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Made in us
Numberless Necron Warrior




Scotland, UK

 iGuy91 wrote:

The Special Rules

Reanimation Protocols - On an injury roll of a 6, the model instead of being taken out of action is healed to full health. - I'd prefer FNP, but this isn't too bad. Can restore the effectiveness of a model after substantial damage.



Worth pointing out for people who haven't spotted this: multi damage weapons roll 1D6 per point of damage then have to pick the highest. This means more dice which means more chance of RP triggering for Necrons. We're still more likely to go OOA if the opponent is rolling more dice, but we're a *lot* less likely than other races. I think it's ~45% chance of going OOA at 2 - 4 damage, with a 50% chance of healing at 4 damage (yes, if we're hit by a 4 damage weapon, we're more likely to heal than we are to go OOA). All of this assuming a +0 injury roll mod!

This also has an interesting interaction with the Prime Reanimation Protocols tactic. I ran the maths on this because I assumed how it worked was before you roll an injury test you fire it and an extra D6 is added/lowest picked. I had no idea when it would be better to use that or stick to regular RP! However, I've since been informed that due to the wording of PRP you get to see the results of the roll before you commit to using it. So, you can probably easily turn an OOA result from a 1, 2 or 3 damage attack into a flesh wound instead! And considering we're pretty much immune to Nerve checks, that doesn't seem bad at all; we're going to be overall hard to remove from the board, up there with DG and TS, but also much harder to shake n break than those teams. We can do very well in a war of attrition!

Final minor point: a Zealot Flayed one with the right ability from the tree can be unkillable from the first attack if they're obscured On a 6 they heal, a roll of 5 becomes a 3, which is a flesh wound.

EDIT: To give people the numbers: for a 2 damage attack, with a 0 mod, a regular model is FW 25% of the time and OOA 75% of the time. Necrons are FW 25% of the time, OOA 44% of the time and trigger RP 31% of the time. Some people are grumbling this is not RAI and have sent in FAQ questions, seems cool to me and gives us a big buff in survivability while we lack in offense.

This message was edited 3 times. Last update was at 2018/08/02 16:01:58


 
Made in gb
Numberless Necron Warrior




Scotland, UK

I feel it's definitely worth having them in your roster, right? Against a pure shooty team you can probably stick with our slightly superior Gauss weapons, but having no melee potential at all for counter charges or screening feels like a bad move against the more melee related lists. Plus, the Zealot specialism makes a Flayed one *even more* unkillable than a regular Necron.
Made in gb
Numberless Necron Warrior




Scotland, UK

 iGuy91 wrote:
 unitled wrote:
I feel it's definitely worth having them in your roster, right? Against a pure shooty team you can probably stick with our slightly superior Gauss weapons, but having no melee potential at all for counter charges or screening feels like a bad move against the more melee related lists. Plus, the Zealot specialism makes a Flayed one *even more* unkillable than a regular Necron.


How does Zealot make Flayed Ones Tougher? It just boosts strength and attacks on the charge.
I'm strongly debating Running. The lack of AP on FO makes them seem to come up short. I'd almost rather just game plan that the enemy is going to try and get close to engage in melee.
x3 Gauss Immortals
x2 Deathmarks
x1 Flayed One
x1 Warrior


Sorry, I was talking just about campaign mode! As they level up they can get a 6+++ and a -1 to injury rolls.
Made in us
Numberless Necron Warrior




Scotland, UK

I guess the benefit of kill team and being relatively elite, we can tailor our force with plenty of space in the Roster. Like, Gauss Blasters don't gain a huge amount over Flayers against GEQs right? So your Immortals are paying an extra 4 points p/m for +1 save and - 1AP. At 3 immortals you can be 4 warriors...

Against MEQs though, the S5 has a much bigger difference. You can math hammer it out if you want, but something I might experiment with.
Made in gb
Numberless Necron Warrior




Scotland, UK

I think RP compares pretty well to DR actually, especially with 2+ damage weapons, it's just DG combine it with 3+ saves on everyone and (the real kicker) toughness 5. You get wounds through more rarely, so those DR procs sting more. Really you need plasma (and ideally overcharged) to take those guys down. Possibly as a meta call you might do well in a tournament if people are teched to take on DR or Primaris... But, ofc, you can just choose not to use overcharge.

I've found the real trouble Necrons have is just a weak offense. Maybe we are tough, but our choice of weapons is uninspiring to say the least. Flayed Ones seem like they'd be good in combat, but they have no AP and no base Str boost... they're basically as good as an Ork with a Choppa for twice the points (sure, harder to take out). Sure, they're amazing in combat... compared to an Immortal, but they just get cut apart by ACTUAL combat specialists.

I don't even know what they do to fix it, because Necrons in 40k also have a crippling lack of options. The one option we do have, Tesla vs Gauss, the right option like 80% of the time is Gauss anyway. Wraiths would be great units as they have multidamage, cool special abilities, and some equipment options, but they're going to blow your point budget right away.

I've picked up a Scion team just to have some fun building a list, as all I get to do with my Necrons is fiddle with the number of each troop.
Made in gb
Numberless Necron Warrior




Scotland, UK

Couple of the tactics from the box teased over on Warhammer community:

https://www.warhammer-community.com/2018/09/25/warhammer-40000-kill-team-necrons-tacticagw-homepage-post-2/

Deathless Ire looks fun (and hilarious: the idea of a Necron just being so ANGRY they've been shot they can't even return fire is great) and very nice to use on a model that has already fired or attacked. Seeing as the first Injury often only has a 1/6 chance of OOA this can potentially extend the life of a key model considerably.

Superior Inheritance, though, looks GREAT. Our standard weapons (Gauss Blaster especially) are really solid against regular troops, so stack this with another ability (comms or Targeting Routines) to really dish out some damage. And only 1 cp! An absolute bargain. Its like having another immortal on the table positioned right by your best shooter!
Made in us
Numberless Necron Warrior




Scotland, UK

First 3 player game last night, Necrons pulled off the win by virtue of not dying Both other teams were suffering from Shaken and Broken in the last couple of turns. Fairly standard loadout of 3 Immortals, 2 Deathmarks, 2 Flayed Ones. Flayed Ones (the Zealot especially) were amazing this game, pretty much the first time they've made a proper big impact.

Several times wished I had the new tactics, the tireless advance on in particular looks AMAZING, pretty much exactly what we needed. And for only 1CP! When we get onto a campaign I'm absolutely going to be levelling up a Comms Immortal to farm those CPs.
Made in gb
Numberless Necron Warrior




Scotland, UK

I really don't think they suck in Kill Team, we're not up at the top tier with DG, and we lack some tools (multi damage weapons especially), but we're tough, more so with the tactics in our team box, and Leadership is absolutely not to be underestimated. It's a rare game I've played where morale does not play a part (if nothing else, a whole bunch of missions are won instantly on a break test).

My gut is that we're a really solid mid-tier, we struggle with some missions and do well in others; we can stand on points with slim chances of dying, and we're not a bad call against a Plasma meta (no charge only wounding on 3s, overcharge gives us 30% chance of insta heal/only 44% chance of OOA on an injury roll). But, we struggle far more with any mission that require mobility, I think the only way to win Terror Tactics is basically to get all the points from killing your enemy Especially now it's errata'd!
Made in us
Numberless Necron Warrior




Scotland, UK

The FAQ errata'd Tesla weapons so that they proc on an unmodified 6 rather than 6+. They'd already changed Plasma to overheat on unmodified 1s in the core rules, with the vast number of modifiers from rules and special abilities I guess it keeps things more simple.
Made in gb
Numberless Necron Warrior




Scotland, UK

First game with my Necrons in ages and we played some Battle Brothers. And... wow, those Tactics from the team box are good! Superior Inheritance is just superb, I think I used it every round, and those Immortals were downing Genestealers all over the show. Tireless Advance also good!
Made in gb
Numberless Necron Warrior




Scotland, UK

Superior Inheritance is 1CP to let you shoot an additional time with a Gauss weapon, it's like having an additional Immortal on the table. It keeps any other strats/abilities you've used to boost them too, naturally...
Made in gb
Numberless Necron Warrior




Scotland, UK

nerf frag cannon wrote:
 unitled wrote:
Superior Inheritance is 1CP to let you shoot an additional time with a Gauss weapon, it's like having an additional Immortal on the table.


it's more like a command point reroll. I'd rather save points for mindshackle scarabs, resurrection protocol, or prime reanimation.


Well... Not really, reroll can turn 1 miss into a hit, SI can turn 2 hits into 4 hits? Mindshackle is situational good but OCCASIONALLY is worth the two, in the meantime more guaranteed shots for fewer points is good to me.
 
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