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Well, I played the following list at several occasions. It is able to bring all shooting weapons to bear in round 1.
As a word of caution, pfreak might show up and tell you that Doom Scythes are not as effective as their counterparts, Doomsday Arks.
I guess he's right but I cannot stand the Ark models.
New Roster (Warhammer 40,000 8th Edition) [127 PL, 2000pts]
Battalion Detachment +5CP (Necrons) [94 PL, 1550pts]
No Force Org Slot
Dynasty Choice
Selections: Dynasty: Nephrekh
Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Slipspace wrote: Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Nailed it. We just don't have any synergies between our units and/or stratagems. Our dynasty codes are the same, there are five options and each one only really benefits one or two units. Combat Necrons are a fun gimmick. Play Novokh and just go nuts on wraiths, lychguard and the deceiver. Bring Oberyon and Zandrek along too.
This message was edited 1 time. Last update was at 2019/06/04 10:22:48
Slipspace wrote: Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Nailed it. We just don't have any synergies between our units and/or stratagems. Our dynasty codes are the same, there are five options and each one only really benefits one or two units. .
I realise this is not particularly useful for this edition and somewhat offtopic but is it just me that thinks this is exactly how the chapter tactic equivalents should be? Little perks to encourage you to take one or two of a certain type of unit without being ultra powerful or encouraging you to build your whole army around (you can do if you like of course).
Slipspace wrote: Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Nailed it. We just don't have any synergies between our units and/or stratagems. Our dynasty codes are the same, there are five options and each one only really benefits one or two units. .
I realise this is not particularly useful for this edition and somewhat offtopic but is it just me that thinks this is exactly how the chapter tactic equivalents should be? Little perks to encourage you to take one or two of a certain type of unit without being ultra powerful or encouraging you to build your whole army around (you can do if you like of course).
A lot of the ways Necrons work should be how everything works in 40k, IMO. The way they have targeted buffs from characters rather than auras, and their key aura is only 3" means you often have to make actual choices with how you deploy and use your characters. Necron characters also aren't turbo-powered beatsticks like a lot of armies get, which forces them to rely on elite close combat units for assaults rather than just loading up a throwaway smash captain and flinging him at the enemy. The problem is that GW have no concept of an overriding design plan for an edition so Necrons are stuck with rules that are inferior to everyone else's for no real reason.
Slipspace wrote: Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Nailed it. We just don't have any synergies between our units and/or stratagems. Our dynasty codes are the same, there are five options and each one only really benefits one or two units. .
I realise this is not particularly useful for this edition and somewhat offtopic but is it just me that thinks this is exactly how the chapter tactic equivalents should be? Little perks to encourage you to take one or two of a certain type of unit without being ultra powerful or encouraging you to build your whole army around (you can do if you like of course).
A lot of the ways Necrons work should be how everything works in 40k, IMO. The way they have targeted buffs from characters rather than auras, and their key aura is only 3" means you often have to make actual choices with how you deploy and use your characters. Necron characters also aren't turbo-powered beatsticks like a lot of armies get, which forces them to rely on elite close combat units for assaults rather than just loading up a throwaway smash captain and flinging him at the enemy. The problem is that GW have no concept of an overriding design plan for an edition so Necrons are stuck with rules that are inferior to everyone else's for no real reason.
But that should mean that necron vs necron matchups are really good games as the armies are internally well designed.
I feel this is true when playing marines vs marines (unless the ultradude brings guilliguy). GW should really manage the codex external balance better.
This message was edited 1 time. Last update was at 2019/06/04 12:02:41
But that should mean that necron vs necron matchups are really good games as the armies are internally well designed.
I feel this is true when playing marines vs marines (unless the ultradude brings guilliguy). GW should really manage the codex external balance better.
You're probably right, but Necrons aren't generally common enough for Necron vs Necron games to happen all that often. Would certainly make for an interesting game, I think.
If you're okay to have fun with some lists that aren't necessarily competitive you can do some wacky stuff with Necrons.
Use the Deceiver and Monoliths to redeploy some stuff up close and then disembark some Lychguard into their face. The Monolith can then teleport units to them for 1CP.
18 Wraiths and 27 Scarab bases in Novokh is fun as hell and a nightmare for your opponent.
Sautekh offers additional opportunities for teleporting about the table with Zahndrek and Obyron (not just good for a turn one charge, Obyron can teleport himself and another unit out of combat and within 6" of Zahndrek every turn)
Slipspace wrote: Triple Doom Scythe is currently the main Necron gimmick, based around the stratagem that allows you to do a whole bunch of Mortal Wounds to clumps of units when you have 3. Other than that Necrons are pretty lacking in gimmicks. Triple Tesseract Vault to spam C'Tan powers used to be a thing too but GW put a stop to that with some points increases.
The problem I find with Necrons is they completely lack the sort of gimmicks and synergies that other armies take for granted and so much of their stuff is overcosted. They tend to be very powerful early on if they can get in range because when everything comes together they can put out a lot of damage all at once. The problem is it falls apart very, very quickly as you lose units.
Nailed it. We just don't have any synergies between our units and/or stratagems. Our dynasty codes are the same, there are five options and each one only really benefits one or two units. .
I realise this is not particularly useful for this edition and somewhat offtopic but is it just me that thinks this is exactly how the chapter tactic equivalents should be? Little perks to encourage you to take one or two of a certain type of unit without being ultra powerful or encouraging you to build your whole army around (you can do if you like of course).
A lot of the ways Necrons work should be how everything works in 40k, IMO. The way they have targeted buffs from characters rather than auras, and their key aura is only 3" means you often have to make actual choices with how you deploy and use your characters. Necron characters also aren't turbo-powered beatsticks like a lot of armies get, which forces them to rely on elite close combat units for assaults rather than just loading up a throwaway smash captain and flinging him at the enemy. The problem is that GW have no concept of an overriding design plan for an edition so Necrons are stuck with rules that are inferior to everyone else's for no real reason.
But that should mean that necron vs necron matchups are really good games as the armies are internally well designed.
I feel this is true when playing marines vs marines (unless the ultradude brings guilliguy). GW should really manage the codex external balance better.
Marine vs Marine games tend to devolve into "who brought more Smash Captain?" because their baseline shooting and melee are so crappy.
This message was edited 1 time. Last update was at 2019/06/04 14:03:08