q: How does the Obelisk’s Gravity Pulse special rule interact
with Flying Monstrous Creatures? Does it force a Dangerous
Terrain test even though they are usually immune to these tests?
A: No.

Q: Can Necrons decrease their Reanimation Protocol rolls
to less than 4+ for any reason, as with the Infinite Phalanx
Apocalypse Formation?
A: No.

Q: When fielding a Decurion Detachment (giving models
within it with Reanimation Protocols a +1 bonus to their
Reanimation Protocols rolls), how do further modifiers to
Reanimation Protocols (for having a Cryptek in the unit, for
example) interact with the -1 modifier from the Instant Death
special rule?
A: The end result can never be improved beyond a
4+ after all modifiers (both positive and negative)
have been applied. In this situation, the required
Reanimation Protocols roll would therefore be 4+ after
the three relevant modifiers (two +1 modifiers and one
-1 modifier) had been applied.

Q: If a unit of Deathmarks fires at a Gargantuan Monstrous
Creature on the turn they arrive from Deep Strike Reserve,
does their Hunters from Hyperspace special rule (enabling
them to wound on a 2+ with shooting attacks) take precedence
over the rule that says that Sniper weapons (like their synaptic
disintegrators) always wound a Gargantuan Creature on a 6+?
A: Yes.

Q: Can Necron characters embark upon a Ghost Ark on their
own, or must they be attached to a unit of Necron Warriors to
do so?
A: They are free to embark on their own if they wish.

Q: What are the firing arcs of the weapons mounted on Doom
Scythes and Night Scythes?
A: Treat the death ray and twin-linked tesla destructors
mounted on Doom Scythes and Night Scythes as hull-
mounted weapons (giving them 45° lines of sight).

Q: What are the firing arcs of the Obelisk and Tesseract Vault’s
tesla spheres?
A: For the purposes of establishing firing arcs, treat each
tesla sphere as a sponson-mounted weapon with a 180°
firing arc.

Q: Can a unit charge on the same turn it uses the Veil
of Darkness?
A: No.

Q: Can a unit with an attached Independent Character with
the Veil of Darkness be deployed in Deep Strike Reserve?
A: No – unless the unit already has Deep Strike from
another source.

Q: Can the Monolith use its eternity gate on the turn it arrives
from Deep Strike Reserve?
A: No.

Q: Can Jet Pack Infantry use a Monolith’s eternity gate?
A: No.

Q: If a Monolith fires its particle whip, are its gauss flux arcs
forced to fire Snap Shots?
A: Yes.

Q: Can Necron models benefit from their Reanimation
Protocols special rule before testing to see if is removed from
play by attacks such as Space Wolves’ Helfrost weapons or the
Ravenwing Dark Talon’s stasis bomb?
A: Yes. Necron Reanimation Protocols are taken at the
same time as Feel No Pain rolls would be, to potentially
avoid suffering unsaved Wounds (and any ensuing tests
that suffering an unsaved Wound may cause).

Q: Can cover saves be taken against Imotekh’s Lord of the
Storm attacks?
A: Yes.

Q: Do Night Scythes taken as Dedicated Transports for units
from a Judicator Battalion gain the Formation’s Special Rules?
A: Yes.

Q: When included in the Acquisition Phalanx Warhammer
40,000: Apocalypse Formation, Trazyn the Infinite has to
remain part of that unit. If he is subsequently slain, does he
have to leave the unit to return to battle as part of his updated
Surrogate Hosts special rule?
A: Yes.

Q: When using a Retribution Phalanx, how exactly do
you deploy returning units of Scarabs and Warriors, and
what actions can they perform on the turn they arrive in
this manner?
A: Use the rules for Deep Strike; the first model placed
must be within 3" of the Formation’s Necron Overlord,
but the rest of the unit will not scatter. Units arriving in
this manner can Run or shoot, but cannot charge, as per
the normal Deep Strike rules. Any models which cannot
be placed are destroyed.

FAQ Discussion.
Spoiler:

How do the changes affect our army building?

Some highlights:
Requizen wrote:
-You can't reembark in a Night Scythe once on the board. This was always sorta in contention, just glad to have it cleared up.

-Obelisk does not force Dangerous Terrain on FMCs. So, making it more useless.

-Deathmarks 2+ against GMC is official now, so that's not bad.

-Tesla Spheres on the Obelisk have 180 degree firing arcs, which is actually quite good despite my earlier remark.

-Retribution Phalanx cannot charge when it comes back. The answer also says "use the rules for deep strike when they come back" (paraphrased), so do they need to cluster in a ball as Deep Strikers normally do?

This message was edited 32 times. Last update was at 2017/07/27 17:23:15


 
   
Made in us
Fresh-Faced New User




At the very beginning under "Errata". It states that Night Scythes can carry 15 models and can carry Jump Infantry. So Praetorians don't really have anything stopping them from starting embarked.
   
Made in us
Loyal Necron Lychguard




So it does, good on them. I must have skimmed over that. Still pretty expensive to go Praets in Scythes, but it's at least legal now.
   
Made in jp
Proud Triarch Praetorian





So who are the current codex MVPs?

Top tier:
- Wraiths
- Praetorians
- Tomb Blades
- Destroyers
- ????

Mid tier:
- Deathmarks
- Flayed Ones
- ????

Bottom tier:
- all vehicles
- ????

 
   
Made in us
Fixture of Dakka




Good to know that the Obelisk has a pretty good firing arc, but what's up with the FMC thing?

This message was edited 1 time. Last update was at 2017/01/20 16:40:55


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Loyal Necron Lychguard






South Dakota

Ghost Arks and Triarch Stalkers aren't exactly bottom tier against most armies... only those that have lots of grav weapons.
Our warriors still don't need to snap shot after the Ghost Ark Jinks... that is pretty big. The whole thing brings a lot of shots to the party.
Triarch Stalker is a tax unit, but brings a lot of support and the melta shooting we sometimes need.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Longtime Dakkanaut




Ute nation

FAQ is a win some loose some, I don't think the FMC change for gravity pulse really hurts the obelisks, because you can't make people take it less than they do now. The 180 degree confirms three arcs are possible (with precise facing and a few inches of distance), but once again kind of nonissue since no one is going to take it. Not sure on why there is no more embarking on the night scythe, but it's not something we were relying on.

Favorite question was:

Q: If Canoptek Wraiths from a Canoptek Harvest have
transdimensional beamers and the Shred special rule is chosen as their Formation’s Adaptive Subroutines, if they started the movement phase within 12" of the Canoptek Spyder, do their weapons benefit from the special rule as well, or just their close combat attacks?
A: Just their close combat attacks.

Someone was using their noggin, I kind of wish I'd thought of that particular combo. Too bad they put the kibosh on it because that would have been pretty handy against GMCs and vehicles.

On the plus side, wraiths can charge into cover without striking last, and space wolves hellfrost cannons can go suck a big fatty since we get RP roles on it.

Necrons - 4k
Dark angels - 2k


"You know what they say about brute force, if it's not working you are not using enough of it" 
   
Made in no
Tail-spinning Tomb Blade Pilot





So the 180 degree Tesla sphere, is that a vertical or horizontal arc?

Shiny 40k 8th tool with colors: dice-hammer.com 
   
Made in us
Fixture of Dakka




torblind wrote:
So the 180 degree Tesla sphere, is that a vertical or horizontal arc?

Has that ever been a question?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in fr
Omnipotent Necron Overlord





From the most twisted corners of your psyche

torblind wrote:
So the 180 degree Tesla sphere, is that a vertical or horizontal arc?


Both.

What I have
LM
What I like stomping


Westwood lives in death!
Peace through power!


 
   
Made in gr
Freaky Flayed One





I'd say someone needs to take a closer look to NightScythes as Triach Preatorians' rides. I haven't been a huge fan of the Judicator Battalion, but someone who fields it regularly should definetely try it out!

Also, I'll bring my love for Ghost Arks in this thread as well. This vehicle is amazingly survivable against anything (even D shots) exept mostly grav. If you can just avoid/neutralise Grav shots, you're in for quite a surprise. Ghost Arks models are very nice for abusing firing, ranges and objective grabbing. There's just about absolutely nothing stopping you from jinking every single turn and still firing way more shots than you'd normally shoot with your warriors. Plus, warriors in Decurions are Relentless and the Ghost Ark is open topped, so there's nothing stopping you from assaulting from a Ghost Ark either.

Now, Judicator Battalions have more than enough reason to get Ghost Arks since they're bringing a Triarch Stalker and more AV 13 is more saturation, or possibly more cover for their Stalker. And, based on this sort of conclusion, then this would possibly be a list where a Monolith could possibly be kind of safe and very nice to use (with Prets, Lychguard, warriors, Immortals being good Eternity Gate targets). With all that mentioned, here's my first try at a Judicator Battalion list: (http://www.dakkadakka.com/dakkaforum/posts/list/0/715057.page#9149946)

Spoiler:

Formation: Reclamation Legion - 1090pts

5 Immortals (Tesla) - 85pts
5 Lychguard (Sword and Shield) - 150pts
Overlord (Warscythe, Veil of Darkness) - 125pts
3 Tomb Blades ( 3 Shield Vanes,3 TL Gauss Blaster) - 60pts
10 Necron Warriors (Ghost Ark) - 235pts
10 Necron Warriors (Ghost Ark) - 235pts
Monolith - 200pts

Formation: Judicator Battalion - 415pts

5 Triarch Praetorians (Rods) - 140pts
5 Triarch Praetorians (Rods) - 140pts
Triarch Stalker (TL Heavy Gauss Cannon) - 135pts

Formation: Royal Court - 345pts

Orikan, the Diviner - 120pts
Overlord (Phase Shifter, Ressurection Orb, Voidreaper) - 160pts
Necron Lord (The Solar Staff) - 65pts

This message was edited 3 times. Last update was at 2017/01/21 21:11:12


"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in nl
Regular Dakkanaut





 skoffs wrote:

Q: The C’tan Shard of the Nightbringer’s Gaze of Death special
rule occurs in the Shooting phase, but isn’t a shooting attack.
Can it be used in close combat? Can it be used in Overwatch?
A: Gaze of Death is not a shooting attack, so cannot be
used to fire Overwatch. It can, however, be used even if
the C’tan Shard of the Nightbringer is locked in combat,
either against the unit he is locked in combat with
or against another enemy unit within range and line
of sight.


Made me remember the old screaming days with my Vampire Counts in fantasy
But this is actually quite some good stuff for the C'tan, as it is quite a good way to get rid of some pesky invisible space marines that try to lock him in combat.
   
Made in us
Irked Necron Immortal




So Wraiths don't suffer an initiative penalty when charging through difficult terrain, but what about the 5 ICs attached to the unit?
   
Made in gr
Freaky Flayed One





Marshal_Gus wrote:
So Wraiths don't suffer an initiative penalty when charging through difficult terrain, but what about the 5 ICs attached to the unit?


There usually are not 5 IC's attached to Wraiths units. Otherwise, you're slowing down your Wraiths down to Lychguard speed, in which case, you could just go for Lychguard. There's 1 Destroyer Lord usually and he does get Initiative 1 instead of 2.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Irked Necron Immortal




 necr0n wrote:
Marshal_Gus wrote:
So Wraiths don't suffer an initiative penalty when charging through difficult terrain, but what about the 5 ICs attached to the unit?


There usually are not 5 IC's attached to Wraiths units. Otherwise, you're slowing down your Wraiths down to Lychguard speed, in which case, you could just go for Lychguard. There's 1 Destroyer Lord usually and he does get Initiative 1 instead of 2.


Maybe it's just me. As long as my Lords don't force my Wraiths to fight at initiative 1, I'm good.
   
Made in us
Longtime Dakkanaut




Conclave of the Burning One is back. Nothing in the FAQ is enforcing that only the Transcendant is legal. That means all C'tan are legal.

Cool.

>>Oops. That's not correct. Checking the Shield of Baal Exterminatus FAQ and the Transcendent restriction is still there. Darn.

This message was edited 1 time. Last update was at 2017/01/20 22:26:59


 
   
Made in gb
Stalwart Veteran Guard Sergeant




Wales

As a new Necron player, these rule clarifications are very helpful, as I struggled to understand some of the wording in the codex.

374th Mechanized 195pts 
   
Made in jp
Proud Triarch Praetorian





col_impact wrote:
Conclave of the Burning One is back. Nothing in the FAQ is enforcing that only the Transcendant is legal. That means all C'tan are legal.

Cool.

>>Oops. That's not correct. Checking the Shield of Baal Exterminatus FAQ and the Transcendent restriction is still there. Darn.

Aww, dammit!
Still unusable, then.
:/

 
   
Made in us
Fixture of Dakka




It isn't unusable it just isn't good. Unfortunately the best artifact for that is part of that supplement.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in jp
Proud Triarch Praetorian





 necr0n wrote:
I'd say someone needs to take a closer look to NightScythes as Triach Preatorians' rides.

I haven't checked, was there a FAQ for the Flyer supplement? (and if so, was there anything about Night Scythes having Skyfire?)

Also, in that list you posted, you really should put something else on that RC Overlord with the Void Reaper. Phase Shifter at bare minimum.

 
   
Made in us
Deranged Necron Destroyer





So what are the options vs a genestealer cult army? Played one for the first time and all the return to the shadows and charging from 3 inches away is pretty nuts. I did goof by having my lychguard+obyron+orikan and a unit of scarabs in the same assault. My opponent focuses on the scarabs to cause enough wounds to force my lychguard to run away and were ran down.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in jp
Proud Triarch Praetorian





Wraiths and Tomb Blades.
Wraiths and Tomb Blades solve many problems.

 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Oberron wrote:
So what are the options vs a genestealer cult army? Played one for the first time and all the return to the shadows and charging from 3 inches away is pretty nuts. I did goof by having my lychguard+obyron+orikan and a unit of scarabs in the same assault. My opponent focuses on the scarabs to cause enough wounds to force my lychguard to run away and were ran down.


Deploy so that stuff is 6" or so from other stuff, put your fighty stuff/chaff at the front at max coherency. They can't deploy within 3" of a unit, so having 2 units 6" (or 7") apart means that they're deploying at the front of your forces. Having chaff like scarabs or fighty things like Wraiths out the front means that they either charge stuff you don't care about (scarabs), win and then get shot to death, or charge stuff that they're not going to hurt (wraiths), and either flee and get shot or stick around and get ground down. Tomb blades as mentioned will also do unspeakable things to large portions of the GSC army. Flayed ones of all things also make for a great chaff/screen/counter assault army, especially if you park them in terrain. A Triarch Stalker can also make a handy toy since you can tie down lots of things that can't really hurt AV13 and GSC is deathly allergic to heavy flamers, though you probably just want more tomb blades instead unless you're already fielding the judicator battalion in a TAC list.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Longtime Dakkanaut




Oberron wrote:
So what are the options vs a genestealer cult army? Played one for the first time and all the return to the shadows and charging from 3 inches away is pretty nuts. I did goof by having my lychguard+obyron+orikan and a unit of scarabs in the same assault. My opponent focuses on the scarabs to cause enough wounds to force my lychguard to run away and were ran down.


You should adjust your list so that the Lychstar is fearless (ie getting Zealot from Zandrekh, etc.).
   
Made in jp
Proud Triarch Praetorian





Or, you know, replace them with Wraiths?

 
   
Made in gr
Freaky Flayed One





 skoffs wrote:
 necr0n wrote:
I'd say someone needs to take a closer look to NightScythes as Triach Preatorians' rides.

I haven't checked, was there a FAQ for the Flyer supplement? (and if so, was there anything about Night Scythes having Skyfire?)

No, you're right. They're probably not that usefull if DftS is being used. Still worth a game or two?

Also, in that list you posted, you really should put something else on that RC Overlord with the Void Reaper. Phase Shifter at bare minimum.


I don't know. I've 4 characters in the same squad to take challenges. I've bodyguards all arround to tank shots. I might swap the Phase Shifter from the VoD OL to the Voidreaper OL but it wouldn't make too much difference.

 skoffs wrote:
Or, you know, replace them with Wraiths?


Or you know, don't multi-assault your deathstar with some lame Scarabs? How did you manage that..?


"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Fixture of Dakka




Flayed Ones can take wounds very well for the points and ultimately have the hard counter stats to kill them.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in jp
Proud Triarch Praetorian





 necr0n wrote:
Also, in that list you posted, you really should put something else on that RC Overlord with the Void Reaper. Phase Shifter at bare minimum.

I don't know. I've 4 characters in the same squad to take challenges. I've bodyguards all arround to tank shots. I might swap the Phase Shifter from the VoD OL to the Voidreaper OL but it wouldn't make too much difference.

If you're going to give a character a nice piece of wargear like the VR, it really tends to pay off to keep him protected so you can get the most use out of it as possible.
Instead, why don't you give your Warlord with all the other equipment the VR and have the naked RC OL carry the Veil? (it IS a one use only item, after all)

 
   
Made in us
Deranged Necron Destroyer





In short with the lychguard and scarabs. I wasn't thinking right and thought that the wounds would only effect the scarabs and wounds from lychguard would only effect lychguard. Super noob mistake but I haven't played let alone picked up my rule book in 5+ months


Also I don't own wraiths. Was never a fan of them even though I know how good they are.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in jp
Proud Triarch Praetorian





Okay, I want to hear honest opinions:
Can the Obelisk be competitive now, with the fixes to its guns?
If so, what are its uses?

 
   
 
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