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Made in us
Freaky Flayed One




 Klowny wrote:
Also, Nightbringer has fly... so can fight flyers?

Close combat weapons:

Automaton claws - ?
Cracking Tendrils - Sypder
Feeder mandibles - Scarabs?
Massive Forelimbs - ?????????????????????????? (potentially a misprint of star-god fists? or maybe trancendant's CCW)


The claws most likely belong to Spyders. Mandibles are Scarabs, and have that always wound on 5+ rule, while Massive Forelimbs are the CCWs of the Triarch Stalker. For Crackling Tendrils, I have no idea; the TCtan has star-god fists like the Deceiver. Perhaps a name for some vehicles' assault option?
   
Made in us
Longtime Dakkanaut




Ute nation

So tried to put together a 2k necron list, man it's tiny. It's hard to get a good balance of melee and shooting as tight as the points are now. I erred on the side of shooting things, because even our best melee units seem pretty second string compared to things like khorne berserkers and hordes of bugs. At 2k I couldn't even fit in any neat stuff in like C'Tan or a Monolith (which now cost as much as an imperial knight). The one Gimmick I did manage to squeeze in was the 20 man warrior blob backed up by a now very expensive ghost ark. It's over in the army list forum.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in jp
Proud Triarch Praetorian





Massive Forelimbs might be fun the Triarch Stalker.


Automatically Appended Next Post:
Oops, didn't see the above response.

Personally I want to see the Stalkers info the most, now.
What does it give out?
If dreads are supposed to be better this edition, what can we expect from ours?

This message was edited 1 time. Last update was at 2017/05/31 06:38:09


 
   
Made in cn
Dangerous Skeleton Champion





On another note, I am eager to see what the dynasty rules will be. They seemed to have split up characters by dynasty keywords, which will limit choices a bit. Hopefully they are all balanced.

Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in gb
Deranged Necron Destroyer




Hmm. Really very few good options for killing tough enemy models. On the other hand, far fewer tough enemy models.

Monstrous creatures and tough characters are the really scary things this edition. Not being able to tackle MCs or characters will cripple us entirely. To that end, I think we're basically forced to take Doom Scythes or Doomsday Arks - nothing else even comes CLOSE to doing enough damage.

Thoughts:
-All named HQs have, so far, been very underwhelming compared to other factions'. Conclusion: don't bother.
-Support units too expensive, troops terrible VS vehicles but v efficient vs MEQ; MSU troops, 1 "blob" for hiding characters
-Need to be able to deal with hordes; not possible to deal with 120 Ork Boyz or 1 Wraightknight with same units - so don't try
-C'tan looking pretty solid due to mortal wound output
-There's no way you're ever taking any force org chart other than a battalion
-Reanimation protocols don't exist. Don't even think about them existing. You won't ever roll against a good player
-We really need the Tesseract Vault and Triarch Stalker rules; I suspect both are near mandatory looking at sample lists.
-Crypteks likely have no options; Eldritch Lance is Szeras' staff, Aeon thingy is Orikan, they have no points so don't get your hopes up.

Sample of what I'm thinking:
HQ
Overlord, Warscythe - 112
Illuminor Szeras - 143

Troops
5 Immortals, Tesla - 85
12 Warriors - 144
10 Warriors - 120

Elites
C'tan Shard of the Nightbringer - 230
C'tan Shard of the Deceiver - 225
15 Flayed Ones - 315

Heavy Support
Doomsday Ark - 203
Doomsday Ark - 203

Flyers
Doom Scythe - 220

2k exactly. Okay, so it can't deal with anything particularly well, everything is incredibly squishy and it's unfocused. On the other hand, I'm struggling to do better; I could use Heavy Destroyers in place of Doomsday Arks and the Doom Scythe which gives me more firepower, however it also makes the army even easier to kill and marine players laugh at us with devastators/centurions. The flayed ones are literally just there to blob against assault units. I dunno, it feels very weak and very underpowered. If the enemy brings out any model with 20+ wounds, you might as well pack up. Maybe I'll try again later, but as it stands, I'm feeling quite glum.
   
Made in gr
Freaky Flayed One





Anyone seen Orikan's stats/abilities, yet? I'm really looking forward to including Monolith+Orikan+maybe a deciever+ a unit of wraiths + maybe Lychguard for using the most out of Monolith's gate and protecting Deciever+Orikan + gak ton of troops. Maybe sprinkle some Crypteks if that's doable. That looks pretty fun on paper.

"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 au
Battle-tested Knight Castellan Pilot





Perth

Eyjio wrote:
Hmm. Really very few good options for killing tough enemy models. On the other hand, far fewer tough enemy models.

Monstrous creatures and tough characters are the really scary things this edition. Not being able to tackle MCs or characters will cripple us entirely. To that end, I think we're basically forced to take Doom Scythes or Doomsday Arks - nothing else even comes CLOSE to doing enough damage.

Thoughts:
-All named HQs have, so far, been very underwhelming compared to other factions'. Conclusion: don't bother.
-True, but all our good HQ's weren't the named ones. Our CCB looks very good, D/lord with the beefed up phylactery etc. We will have good HQ's, just not Zandrekh/Obryn. But they were only ever situationally good.
-Support units too expensive, troops terrible VS vehicles but v efficient vs MEQ; MSU troops, 1 "blob" for hiding characters
Its the same for every army, you need to focus the correct weaponry at the correct targets. Not many troops from any army are good against vehicles. We were always the best, due to guass, we still have gauss, but we have an ap modifier. Our basic guns hurt everything, just like every army, but our basic guns hurt everything better than every other army. Plus we want the opposite of MSU, 2x 10 man warrior squads definetly get 0 RP if being focused, a 20 man squad has a larger chance of getting it.
-Need to be able to deal with hordes; not possible to deal with 120 Ork Boyz or 1 Wraightknight with same units - so don't try
I've never really had a problem with hordes, even less now. Our basic gun gives a AP-1, horde armies will have t-shirt saves, being negated vs our rapid fire weapons. Since bigger squads of warriors is better by the looks of it, 40 rapid fire shots will decimate hordes. And thats one blob, of our basic troops, who have gotten cheaper this edition. And tesla is now assault 2, so now theres even more chances of getting those 6's.
-C'tan looking pretty solid due to mortal wound output
-There's no way you're ever taking any force org chart other than a battalion
-Reanimation protocols don't exist. Don't even think about them existing. You won't ever roll against a good player
Is it really that bad? So 1 squad of warriors gets focused down a turn, or 1 squad of immortals, means the others are at fighting strength for longer. It't not all doom and gloom
-We really need the Tesseract Vault and Triarch Stalker rules; I suspect both are near mandatory looking at sample lists.
-Crypteks likely have no options; Eldritch Lance is Szeras' staff, Aeon thingy is Orikan, they have no points so don't get your hopes up.
Probably not many choices no, but that doesnt really matter though considering what they do... They have an inherent chronometron 5++ against shooting (good for that big blob of 20 warriors you want around to continuously RP ) and a +1 to RP. And should be a cheap buff to a big squad of warriors.

Imagine if they were backed by a GA, feeding them more?


Sample of what I'm thinking:
HQ
Overlord, Warscythe - 112
Illuminor Szeras - 143

Troops
5 Immortals, Tesla - 85
12 Warriors - 144
10 Warriors - 120

Elites
C'tan Shard of the Nightbringer - 230
C'tan Shard of the Deceiver - 225
15 Flayed Ones - 315

Heavy Support
Doomsday Ark - 203
Doomsday Ark - 203

Flyers
Doom Scythe - 220

2k exactly. Okay, so it can't deal with anything particularly well, everything is incredibly squishy and it's unfocused. On the other hand, I'm struggling to do better; I could use Heavy Destroyers in place of Doomsday Arks and the Doom Scythe which gives me more firepower, however it also makes the army even easier to kill and marine players laugh at us with devastators/centurions. The flayed ones are literally just there to blob against assault units. I dunno, it feels very weak and very underpowered. If the enemy brings out any model with 20+ wounds, you might as well pack up. Maybe I'll try again later, but as it stands, I'm feeling quite glum.


I agree Doomsday Arks are going to come back to prominence.

But, imagine a Monolith deepstriking without scattering, and delivering a blob of 20 flayed ones right in the enemies face, who can charge that turn, and strike first?

Or a squad of 10 scytheguard, who can charge that wraithknight, hit first with 2 attacks @ S7, AP-4, D2 each. Each wound that wraithknight has is now falling back to his invlun of 5++, and remember once these things lose wounds they get significantly weaker.

Meanwhile the monolith is putting out alot of firepower, itself being capable of stripping a multitute of wounds of big stuff. Heavy 6 S8 AP-2 D3 damage.....

Plus we haven't seen what the pylons can do, nor any of the FW stuff. If whatever they changed the beam to is still as potent as it was, we will have the tools capable of killing the big stuff. What if aranthracites are good again, or Tomb Stalkers?

Our army has never had the same tools as other armies. Lets remember this. GW said they were ensuring every army had its playstyle represented. Ours always was very good close range firepower (check), on very resilient chassis (Our troop choices rock a 3+ save). Our CC was always slow but potent, its still very potent, but now its alot faster.

We cant have everything, we have some of the best shooting in the game, some of the most resilient models in the game, some of the best flyers in the game. Sure we dont have LoW, or the ability to customise units like other armies, but we don't need to, we've always got the job done. GW continuously say that lots of playtesting has gone in to ensure that the game is balanced (i have my doubts) but i do hold out hope that we are still quite viable.

This message was edited 2 times. Last update was at 2017/05/31 10:05:07


12,000
 
   
Made in no
Grisly Ghost Ark Driver





There's also something promised in the pipeline of the developing narrative (all factions being promised some goodies). Empire have had their fair share. Silent king or Void dragon are interesting candidates for greatness to come. GW may have taken this into account when dishing out the power at this stage.
   
Made in gb
Numberless Necron Warrior





Ok here we go

Spoiler:












And some bonus content:


This message was edited 1 time. Last update was at 2017/05/31 10:34:24


10,000+ 
   
Made in us
Pewling Menial




KY, US

I actually am liking the regular destroyers. No fire and move penalty and rerolls built in to a 2 shot, -3 AP weapon
   
Made in gb
Numberless Necron Warrior





Although it does specify units, for those players considering matched play, something to be aware of regarding Reanimation Protocols:

Spoiler:


This message was edited 1 time. Last update was at 2017/05/31 11:50:30


10,000+ 
   
Made in gb
Deranged Necron Destroyer




Wait, so we need to keep reinforcement points to reanimate at all? Am I reading that right?

Well, I guess my Necrons will actually just sit on a shelf then. That actually kills their flavour entirely.
   
Made in cn
Dangerous Skeleton Champion





The graph doesn't consider that you need to pay for your weapons separately. Heavy destroyers for instance cost 43+32 for a total of 75 points each.

Really nice to see this stuff in its entirely and in English. Destroyers have 3 wounds and Wraiths have 4 wounds. Overall it looks okay.

Deathmarks seem interesting. They aren't giving up their next shooting phase and you are getting an average of a hit per model if you can put them within 12. I'm also not sure if I am reading their weapon correctly but it says a mortal wound on a 6 PLUS any additional damage. Does that mean that they still need to roll a regular save for the wound inflicted? If yes, that seems pretty great. If not, their damage output seems questionable.


Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in gr
Freaky Flayed One





I highly doubt RP will need reinforcement points as it does not add to the squad size. I might be wrong, but my logic sais it won't. Btw, did anyone also notice how none of the characters have RP? Only the troops etc. If necron lords/OL's/Named characters etc die, they remain dead for sure.


EDIT: And something fun I thought of. Some of the vehicles (like the Ghost Ark, the Monolith and the Anni Barge) have the <Dynasty> key word. That's pretty important because it means crypteks can give those vehicles a 5++, which can be really helpful on such large pieces like the Monolith.

EDIT 2: Nope, my bad. It sais infantry.

This message was edited 2 times. Last update was at 2017/05/31 12:15:58


"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 fr
Trazyn's Museum Curator





on the forum. Obviously

Destroyers are looking pretty good, actually. They are fast, have a nice weapon, lots of wounds and still have their rerolls.
43 points a model isn't too bad.

Do the points values include basic wargear? Its not very clear.


Automatically Appended Next Post:
Eyjio wrote:
Wait, so we need to keep reinforcement points to reanimate at all? Am I reading that right?

Well, I guess my Necrons will actually just sit on a shelf then. That actually kills their flavour entirely.


No, it shouldn't. You aren't adding soldiers to the army, you are just bringing them back.

This message was edited 1 time. Last update was at 2017/05/31 12:13:32


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Deranged Necron Destroyer




 CthuluIsSpy wrote:
Destroyers are looking pretty good, actually. They are fast, have a nice weapon, lots of wounds and still have their rerolls.
43 points a model isn't too bad.

Do the points values include basic wargear? Its not very clear.

No, the points say excluding wargear. Destroyers are 63 per model, 75 for heavy destroyers. It's better to take 9 Praetorians than 5 Destroyers. The points are incredibly high and, as I showed earlier, you're not really gaining much for that cost.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

You don't have as much range, damage or as many shots with praetorians though. Destroyers are better against heavier targets, and it will be easier to kite with them.
Not to mention that you won't be able to buff Praets as much, as they don't have the <dynasty> key word.

This message was edited 2 times. Last update was at 2017/05/31 12:40:00


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Numberless Necron Warrior





I must be losing my mind because I can't parse what the difference is between an ordinary Cryptek's 'Technomancer' ability and Szeras' 'Master Technomancer' ability.

10,000+ 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 MoonlightSonata wrote:
I must be losing my mind because I can't parse what the difference is between an ordinary Cryptek's 'Technomancer' ability and Szeras' 'Master Technomancer' ability.


Technomancer is dynasty specific, Master Technomancer isn't.
Say you have Imotekh in your army, who's part of the Sautekh dynasty. He can buff Sautekh flayed ones, so you'd naturally want Sautekh flayed ones in your army to get the most mileage out of him.

You have a cryptek who's not part of the Sautekh dynasty. He cannot use Technomancer on those flayed ones, but if that cryptek was Seras, then he could due to the master technomancer rule.
It would also seem that technomancer does not work on Praetorians, as they do not have a <dynasty> specified.

This message was edited 3 times. Last update was at 2017/05/31 12:37:55


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Tomb blades. OMG.

3+/5++, 4 tesla shots per turn, or 4 gauss when in rapid fire. Ignoring cover.

Monolith doing D6 mortal wounds on a 4+ to charging units when half health and above. Awesome. I think this will be the star of most armies now. It is jam packed, has offensive and defensive capabilities, plus ways of getting around our limited movement. So happy, its the reason I started with crons! Such a cool vehicle.

Can't see why anyone would take a trancendant c'tan over the nightbinger/deceiver. Both are cheaper, and do more.

Tesseract Vault, 28W!!! It is expensive, and really, 2/3 c'tan powers are duds, the mortal wounds one is cool. But its tesla spheres can pump out the jam. So kinda underwhelming overall. Ill try it out, hopefully the powers are actually better in game than on paper.

Flayed ones are the same - 20 strong blob running out of an eternity gate, getting the charge. Delishious.

Illuminor Szerath! His mechanical augmentation can really make warriors scarier. 2+ to hit.

Ghost arks. So capacity is still 10. and only for warriors and characters. Boo. I cant remember if it applies to matched play or just the other two, (I'm 90% sure it does) but you dont have to take a full unit if you don't want, you just have to pay the points for a full unit regardless. So take a 9 man warrior unit chuck Szerath in there, floating gunship. It also allow's for RP rolls to be made at the end of the movement phase, so doubling up RP rolls it seems, as RP is made at the start of the turn. 20 man blob with a cryptek, 5++ and 4+ RP, backed up by a GA with another 9 warriors, the flayer array, and Szerath in there augmenting them all. Then you can do disembark and embark shenanigans if one squad drops really low >6 characters for instance, regen them back up and let the other 9 in the GA do the work.

The fabricator claw array is a bit ambiguous. It states that a vehicle can only be repaired once per game, yet most vehicles have living metal, which regains 1 wound per turn. I suppose living metal isnt considered 'repairing'? or else the claw array is useless?

2W praets and lychguard are good, more survivable now, as saves wont be negated anywhere near as much. I feel praets are the go for non monolith armies, as the speed is necessary, yet having a squad of scythe guard come out that eternity gate and charge. Yummo.

But the worst thing - Destroyer Lord. Hard nerf to his PE, now it only affects his to hits, and he is more suited to sitting back with this HD's and letting them reroll 1's to wound instead of the beatstick he used to be. Cant give him a 2+, but he does regen D3 with phlactery, which is worse overall. Sad face.

12,000
 
   
Made in de
Pile of Necron Spare Parts




Random Tomb World

If wraiths have an armour save of 4+ wouldn't that mean that Grav weapons don't get any bonuses against them?

EDIT: Ignore me, it just says 3+ save (unless it makes a distinction between armour and invulnerable save)

This message was edited 1 time. Last update was at 2017/05/31 12:39:11


 
   
Made in us
Loyal Necron Lychguard






South Dakota

Question on Reanimation Protocols and Technomancer...
How any model that has been removed from the board be within 3 inches of the Cryptek to benefit from the Technomancer rule?
I mean... if it has been removed, it isn't on the board?


Refers to the unit... Nevermind!

This message was edited 1 time. Last update was at 2017/05/31 12:38:32


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 fr
Fresh-Faced New User




ok... so... can the overlord cause a unit of immortals to tripple-hit on 5+ (with tesla carbines)?
"add 1 to the to hit rolls"

This message was edited 1 time. Last update was at 2017/05/31 12:39:36


 
   
Made in us
Loyal Necron Lychguard






South Dakota

bort123 wrote:
ok... so... can the overlord cause a unit of immortals to tripple-hit on 5+?
"add 1 to the to hit rolls"


With Tesla? Yep.

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 gb
Numberless Necron Warrior





 CthuluIsSpy wrote:
 MoonlightSonata wrote:
I must be losing my mind because I can't parse what the difference is between an ordinary Cryptek's 'Technomancer' ability and Szeras' 'Master Technomancer' ability.


Technomancer is dynasty specific, Master Technomancer isn't.
Say you have Imotekh in your army, who's part of the Sautekh dynasty. He can buff Sautekh flayed ones, so you'd naturally want Sautekh flayed ones in your army to get the most mileage out of him.

You have a cryptek who's not part of the Sautekh dynasty. He cannot use Technomancer on those flayed ones, but if that cryptek was Seras, then he could due to the master technomancer rule.
It would also seem that technomancer does not work on Praetorians, as they do not have a <dynasty> specified.


Got it, thanks. I've been used to Necrons being undifferentiated for 12 years so all these keyword shenanigans will take a bit of getting used to.

Also, why the hell is Trazyn listed as being Nihilakh? I thought his tomb world was Solemnace?

10,000+ 
   
Made in ie
Deranged Necron Destroyer





Thank you MoonlightSonata for the Necron pics. I am very hopeful for Necrons in 8th. We seem to work the same even if somethings have changed.

Kind of annoyed about match play though if we have to set aside points to activate RP. Be better off bring 2 units of warriors, immortals, flayed-ones, tomb blades etc then relying on RP if we pay to bring them back...

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Deranged Necron Destroyer




 Klowny wrote:
Tomb blades. OMG.

3+/5++, 4 tesla shots per turn, or 4 gauss when in rapid fire. Ignoring cover.

They're also 43 points base cost because they need to pay for both guns, or 34 with particle caster. You also can't take nebuloscope and shadowloom; if you take shieldvanes+shadowloom+tesla, they're 54 points per model. They're pretty bad honestly.
   
Made in gb
Numberless Necron Warrior





Odrankt wrote:
Thank you MoonlightSonata for the Necron pics. I am very hopeful for Necrons in 8th. We seem to work the same even if somethings have changed.

Kind of annoyed about match play though if we have to set aside points to activate RP. Be better off bring 2 units of warriors, immortals, flayed-ones, tomb blades etc then relying on RP if we pay to bring them back...


The more I ruminate on it the more I don't think the match play thing applies to us because it specifically mentions creating new units. We can't bring units back once they're wiped out and we have no capacity to create new units from scratch.

10,000+ 
   
Made in us
Loyal Necron Lychguard






South Dakota

Eyjio wrote:
Wait, so we need to keep reinforcement points to reanimate at all? Am I reading that right?

Well, I guess my Necrons will actually just sit on a shelf then. That actually kills their flavour entirely.


I can say that adding models back to a unit is free in AoS. Setting up a new unit costs points. This says Units... not models. This is a non-issue.


Automatically Appended Next Post:
 MoonlightSonata wrote:
Odrankt wrote:
Thank you MoonlightSonata for the Necron pics. I am very hopeful for Necrons in 8th. We seem to work the same even if somethings have changed.

Kind of annoyed about match play though if we have to set aside points to activate RP. Be better off bring 2 units of warriors, immortals, flayed-ones, tomb blades etc then relying on RP if we pay to bring them back...


The more I ruminate on it the more I don't think the match play thing applies to us because it specifically mentions creating new units. We can't bring units back once they're wiped out and we have no capacity to create new units from scratch.


Yep... Units, not models.

This message was edited 1 time. Last update was at 2017/05/31 12:45:11


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My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
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Cool, I really would be angry if we couldn't at least do the one thing we're famous for.
   
 
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