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Made in us
Freaky Flayed One





New Westminster, BC - Canada

Yo guys,

I made this Necron list builder thing to facilitate points calculation.

There are 3 sample armies in there to demonstrate what you can do. Simply make a copy of it on your own drive and have fun!

https://docs.google.com/spreadsheets/d/1qGvU42yzTLfD1onl_VSj6DonieJZ8NLUy41ZqGiEi8s/edit
Made in us
Freaky Flayed One





New Westminster, BC - Canada

I'll just run with:

The screens:
4x Canoptek Scarabs
3x Canoptek Scarabs

The Silver buffers:
Necron Lord - Warscythe
Cryptek - Staff of Light
11x Necron Warrior
5x Necron Immortal - Tesla Carbine
5x Necron Immortal - Tesla Carbine

The C'tan:
C'tan shard of the Deceiver
C'tan shard of the Nightbringer
Transcendant C'tan
Transcendant C'tan

Plan is simple: Bubble Wrap C'tan, slowly march towards enemy dishing out meteor strikes after meteor strikes. Gaze of Death too. Maybe have one C'tan with Time's arrow to try and snipe enemy characters. When close enough. Charge in with the C'tan, let them blow up.

You'll lose, but at least you'll die laughing as you kill their heroes and safetly reanimate in your nearest Tombworld.

This message was edited 3 times. Last update was at 2017/06/05 20:23:26


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

 CthuluIsSpy wrote:

Ok, so to be clear, the mold is made out of greenstuff or not? And do you fill the mold with greenstuff? Those scarabs looked like they were made out of greenstuff.


I use a substance called Instamold to make my copies. It works wonders.

Here are some praetorians I've been copying with that thing:
Spoiler:






But I think it would work great for scarabs. I haven't used it for mine and did a proper silicone mold for resin casts because it yields more scarabs per cast, but these are the results I got:
Spoiler:


I really believe that instamolds would yield just as great results.

Greenstuff molds as you are suggestiung can work, but quickly degrade after a few casts.


Back on topic. This edition is looking like a great edition for Necrons. I'm just sad that our flyers aren't as good as they used to because they must drop a unit a time. I wish they could bring a unit + 1 character at least, that seems like a poorly thought out rule IMHO.


This message was edited 1 time. Last update was at 2017/06/06 22:26:37


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Can someone point meas to why the deceiver-bomb with monolith doesn't work? I've seen it stated previously but must have missed an explanation somewhere.

I mean having a deceiver with a Monolith/Scythe and Zandrekh + Obyron. Redeploy the Monolith/Scythe, walk out with Zandrekh and Veil away the Lychguard (or choice of unit).

That way we can cut down the distance by:
Redeploy Mono/Scythe: 12''
Gate in Zandrekh: 9''
Veil Oby+Crew: 3''
Charge 2''

That is a valid move, correct?
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Hey guys.

I'm usually browsing and reading here but have to live with the constraints of my collection.

I've made the following list to play this weekend. My plan is to practice charges and pile-ins and consolidations, so I've made the following list:

Spoiler:
++ Vanguard Detachment +1CP (Necrons) ++

+ HQ +

Anrakyr the Traveller

+ Elites +

C'Tan Shard of the Deceiver: Power of the C'tan: Antimatter Meteor

Lychguard: 10x Lychguard, Warscythe

Triarch Praetorians: Rod of Covenant, 10x Triarch Praetorian

++ Outrider Detachment +1CP (Necrons) ++

+ HQ +

Catacomb Command Barge: Gauss Cannon, Warscythe

+ Fast Attack +

Canoptek Scarabs: 4x Canoptek Scarab Swarm

Canoptek Scarabs: 4x Canoptek Scarab Swarm

Canoptek Scarabs: 4x Canoptek Scarab Swarm

++ Outrider Detachment +1CP (Necrons) ++

+ HQ +

Orikan the Diviner

+ Fast Attack +

Canoptek Wraiths: 3x Canoptek Wraith

Destroyers
3x Destroyer: 3x Gauss Cannon
Heavy Destroyer: Heavy Gauss Cannon

Tomb Blades
Tomb Blade: Particle Beamer
Tomb Blade: Particle Beamer
Tomb Blade
Two Gauss Blasters: 2x Gauss Blaster


My plan is to set everything bunched up in the center and switch the flank to where I can inflict the most damage.

Lychguard and Praetorian have a great tendency to not get wiped on a 10-man squad, so they can just keep coming back via RP.

If I get 1 redeploy, I redeploy Deceiver + Praetorians in such a way I can get a charge but daisy chain back to Anarkyr.
If I get 2 redeploy I put Anarkyr and the Lychguard forward, daisy chaining back to Orikan.
If I get 3 redeploy I put Lychguard, Anarkyr and Orikan up front and everything should follow behind.

Anarkyr can MWBD on the Praetorians and the Barge can MWBD the Lychguard. With the extra attack from Anarkyer and hitting on 2+ this should be a brutal assault. I just have to watch not to get tarpitted, but that's why I have CCB + Praetorians that can still disengage and shoot while the scarabs can run back in to tie the enemy and lock them down.

I don't own as many scarabs as I wish and that's why I'm using a filler Tomb Blade unit. Everything but Anarkyr, Orikan and the Lychguard are truly footslogging and I have plenty of charges to make.

What do you guys think? I know that some things in there will evaporate turn 1 but I hope I still have enough standing to stand strong even if I lose the initiative.

This message was edited 1 time. Last update was at 2017/08/07 22:15:25


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Oh yes, I'm aware I can't charge after deceiver redeploy (which I think is silly ruling... but I digress).

The objective is more to shift the flank, I wouldn't get a turn1 charge anyway and I trust a 10-man lychguard with 5++ can survive first turn. If anything, the Praetorians can fly past them, engage on first round, disengage and fly over enemies, shoot them in the back, then the Lychguard mop-up the mess.

I'm tempted to try this simply because I own only 10 Lychguard. I'm getting more to use with Kutlakh though. If I replaced the wraiths/orikan with Lychguard + Kutlakh it would be brutal, I think.

This message was edited 1 time. Last update was at 2017/08/08 14:33:15


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

I played a small scale game last week. My list was:

- Kutlakh
- Anarkyr
- 4x4 Scarabs
- 8 Scythe Lychguard
- Nightbringer

Having used Anarkyr with Lychguard I know they can eat anything that is not a horde that they touch, and even hordes can be mowed down, albeit at a disproportionate points investment.

Kutlakh is neat as if you roll a 6 for the Lych run they become really nasty and you can pull off all kinds of charge/objective shenanigans.

Nightbringer surrounded by scarabs is nasty and single handedly cut down a Space Wolf flyer with the magna-melta or something. I always felt bad for him falling too early on 7th but having him screened feels almost like cheating =P

I tabled my opponent Turn 4 after wiping a terminator squad on one edge of the table, consolidating towards another, then sprinting across and charging another at the opposite corner, all due to rolling high on advance and charge rolls allowing me to engage at 1'' distance with a few models so the others can fight from the second rank.
Made in us
Freaky Flayed One





New Westminster, BC - Canada

I'm playing a campaign game of Carnage (multiplayer battle from the rulebook).

I have available:

Spoiler:

20 Warriors
15 Immortals (magnetized)
9 Tomb Blades (magnetized)
10 Scythe Lychguard
10 Staff Praetorians
2 Cryptek types
3 Lord types
3 Overlord types
1 CCB
Ghost Ark
Doomsday Ark
3 Sentry Pylons (any weapons)
1 Tomb Spyder/FW Centipede conversion
3 Wraith (magnetized)
12 Scarabs
1 Stalker
4 Destroyers
2 H Destroyers
1 D Lord
Deceiver
Nightbringer
2 Transcendant C'tan


I'm understrength at 1383pts with a Space Wolf ally at 1001pts.

We are facing off against two Demon armies, a large host of Tzeentch at 2684pts and a Nurgle mix of Demons and Death Gaurd at 2434pts.

We are somewhat understrength (the tzeench force is about 300pts above us. I was planning on bringing Deceiver to deploy right at the central objective with a Ghost Ark full of characters and my 20 Warriors, 15 Immortals and all the scarabs I can fit in. Just hope that our resilience will hold against that many smites and firepower from the defilers of the DG player.

Space wolf ally would bring somw long ranged firepower to support my core.

What would you guys do?

Made in us
Freaky Flayed One





New Westminster, BC - Canada

BillyN831 wrote:
I would run 10 or 20 immortals as opposed to 15 because reanimation protocol benefits full squads more.


I agree, but if I'm to field a batallion I need 3 troop choices and all I have are 15 Immortals and 20 Warriors. I can max the warrior and one Immortal squad, but the last one will sadly remain at 5 models until I can get another box in.
Made in br
Freaky Flayed One





New Westminster, BC - Canada

Spoiler:
 Klowny wrote:
arhurt wrote:
I'm playing a campaign game of Carnage (multiplayer battle from the rulebook).

I have available:


20 Warriors
15 Immortals (magnetized)
9 Tomb Blades (magnetized)
10 Scythe Lychguard
10 Staff Praetorians
2 Cryptek types
3 Lord types
3 Overlord types
1 CCB
Ghost Ark
Doomsday Ark
3 Sentry Pylons (any weapons)
1 Tomb Spyder/FW Centipede conversion
3 Wraith (magnetized)
12 Scarabs
1 Stalker
4 Destroyers
2 H Destroyers
1 D Lord
Deceiver
Nightbringer
2 Transcendant C'tan


I'm understrength at 1383pts with a Space Wolf ally at 1001pts.

We are facing off against two Demon armies, a large host of Tzeentch at 2684pts and a Nurgle mix of Demons and Death Gaurd at 2434pts.

We are somewhat understrength (the tzeench force is about 300pts above us. I was planning on bringing Deceiver to deploy right at the central objective with a Ghost Ark full of characters and my 20 Warriors, 15 Immortals and all the scarabs I can fit in. Just hope that our resilience will hold against that many smites and firepower from the defilers of the DG player.

Space wolf ally would bring somw long ranged firepower to support my core.

What would you guys do?




 Klowny wrote:

Wait, your bringing 2300 points to their 5000? That seems like its an auto lose, I wouldn't even bother at that points disparity unless you had major advantages (i dont know the mission so im not sure).

But smite will absolutely wreck the armies. It is quite effective, especially when you consider the numbers they are bringing it in. Seriously, 2700 extra points, with the larger part being tzeench that can spam psykers out the wazoo?


No, I'm sorry I should have said it better. It's three opposing armies: Me and Space Wolves, the Tzeench force and the Nurgle force. The two demon armies are enemies. It's a three player scenario, only me and the space wolves are allies.

Carnage is played with a single objective at the center of the table. My take is I have a hard time dealing damage to dislodge an enemy in there, but I may just be able to surround the objective with my models and just park there the entire game.

This message was edited 2 times. Last update was at 2017/09/16 13:33:08


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

is there any value to be gained for us from using fortifications or any of the Structures in the imperial Index?

I used a Void Shield Generator to protect Sentry Pylons in 7th, wonder if anyone has had any thoughts on how they could help us?

hiding Scarabs under Aegis to prevent them from being shot maybe? I know psychic powers can be cast outside of LoS, but at least it splits enemy fire between actual shots and Smites instead of letting them focus fire.
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Lothmar wrote:
Does the word 'twin' in a weapon name for our army actually do anything? Or is it already calculated into the stat of the weapon?

ex: Twin tesla destructor being Assault 8 and Tesla destructor being assault 4 but the same stats on everything else?

Or am I thinking of 'twin linked' ?


AFAIK the word Twin just splits it into a separate profile with already calculated stats (double shots) it prevents you from shooting at two different targets (like Tomb blades can do) with each weapon meaning all shots of the Twin HGC from a Stalker must go on the same target, for example.
Made in br
Freaky Flayed One





New Westminster, BC - Canada

Played a great game against Ynnari this past weekend. You can follow the play through here (in Portuguese) http://wargamingrebel.blogspot.com.br/2017/10/batrep-warhammer-40k-8th-nercrons-vs.html?m=1

My MVP in that game where the 10 tesla Immortals who simply refused to die. Criptek 5++ and 4+ RP meant that they kept him occupied for 3 turns after suffering to put out my tomb blades squad.

That was followed by a narrative Patrol mission against my wife's tzeench Demons. http://wargamingrebel.blogspot.com.br/2017/10/batrep-warhammer-40k-8th-batalha-por.html?m=1

That one didn't go so well due to smite. In retrospect, I should have just sat over in range and cycle units in and out of smite range. MVP there where my tesla tomb blades wrecking face of the splitting horrors despite the Changeling buff.
Made in us
Freaky Flayed One





New Westminster, BC - Canada

 Cmdr_Sune wrote:
Spoiler:
arhurt wrote:
Played a great game against Ynnari this past weekend. You can follow the play through here (in Portuguese) http://wargamingrebel.blogspot.com.br/2017/10/batrep-warhammer-40k-8th-nercrons-vs.html?m=1

My MVP in that game where the 10 tesla Immortals who simply refused to die. Criptek 5++ and 4+ RP meant that they kept him occupied for 3 turns after suffering to put out my tomb blades squad.

That was followed by a narrative Patrol mission against my wife's tzeench Demons. http://wargamingrebel.blogspot.com.br/2017/10/batrep-warhammer-40k-8th-batalha-por.html?m=1

That one didn't go so well due to smite. In retrospect, I should have just sat over in range and cycle units in and out of smite range. MVP there where my tesla tomb blades wrecking face of the splitting horrors despite the Changeling buff.


I looked at the pretty pictures and used google translate.
That Destroyer Lord was a bit crazy in the game against Tzeentch.

I still havent tried out Tomb blades in 8th. Everyone seems to be using them.
What unit size do you find optimal?


I've been using TB in squads of 6, thats enough to not give away first blood as well as to tetreat from the frontline and recover over time with RP.

I find that TB vs Destroyers they ultimately fulfill different goas. Destroyers are, however, more fragile to heavy shooting, as their 3 wounds are equally taken out by D3/D6 shots that are low RoF whereas the 2 wounds attribute on Tomb Blades means that there are actually very few "optimal" weapons to deal with them.

I use them in mixed numbers of 4+/5++ and 3+ to save on points. I find that either weapon works well. I find that using Gauss has a high risk/reward proposition, but Tesla Carbines allow them to exploit their mobility to always be outside of the enemy threat range. The ability to still shoot after advancing is great as well and has allowed me to snipe some characters in the past.

Also, Destroyers move only 10'' compared to the TB 14'' that makes a big difference over the course of a game.

This message was edited 3 times. Last update was at 2017/10/03 18:55:04


 
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Grand Illusion when going first is Brutal, but its use as second turn player is more limited.

You have to fake a deploy and then deny a flank to your opponent, concentrating on one side of the board vs the other.

You can also use it to advance screens up the board, but its not a good strategy to build your entire list based on going first as that happens only 50% of the time.

What is the plan if you fo second?
Made in us
Freaky Flayed One





New Westminster, BC - Canada

If you have Deathmarks on your list, they can benefit from MWBD to dish out extra MW from the extra successful hits.
Made in us
Freaky Flayed One





New Westminster, BC - Canada

To be honest, reading the thread I think we have already discussed these drawbacks before, we just need to compile them and append it on the first post.

From top of my mind, and summarized.

- Reanimation Protocols: Fluffy but not scalable. The larger the game, the easier to wipe out squads. Since wiped squads lose it it is very swingy, you either trollface the enemy or he trollfaces you.

Proposed Solution:
Spoiler:
Make it so you reanimate on a 3+ but every failed model applies a -1 modifier to that Reanimate roll. Allow us to leave the last model on the table and roll for that unit, enemies can negate it by moving within 1'' of the last model (remove it then). Models can't be placed more than 3'' from models already on the talbe or from the last model left on the table.


- Tombworld deployment issues: Lack of Transport keyword means the unit can't move. Since you can only bring 1 unit at a time it breaks character synergy. Losing the transported units is too great a liability.

Proposed Solution:
Spoiler:
Make it so one character can be deployed with any unit deployed from Tombworld. Give every model able to teleport units onto the table the Transport keyword. Leave losing all tombwolrd units if you lose all transports, but make them cheaper, maybe add an option for emergency teleport that is a paid upgrade the allows you to drop the unit where the transport is destroyed.


- Lack of realiable weapon options: Our biggest guns are very swingy and pay too much premium for Living metal. We also lack weapon diversity for medium vehicles, we are either grat vs hordes (tesla), great vs elite infantry (Gauss). Lack of a Melta/Missile Launcher equivalent.

Proposed Solution:
Spoiler:
Make truly big guns 2d3 instead of 1d6, with extra hits for every 5 models in targeted units. Bring back some shooting weapon options for crypteks and make particle weapons (particle beamers) similar to Melta to plug that hole with Tomb Blades, Spiders and Wraiths.


- Weird lack of synergy buffs from characters: Overlord MWBD affects only a sinlge unit at a time. Lord's bonus is crap with Ld10 already. Cryptek is great, but given the reanimation protocol issues it just amplifies the problem: Lose the unit and your cryptek's investment is null.

Proposed Solution:
Spoiler:
Make overlords be able to buff more units the more lords you have, make lords cheaper, make lords buff overlord's buffs or something like that. Something fluffy and unique to Necrons given their noble caste structure. Overlords get a secondary aura ability and they can make one MWBD per lord taken. Lords have an offensive aura ability, so if you take them alone they are kind of OK but are great if you take one Overlord and a bunch of lords.


If these issues are all properly addressed and balanced carefully, Necrons can quickly become viable and stable as an army.

This message was edited 1 time. Last update was at 2017/11/27 15:21:57


 
Made in br
Freaky Flayed One





New Westminster, BC - Canada

What's the best weapon to use against Quantum shielding? I was thinking Auto Cannon, but then the S is 6 so it wounds on a 5+

Is it plasma cannon?
Made in br
Freaky Flayed One





New Westminster, BC - Canada

We also got a warlord trait that reduces incoming damage by 1 to a minimum of 1

On a CCB that doesn't sound too bad
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Make our voices heard, send GW emails. I doubt it'll make a difference, but hey, we gotta try.

My biggest fear is that they fix the obsiously broken things (trnsports lacking transport keyword and some points reduction) but keep Reanimate as is. It doesn't scale well at all and good opponents can really easily ignore it.

Here's a draft of what I'd have to say to GW about the current state of Necrons. It's mainly gathered from reading the discussions here and some anectodal experiments from playing with them.

I'll start with what has been working great for Necrons:
  • Quantum Shielding: It's great. It sounds alien and is unique to Necrons, is a great rule that is relevant most of the time and feels very rewarding.
  • Reanimation Protocols: Going back to a unique rule that actually puts models back in the table (as opposed to a plain extra save) was very welcome. The rule has issues and I'll discuss them in detail below.

  • Necrons are innacurately perceived as powerful. This is perhaps the greatest hardship on balancing the Necron Codex. On the surface, their rules sound powerful and intimidating, but a somewhat informed opponent can easily focus on the weaknesses and guarantee victory due to Reanimation Protocols inner workings.

    Reanimation protocols issues
  • New rules wins: The new rendition of Reanimation Protocols (RP) feels very thematic, bringing back some of the post "FNP-esque" ruling of 6th and 7th. As much as it feels great though, its current iteration creates some crippling issues that I'll explore below.
  • Negation Issue: The rule can be completely negated by opponent if he manages to wipe your squads. There is nothing the Necron player can do to prevent this and it basically means that the premium in unit cost paid for the special rule is lost.
  • Scale Issue: Reanimation Protocols (RP) as is has a scaling problem in where it is strong in small scale games and loses power significantly as the games scale up. The more power your opponent has to wipe your units, the smaller the effect of RP is. The issue becomes even more significant if they fail to wipe the unit, as the power is at peak efficiency the more rolls you have to make.
  • Please address this issue. As it is a key ability to Necrons and equals a premium on unit costing it should be carefully planned.
  • Army composition issue: RP encourages large units to make maximum use of the ability, but that makes it so Necron Armies have to pay a tactical tax on top of paying a unit point cost tax already. Larger blocks of warriors means costlier base tax for detachments. It all results in Necrons paying several interests on top of the base unit cost that compound into very limited actual build choices. This also results in the army losing in on Command points due to the high tax of its troops choices.
  • Conclusion: The combination of being easily negated by experienced players and the fact that it heavily impacts list-building into either ignoring it (going for Canoptek units or Quantum-shield spam) or sinking points into huge squads that don't do that much (basic infantry with no special wargear) means that Necron Players have a small toolbox to work with.
  • Proposed exploration: Allow rolling of RP after a unit wipe in some fashion. Maybe allow them to bolster other units already on the table (enemies have to wipe ALL warriors to deny warrior RP) or allow Necrons to roll for wiped units (resurrection orbs should do THAT and be cheaper).


  • Tombworld Deployment issues
  • Cool new rule: It should feel like you are the master of a legion that can teleport troops on a whim across the galaxy, but the actual inner workings of the rules makes them just broken and too much a liability.
  • Lack of Transport keyword: The lack of this keyword on our transports means that units arriving from Transportation Beams arrive from reserves and can't move after arriving.
  • Lack of character support: Since you can only bring 1 unit at a time it breaks any type of character synergy as troops are isolated and unsupported, unless the player dedicates extra resources on an additional transport for the supporting characters.
  • Losing the transported units is too great a liability: Since we lose the emergency disembarkation rules and just outright lose our reserved units, on top of the issues above, Necron Players simply don't feel like investing in transports and putting precious points in tomb-world development worth the risk of losing all that investment.
  • Proposed exploration: Consider allowing characters to be beamed over alongside a unit deployed from Tombworld. Give every model able to teleport units onto the table the Transport keyword. Consider some alternative to emergency disembarkation or even just allow the units to safely disembark upon destruction and factor that in the points cost of a transport unit, something that makes Necrons feel even more advanced, ignoring certain perils that other races must consider when transporting units.


  • Lack of character synergy
  • Destroyer Lords are melee beasts, but buff a ranged option.
  • Necron Lords are near useless as we usually invest heavily.
  • Overlords only buff a single unit, as opposed to something like SM chapter masters and their buff auras.
  • Proposed exploration: Explore the Necron Hierarchy. Make Overlords be able to buff more units the more Lords you have, make Lords cheaper and allow them to enhance an Overlord's buffs. Something unique to Necrons. Overlords could get a secondary aura ability based on supporting lords/crypteks.


  • Lack of Psychic power counters
  • Necrons should be somewhat resistant to Psychic powers, especially the ones that deal with Leadership effects.
  • This message was edited 7 times. Last update was at 2018/01/08 15:50:53


     
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

     skoffs wrote:
    ... you realize it's most likely too late, right?
    Even if they saw this, if the codex is coming out in the next couple of months, that means it's already ready to print, if not currently being printed.


    I do, but hey, we gotta start somewhere right?

    With enough pressure they may try to address something in a FAQ like at least seeing the issue and dropping unit costs even more than initially planned. I don't know, they have added keywords before (CCB getting Character) so at least some stuff can be fixed after release.

    This message was edited 1 time. Last update was at 2018/01/08 17:04:34


     
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

     CthuluIsSpy wrote:
    Spoiler:
    An alternative / addition to your RP suggestion - allow Spyders to permit nearby wiped units to make reanimation rolls, like how they worked in 3rd ed.

    Other suggestions - more geometric necron vehicles. The new vehicles don't really fit with the necron aesthetic, nor do they make much sense lore wise. Why would a race obssesed with self preservation make such flimsy vehicles, especially if they are meant to be on the battlefield? I would like to see more vehicles like the monolith; high armor, solid, no obvious weakpoints. Let these be the main combat vehicles of the necron, and the 5th ed ones be more like support / repurposed civilian combat vehicles, like how the ghost ark was just a hearse.

    More teleportation options - like in 3rd ed.

    CC destroyers - because a caste of machines dedicated to murder shouldn't be picky about getting in close

    Pariahs - because that was a great concept and cool models. Lychguard and praets do not compare. At all.

    A big canoptek unit that serves as an HQ. Something like a canoptek overseer / controller thing, that directs and buffs nearby canopteks


    Where do you even post suggestions like that? Spam their facebook?


    Your ideas are cool, but I want to avoid getting too much into wishlisting, my main intent with my previous post was to discuss the perceived issues with current necron rules and explore what message we want to give GW, let them sort out the actual rules.

    As far as new models and art direction, I think that's a topic for another day, another thread.

    If you want to contact GW there are 2 official channels that I know of: Facebook page and the rules FAQ email 40KFAQ@gwplc.com that they posted on the warhammer community page a while ago.

    This message was edited 2 times. Last update was at 2018/01/08 17:23:48


     
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    Lothmar wrote:
    Skoff -

    I dont know why but I laughed when reading that poster and imagining the incredible longshot that the old ones just said 'you know what feth this.' and chose now of all times to come back. xD



    I was also, deep down, hoping for that to be the Old ones. It could have brought a kind of ressurrection to the Necron faction as well. Just imagine the Old Ones release alongside the Silent King's return.

    Alas, I like the Custodes release. But a bit of my soul was lost when I read the actual release.


    Automatically Appended Next Post:
    Played against Death guard yesterday.

    He had a Leviathan Dread with quad something powerful...

    Failed to injure it much Turn 1 (my mistake, playing the Patrol mission and I should have held my Tesseract ark in reserves) and that thing proceeded to wipe a unit a turn with the deathguard stratagem to shoot twice with a dread.

    We seriously need some rework of the RP rule or some cheap stratagems to get our investment back into it.

    This message was edited 1 time. Last update was at 2018/01/08 17:52:39


     
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

     CthuluIsSpy wrote:
    If a parody takes inspiration of a parody of itself, what are we left with? I don't know, but I don't like it.


    Memes.
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    Ok guys, could use your insight. My second campaign game coming up will be the Rescue mission against Death Guard/Nurgle Demons at 2k points. Since I lost the first match he will have double the amount of sentries for free.

    For those unfamiliar with the mission. There are six objective markers on the field and I need to check each for my spy. On a 6+ I find the spy, or if it's the last objective. My opponent only sets up some sentries (gonna be 20 nurglings) that move randomly and can sound the alarm if I get too close and don't kill it. The alarm also sounds when I find my spy.

    After the alarm sounds I place my spy near the objective I found him and finish my turn. Starting from my opponent next turn his army can come from reserves. His objective is to kill the spy and I win if the spy survives.

    The spy can be an infantry model with no more than 4 wounds.

    Now my options for spy are: The spy can be a Triarch praetorian (he gains character targeting rules) so I can fly him wherever I want. Either that or a cryptek for extra wounds.

    My planned list is as follows:
    Spoiler:
  • Kutlakh
  • 10x Sword Lychguard
  • 10x Warscythe Lychguard
  • Nightbringer
  • Deceiver
  • Cryptek
  • Cryptek
  • 10x Immortals Tesla
  • 10x Immortals Gauss
  • 10x Warriors


  • The plan is to Grand Illusion the Deceiver and a unit of Sword Lychguard with a Veil of Darkness Cryptek. If I get 3 units, throw in the Warriors too. That will hopefully allow me to play a trick: Play on two fronts, searching for the character first on my opponent's edge of the board. If I locate him, I let my opponent deploy around him and try to bring him down. With the Lychguard ability to resist damage and soak wounds away from the character, I think I can survive one turn. The next turn, I veil the character away from danger and his whole army is on the other side of the table. I castle around him a corner surrounded by Lychguard and never let go of my position, game ends and I win.

    Grand Illusion is the only way I could think of that allows me to potentially check 6 objective markers with 5'' base move. I also need bodies to hide the spy under, so using a ton of vehicles (that are easily spotted by sentries anyway) would be sub-optimal as I need to make multi-charges to kill out the sentries.

    I'm not bringing in any scarab bubblewrap because there will not be that many smiters to begin with, and if it takes me 1 or 2 turns to find the spy and I manage to go undetected by sentries, the alarm sounds and my opponent gets his first volleys out turn 3 at best.

    What do you guys think? The game is still a month away as I need to paint 10x Lychguard and my Kutlakh conversion for it.
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    Lothmar wrote:
    The alternative that I could think of would be taking a bunch of throwaway squads of flayed ones but that's 105 per 5 man squad so... Actually deathmark squads are cheaper and ranged~ so 100 per 5 man and can still do normal alpha strike etc.

    Yeah I'm not worried about finding the Spy too quickly, as he has to survive until the end of the mission. Best case scenario (unlikely) is for me to find him turn 5 and not have sounded the alarm until then, because then I only have to survive one turn. If I had no access to Grand Illusion I'd be worried, since I deploy on one of the short table edges and the objectives will be scattered across the length of the table. I don't own any Falyed Ones yet so I couldn't use this strat anyway.

    Lothmar wrote:
    However using the deathmarks counter deploying rules for this scenario might not be too horrible. Deploy right after he deploys his first group and stretch out a max squad of 20 deathmarks in a line to make a deployment fence that he has to deploy 9-12 inches back from ; since you get to deploy them after stuff deploys and then shoot before him this allows you to weaken his position and form up your guys to inhibit him from just running in and locking your spy down so he can escape (is that the premise of the mission?).

    Maybe even snipe some leadership if you get lucky. Plus if you daisy chain your guys well enough or your other guys are in the right position they can have the cryptek invul and +1 RP making that fence a little more durable until you can GTFO with your veil.


    Deathmarks are a good unit to use indeed. I might drop the Nightbringer in favor of it. My main concern is that I know he'll be taking Demon Princes and I feel like sacrificing a C'tan charge to deal with one is a realiable way to divert some attention.

    My main trick so far is using Veil to move the character across the table. If he bites the bait I basically won, but even if he sees it coming that means he will have to divide his forces and I can make a getaway with the character. The worst scenario I can think off is that I bring only 1 unit with the GI, find the character Turn 1 and am forced to make the getaway T2.
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    If you get assaulted by a smart opponent you really have to pay attention to casualty removal, as they can use the pile-in and consolidation movement to box you in. The newly arrived models must be in coherency AND 1'' away from enemy models.
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    Doctoralex wrote:
    Alrighty folks, time for another battle report!

    2000 points of Orks vs Necrons.

    Spoiler:

    Battalion:

    HQ:
    Illuminor Szeras

    Cryptek

    Troops:
    15x Warriors
    15x Warriors
    10x Immortals /w Tesla

    Elite:
    10x Lychguard /w Warscythes

    Fast attack:
    5x Scarabs

    6x Tomb Blades /w shieldvanes and Shadowlooms

    Heavy Support:
    Doomsday Ark

    Patrol


    2x Overlord /w Warscytches and Ressurection Orbs

    troops:

    15x Warriors

    Orks:
    -3 trukks, filled with 2x 12 boyz and one with12 burnas.
    -2 Battlewagons, one with 15 Tankbustas and one with 5 -Meganobz, Warboss and Weirdboy
    -Mekboy /w KFF
    -Gorkanaut

    Necron, turn 1:

    Well as you can probably guess, my anti-tank was severely lacking. Warriors and Immortals moved up, staying behind the Scarab screen. Still a lot that wasn't in range though. Bikes moved up to get a shot at the Burna trukk.
    Szeras upgraded a Warrior squad with +1T. I kept it since I knew my Warriors were gonna have to duke it out with Boyz in close combat soon, so this upgrade outta come in handy.

    Doomsday Ark opened fire on the Gorkanaut, managed to roll 3 wound dice but my opponent rolled a bloody good save for his KFF that was near the Gorkanaut.

    Shooting from half of the Warriors brought a Trukk down to 3 wounds.

    Orks, turn 1:

    Everything moved up, huge suprise. Burnas rolled an amazing 6" on their advance and thus got in range of the Scarabs. Yikes!

    Ork shooting killed two Tomb Blades in total. The 5++ really saved their hides.

    Burnas rolled an unfortunate 1 on their D3 shots, even with a Command reroll. Managed to down 2 scarabs.

    Necrons, turn 2:


    Everything moved up to get into rapid-fire range. Big mistake I made here is not moving up the scarabs a bit. My opponent would have made his charge regardless and because they were now just in front of the Warriors, my opponent was later able to consolidate into them.
    Szeras this time upgraded the second Warrior squad to +1S. While I would normally reroll this, I decided against it since I figured they'd need it in fighting Boyz. Turned out they would do nothing but wack at Battlewagons/Trukks, making it worthless.

    Shooting.... ugh. Doomsday Ark failed ágain. This time he wiffed his shots.
    One warrior squad managed to kill all but one Burna, really effective there.
    The rest all opened up on the Battlewagon with the Meganobz. While I had hopes that mass Warrior fire would down a vehicle, T8 makes that pretty much impossible.


    Orks, turn 2:

    With everything in charge range, the orks rushed forward. The Boyz rushed the front while the Warboss + Meganobz were able to go around the flank and get to my Lychguard.
    Gorkanaut went for the Tomb Blades

    This time the ork shooting payed off. The Tankbustas opened up with the Dakka Dakka strategem. Good rolls on the Quantum Shielding meant a total of 6 wound were dealt to the Doomsday Ark.

    And in the Orks went, WAAAAAAAAAGHHH!!
    The Meganobz were the first to fight to avoid combat interruption and managed to kill all the Lychguard. Boy did I miss the 4++ that the shields would give. If only I had the points....
    Boyz + Warboss started wacking on the Warriors, but the +1 T really managed to reduce their casualties. A total of two warriors and two scarabs died.
    The other squad of Warriors was tied up by the other Battlewagon + Trukk. Despite a Deff Rolla, the vehicles managed to only kill on Warrior.

    Gorkanaut vs Tomb Blades... yea you can guess how that went :(.

    Necrons, turn 3

    Reanimation Protocols brought back a 4 Warriors over the two units.
    Two warrior squads stayed put, I was convinced they would be able to hold the tide of Boyz + ork transports. That left the last squad of Warriors + the Immortals left for shooting.
    The Overlords moved closer to the front, they were needed in the melee.

    Shootin' time! Combined fire of the Warriors (now BS 2+, courtesy of Szeras), the Immortals and the Gauss Flayer Array from the DDA killed the Meganobz. The Doomsday Ark this time managed to put 7 wounds into the Gorkanaut, but I feared it was already too late.

    The warriors traded blows with the Boyz and the transports, taking out a suprising amount of them down but doing little damage to the vehicles.

    Orks, turn 3:

    The Gorkanaut, with parts of the Tomb Blades still in its massive claws, lumbered towards the frontline. The rest of the Orks were in close combat, so it was a short movement phase.

    The Tankbustas opened up on the DDA again, this time not so lucky with the Quantum Shielding. A total of 12 wounds utterly destroyed it.

    And while the melee continued and slowly drew in my favour, I knew I had no answer to the Gorkanaut. And thus, just as we both had to leave, I conceded the game.

    Post-match thoughts:

    -Warriors are surprisingly effective against units like Boyz in close combat. While I'm sure they would have lost if there were more Boyz, giving them +1 T or +1S can really make a difference.

    -While mass Gauss Flayer fire cán work against T7 vehicles, it's no use when the vehicles is T8.

    -definitely more Scarabs! My opponent had a rough time cutting through them. If they could have granted me another turn of shooting, it could have gone very differently (if I had more anti-tank, that is...)







    Great report, thanks for sharing!
    I do hope they address the RP unit wiping, those lychguard paid a premium on points for nothing but showing up, the rule had 0 impact on that game.

    I'd drop a cryptek and a unit of warriors in favor of more Immortals to gain some room, maybe even drop an Overlord for some more Scarabs and Tomb Blades. A unit of 9 is not as easily removed, I usually keep them at distance until mid-game where I can zoom in and safetly get into rapid fire range.
    Made in us
    Freaky Flayed One





    New Westminster, BC - Canada

    Why a Shard? Why not the real deal?
    Made in br
    Freaky Flayed One





    New Westminster, BC - Canada

    Mishaps only occurs if you landed on top of enemy units or impassable terrain. Any other type of terrain incurred a dangerous terrain test, but not a mishap. Only full buildings and impassable terrain would mishap.
     
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