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Made in gb
Wicked Canoptek Wraith




It’s really interesting how much more we can fit into lists since CA2018.
   
Made in de
Chalice-Wielding Sanguinary High Priest






Germany

Some units are still overpriced.
   
Made in us
Tough-as-Nails Ork Boy






Yeah, it's pretty great overall now. Plenty is still just bad or overpriced but honestly every book has a lot of units like that so from that perspective things aren't awful any more. Only thing I really wish is that I could get more MWs out of the army.

 Adeptus Doritos wrote:

Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him.
 
   
Made in de
Chalice-Wielding Sanguinary High Priest






Germany

This isnt enough MW output for you ? Only tsons would be able to put out more MW.

Spoiler:

++ Spearhead Detachment +1CP (Necrons) [46 PL, 760pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ HQ +

Imotekh the Stormlord [10 PL, 160pts]

+ Heavy Support +

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Seismic Assault, Power of the C'tan: Sky of Falling Stars

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

++ Air Wing Detachment +1CP (Necrons) [33 PL, 450pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ Flyer +

Doom Scythe [11 PL, 150pts]

Doom Scythe [11 PL, 150pts]

Doom Scythe [11 PL, 150pts]

++ Outrider Detachment +1CP (Necrons) [37 PL, 706pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ HQ +

Destroyer Lord [7 PL, 130pts]: Artefact (Sautekh): The Abyssal Staff, Phylactery, Staff of Light
. Warlord: Warlord Trait (Codex 6): Honourable Combatant

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

+ Fast Attack +

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

++ Total: [116 PL, 1,916pts] ++

Created with BattleScribe
   
Made in gb
Irked Necron Immortal




 p5freak wrote:
This isnt enough MW output for you ? Only tsons would be able to put out more MW.

Spoiler:

++ Spearhead Detachment +1CP (Necrons) [46 PL, 760pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ HQ +

Imotekh the Stormlord [10 PL, 160pts]

+ Heavy Support +

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Seismic Assault, Power of the C'tan: Sky of Falling Stars

Transcendent C'tan [12 PL, 200pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

++ Air Wing Detachment +1CP (Necrons) [33 PL, 450pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ Flyer +

Doom Scythe [11 PL, 150pts]

Doom Scythe [11 PL, 150pts]

Doom Scythe [11 PL, 150pts]

++ Outrider Detachment +1CP (Necrons) [37 PL, 706pts] ++

+ No Force Org Slot +

Dynasty Choice
. Dynasty: Sautekh

+ HQ +

Destroyer Lord [7 PL, 130pts]: Artefact (Sautekh): The Abyssal Staff, Phylactery, Staff of Light
. Warlord: Warlord Trait (Codex 6): Honourable Combatant

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

+ Fast Attack +

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

++ Total: [116 PL, 1,916pts] ++

Created with BattleScribe


Not denying your point (we can spam mortal wounds), but Death Guard can still kick out more MW than anyone in the game by a country mile. It's difficult to pull off, but the blight bombardment combo is disgusting.
   
Made in us
[DCM]
Perfected Haemonculi Living Sculpture






Not sure I would think of death guard first when I think of mortal wounds being pumped out.

Off the top of my head I would worry more about thousand sons, eldar or wrath of mars combos. Probably even Nids too. I get what your saying about the upper threshold of blight bombardment, but it has to be one of the easiest combos to avoid in the game.

   
Made in us
Lone Wolf Sentinel Pilot






Texas

What are the reasons pros/cons/ math to mix saves on Tomb Blades to get a 3+/5++

I can see running a unit of 9, maybe 5 with shieldvanes for 3+; and the other 4 at a 4+/5++

You can pick and choose how to allocate wounds, much Like IG does with Bullgryns on ther 2+/4++

10000+
10000+
8500+
3000
500
5000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom

*I'm on Bartertown as Dynas 
   
Made in gb
Freaky Flayed One



United Kingdom

The shield vanes are cheaper and will do more work; there won't be much -3 weapons targetting them to the point where you need the invuln.

In ways though it could be worth taking just one or two in the event an opponent does try to use inefficient firepower to finish them off.
   
Made in dk
Deranged Necron Destroyer






 Dynas wrote:
What are the reasons pros/cons/ math to mix saves on Tomb Blades to get a 3+/5++

I can see running a unit of 9, maybe 5 with shieldvanes for 3+; and the other 4 at a 4+/5++

You can pick and choose how to allocate wounds, much Like IG does with Bullgryns on ther 2+/4++

The benefit of these upgrades are increased survivability, this only matters when you get shot, if it makes the difference between RP and no RP, then it's very worth it. The downside is the loss of firepower in relation to the pts spent on the unit.

3+ vs 4+ multiplies durability per point invested by 1,35 vs AP-, 1,20 vs AP-1, 1,13 vs AP-2, 1,08 vs AP-3, 0,90 vs AP-4 at the cost of your firepower being multiplied by 0,90.

4+/5++ vs 4+ multiplies durability per point invested by 0,85 vs AP-, 0,85 vs AP-1, 1,06 vs AP-2, 1,27 vs AP-3, 1,27 vs AP-4 at the cost of your firepower being multiplied by 0,85.

Let's say you have that unit with 5 3+ and 4 4+/5++ at best you will multiply the durability per point invested of the 5 with 3+ by 1,35 and the 4 with 4+/5++ by 1,27 so 1,31 on average. Your opponent will have spent 32% more firepower than he would have on the same number of pts worth of basic TBs.

1,13 vs all AP-, 1,05 vs all AP-1, 1,10 vs all AP-2, 1,17 vs all AP-3, 1,07 vs all AP-4 at the cost of your firepower being multiplied by 0,88. If we assume firepower and durability are worth an even amount you'd need an increase in durability of 1,14 to make up for the loss in firepower.

The average if we assume you get all AP- one game, all AP-1 the next game and so on up to AP-4 is a 1,10 multiplication in durability. Or 1,11 if we ignore AP-4.

If we change the split from 5/4 to 2/7 you get an average of 1,08 (1,05 ignoring AP-4) and your firepower is multiplied by 0,86, 4/5 you get 1,09 (1,09) and your firepower is multiplied by 0,87, 7/2 you get 1,11 (1,15 ignoring AP-4) and your firepower is multiplied by 0,89.

If you take a 6/0/3 spit between 3+, 4+/5++ and 4+ you get an average of 1,09 (1,13 ignoring AP-4) and your firepower is multiplied by 0,935483871.

Tl;dr: mixing and matching 5++ and 3+ is a bad idea, unless you know your opponent is going to use a variety of weapons to take your TBs down. Take them naked, put 5++ on some of them or put 3+ but don't mix and match. I don't even want to touch the math of putting both on a single model because Dynas already knows it's a bad idea.

This message was edited 1 time. Last update was at 2019/06/27 06:44:37


 
   
Made in fi
Decrepit Dakkanaut





 Red Corsair wrote:
Not sure I would think of death guard first when I think of mortal wounds being pumped out.

Off the top of my head I would worry more about thousand sons, eldar or wrath of mars combos. Probably even Nids too. I get what your saying about the upper threshold of blight bombardment, but it has to be one of the easiest combos to avoid in the game.


If they get close in your face can pump out them decently. One unit can cause 4 mortals in average in combat and allow lots of his units to give you two 4+ tests in combat to take mortal wound so in 75% times 1 or 2 mortal wounds per round of combat.

Also they can have dreadnought that pumps out 2d3 shots hitting on 2+ for mortal wound with 24" range. My poor stompa faced trio of those last time I fielded it(and no he had not tuned up specifically vs stompa as nobody knew I would be taking stompa and we just agreed game as neither had arranged game in advance)

https://middleagedstrategybattlegamers.home.blog/2019/11/29/tneva82-daemon-of-an-ancient-world/<- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Irked Necron Immortal




 Red Corsair wrote:
Not sure I would think of death guard first when I think of mortal wounds being pumped out.

Off the top of my head I would worry more about thousand sons, eldar or wrath of mars combos. Probably even Nids too. I get what your saying about the upper threshold of blight bombardment, but it has to be one of the easiest combos to avoid in the game.


I mean yes and no. In a normal list, it's easy to avoid but you can build a list around it. Plaguebearers out front, Plague marine blob in behind marching up behind, cloud of flies to cover them. Your opponent has to chew threw the plaguebearer wall and if they come anywhere near, they'll get grenaded off the planet. I think it's actually an interesting choice for Death Guard, as the big problem with Plaguebeaer spam is they lack offensive output.

Anyway, back on topic. We have plenty of ways to deal out MW with necrons, they're just usually attached to not great units. Vault was sweet until it got nerfed, C'Tan are OK but expensive for what they do, Deathmarks suck etc.
   
Made in us
Tough-as-Nails Ork Boy






Yeah, I wasn't so much saying Necrons "have no way to produce an appreciable amount of Mortal Wounds" as I was saying they "have a hard time producing a decent baseline (like, say, 2-3 Smite's-worth) without spending excessively on particular units."

And I was speaking specifically about the list I used, i.e. Doomcrons. I've messed around with adding a Nightbringer or trying to find space for a Transcendent but I don't like what I lose. There's the Abyssal Staff, which is always second to the Veil for me, and there's the Doomscythe ATD strat, which I get to use maybe one game in six since everyone works their ass off to kill a Flyer immediately. And not having any MW production can hurt a lot if your opponent just starts to get hot on invulnerable saves.

Of course, just the Doomscythe ATD strat can really explode for massive damage sometimes. So the MW production is just very swingy. It's often non-existent, but I played a practice NOVA mission last night against a Bobby G/FW Dreadnought list and seized on the guy, then it did a whopping 39 Mortal Wounds top of turn one. Then a DDA caused a Leviathan to explode and that dealt around 8 more.... So that was fun.

Deathmarks are a unit I really want to make work. I keep writing lists with two units of ten, ready to Deep Strike in as soon as a mob of Boyz or Lootaz use Da Jump, or as soon as some GSC show up, or whatever. I think they could be fun and actually do work in specific match-ups, tho they're patently bad most of the time.

This message was edited 1 time. Last update was at 2019/06/27 13:07:27


 Adeptus Doritos wrote:

Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him.
 
   
Made in us
[DCM]
Perfected Haemonculi Living Sculpture






tneva82 wrote:
 Red Corsair wrote:
Not sure I would think of death guard first when I think of mortal wounds being pumped out.

Off the top of my head I would worry more about thousand sons, eldar or wrath of mars combos. Probably even Nids too. I get what your saying about the upper threshold of blight bombardment, but it has to be one of the easiest combos to avoid in the game.


If they get close in your face can pump out them decently. One unit can cause 4 mortals in average in combat and allow lots of his units to give you two 4+ tests in combat to take mortal wound so in 75% times 1 or 2 mortal wounds per round of combat.

Also they can have dreadnought that pumps out 2d3 shots hitting on 2+ for mortal wound with 24" range. My poor stompa faced trio of those last time I fielded it(and no he had not tuned up specifically vs stompa as nobody knew I would be taking stompa and we just agreed game as neither had arranged game in advance)


Soul burners are rubbish for their cost. WAY to pricey, and anything taking a soul burner isn't a death guard specific unit anyway.

I am not saying death guard are bad, or that they don't have access to MW output. What I am saying is they are not even close to the top of the list of things I'd worry about in that regard.


Automatically Appended Next Post:
IanVanCheese wrote:
 Red Corsair wrote:
Not sure I would think of death guard first when I think of mortal wounds being pumped out.

Off the top of my head I would worry more about thousand sons, eldar or wrath of mars combos. Probably even Nids too. I get what your saying about the upper threshold of blight bombardment, but it has to be one of the easiest combos to avoid in the game.


I mean yes and no. In a normal list, it's easy to avoid but you can build a list around it. Plaguebearers out front, Plague marine blob in behind marching up behind, cloud of flies to cover them. Your opponent has to chew threw the plaguebearer wall and if they come anywhere near, they'll get grenaded off the planet. I think it's actually an interesting choice for Death Guard, as the big problem with Plaguebeaer spam is they lack offensive output.

Anyway, back on topic. We have plenty of ways to deal out MW with necrons, they're just usually attached to not great units. Vault was sweet until it got nerfed, C'Tan are OK but expensive for what they do, Deathmarks suck etc.


Plague bearers are on 32mm bases. Grenades have a 6" range. If they want to hide a blob of PM behind plague bearers then I'll let them. Again, it's so horrendously telegraphed and on a very slow unit with a 6" range per model. If your opponent manages to get this to work, they out played you or you were unaware because it requires a lot of CP and support ot pull off and it takes multiple turns to set up. Death guard lists generally aren't rolling in CP btw. I am more concerned by demon princes and blote drones behind plague bearer screens then plague marines.


Automatically Appended Next Post:
BTW I am not being dismissive, blight bombardment is a sweet strat and I enjoy it on either end and am aware of the damage it can do, but as a person that's played VS a lot of competitive DG armies I can tell you it is way trickier to do then one might assume.

Also interestingly enough I think necrons are actually really well equiped for facing plague bearer spam. With all the bonuses we can stack to hit and units like destroyers and telsa immortals we can chew through them a lot faster then most other armies.

This message was edited 3 times. Last update was at 2019/06/27 16:07:07


   
Made in gb
Regular Dakkanaut





sieGermans wrote:
It’s really interesting how much more we can fit into lists since CA2018.

Still not enough compared to how much other factions can field for the same points.

I think if all of our HQ's cost were reduced by 50%, as well as the units that weren't touched in CA, then it could be interesting.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Cynista wrote:
sieGermans wrote:
It’s really interesting how much more we can fit into lists since CA2018.

Still not enough compared to how much other factions can field for the same points.

I think if all of our HQ's cost were reduced by 50%, as well as the units that weren't touched in CA, then it could be interesting.


I agree to a point. Our HQs are probably our weakest slot, followed up by the elites. (Propped up by the ctan shards).
They all need about a 15 point cut, and a 4th melee attack. Anrakyr is about 60 points overpriced.

Bedouin Dynasty: 9000 pts
The Silver Lances: 4k pts
The Emperor's Finest 3k pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Been Around the Block





Honestly I wouldn't mind the HQs and Elites being overpriced if they got some direct buffs. I understand that they are trying to account for reanimation, but it's kinda rough.
   
Made in gb
Regular Dakkanaut





IMO the Cryptek is the worst offender by far. It's just so so overpriced for what you get, especially the Chronotek. Both variants should legit be no more than 50 points including the staff.
   
Made in de
Chalice-Wielding Sanguinary High Priest






Germany

The lack of buffs, and the limits of those we have, are ridiculous. I believe necrons are the only faction in the entire game who dont have access to +1 to wound, while others can get +2 to wound.
   
Made in se
Lead-Footed Trukkboy Driver





Stockholm, Sweden

Orks says hi.

Oguhmek paints Orks (and Necrons): 'Ere we go!
 
   
Made in us
Rotting Sorcerer of Nurgle




In My Lab

 p5freak wrote:
The lack of buffs, and the limits of those we have, are ridiculous. I believe necrons are the only faction in the entire game who dont have access to +1 to wound, while others can get +2 to wound.
+1 to-wound is NOT a common buff.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in se
One Canoptek Scarab in a Swarm



Stockholm

Cynista wrote:
sieGermans wrote:
It’s really interesting how much more we can fit into lists since CA2018.

Still not enough compared to how much other factions can field for the same points.

I think if all of our HQ's cost were reduced by 50%, as well as the units that weren't touched in CA, then it could be interesting.


Tbh, I'd be more or less okay with the current price of an overlord if MWBD was a normal aura that affected every unit within 6". And maybe give them a 4th melee attack

---- +++ ----

My mother was a woman

---- +++ ---- 
   
Made in dk
Deranged Necron Destroyer






Kahi the Uncertain wrote:
Cynista wrote:
sieGermans wrote:
It’s really interesting how much more we can fit into lists since CA2018.

Still not enough compared to how much other factions can field for the same points.

I think if all of our HQ's cost were reduced by 50%, as well as the units that weren't touched in CA, then it could be interesting.


Tbh, I'd be more or less okay with the current price of an overlord if MWBD was a normal aura that affected every unit within 6". And maybe give them a 4th melee attack

That's a big change though. That's like baking in 1-2 CP into his ability every turn. At least 3 CP over the course of an average game. That's as big a buff as cutting his pts by 25 or 35 pts, the biggest buff would be that you wouldn't be able to forget it though. I still maintain that Overlords should have had the Lord's Will and Lords should have My Will Be Done. It would just make a tonne more sense that you spam the lieutenants rather than the generals. But same with the change to cover GW didn't fully consider how crunch affects army-building and how army building should reflect fluff. Instead, here I am with my 3 Overlords and 1 Lord because having more than 1 Lord essentially just means I'm not using the one I have to his full potential. It is the same thing with Crypteks really, it should've just worked like the Res Orb does and then Res Orbs could be the aura effect or work like they currently do, just something to promote taking more than 1 Cryptek and more than 1 Lord.

I do think cutting the cost of our HQs by 50% is completely absurd, we'd be getting the best HQs in the game if that was the case. I want a 10-15 pts drop across our HQs, maybe 25 pts on the Overlord if Tesla was changed to work on flat 6s rather than 6+. Just enough that they don't drag down the rest of a list or are only worth it when they provide at least 1 CP, just enough to make Supreme Command Detachments worth it, considering Necrons are the most fluffy faction to use SCDs I don't think that's too much to ask. Instead we see trios of Captains with jump packs and trios of Custodes HQs on bikes, but an Overlord and his entourage? Unthinkable!

   
Made in gb
Freaky Flayed One



United Kingdom

I think a 10-15 point drop for our HQs would be entirely fair.

Ideally though they'd give stuff like The Lords Will, Technomancer and Chronometron a 6" aura instead of a 3" one.
   
Made in gb
Regular Dakkanaut





 vict0988 wrote:

I do think cutting the cost of our HQs by 50% is completely absurd, we'd be getting the best HQs in the game if that was the case.

Except that really isn't the case. Let's say closer to 40% than 50% which is still a lot more than 10-15 points reduction (which would be nowhere near enough IMO). A Cryptek at 40-50 points is still pretty average, just not ridiculously costed. Same with a Destroyer Lord at 80 points. I fail to see how pricing our extremely mediocre HQ's fairly would make them the "best in the game". They'd simply stop being an unwanted tax.

I know a few of you dislike directly comparing our units to similar ones from other factions, but frankly I don't care and I think it's absolutely fair. And when you do that you realise how obnoxiously overcosted all of our HQ's really are.

CCB - Disco Lord
Destroyer Lord - Smash Captain
Cryptek - Tech Priest Enginseer

If you want to know how to price our HQ's, then look at their (generally better) equivalents in other armies.
   
Made in gb
Dakka Veteran




Cynista wrote:
 vict0988 wrote:

I do think cutting the cost of our HQs by 50% is completely absurd, we'd be getting the best HQs in the game if that was the case.

Except that really isn't the case. Let's say closer to 40% than 50% which is still a lot more than 10-15 points reduction (which would be nowhere near enough IMO). A Cryptek at 40-50 points is still pretty average, just not ridiculously costed. Same with a Destroyer Lord at 80 points. I fail to see how pricing our extremely mediocre HQ's fairly would make them the "best in the game". They'd simply stop being an unwanted tax.

I know a few of you dislike directly comparing our units to similar ones from other factions, but frankly I don't care and I think it's absolutely fair. And when you do that you realise how obnoxiously overcosted all of our HQ's really are.

CCB - Disco Lord
Destroyer Lord - Smash Captain
Cryptek - Tech Priest Enginseer

If you want to know how to price our HQ's, then look at their (generally better) equivalents in other armies.


To be fair, it's been stated many times that different armies are costed differently. Maybe Necrons aren't intended to have strong HQs like some other armies do.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Every army's HQs are built for a purpose.

Eldar? They're psykers and force multipliers
Demon Princes? Beat Sticks and Multipliers

Company Commanders? Cheap, expedible force multipliers

Ours....have such little utility...they can barely protect themselves with a meagre '3' attacks, have tiny auras....and cost way more than what other codexes pay for something demonstratively better. What gives?

This message was edited 1 time. Last update was at 2019/06/28 13:42:48


Bedouin Dynasty: 9000 pts
The Silver Lances: 4k pts
The Emperor's Finest 3k pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 iGuy91 wrote:
Every army's HQs are built for a purpose.

Eldar? They're psykers and force multipliers
Demon Princes? Beat Sticks and Multipliers

Company Commanders? Cheap, expedible force multipliers

Ours....have such little utility...they can barely protect themselves with a meagre '3' attacks, have tiny auras....and cost way more than what other codexes pay for something demonstratively better. What gives?


They have higher strength and toughness values than average, have good melee weapons and can regenerate 1 health per turn.
That's...about it. The designers seem to think that's enough for some reason.

This message was edited 1 time. Last update was at 2019/06/28 13:59:05


What I have
~4100
~1660
: LM

Westwood lives in death!
Peace through power!

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

 
   
Made in no
[DCM]
Grisly Ghost Ark Driver





It seems we largely comprise, and are geared towards, elitish infantry.

I mean we have easy access to AP-2 and -3, in various forms and shapes.

However in a meta where elite infantry is not very prominent, that hurts us. It's about schaff or T7/T8, and little middle ground. And it's about speed in an even bigger picture.

We're like most other non-tshirt infantry, only tougher. that seems to be our intended strength. Only theres little room for units like that this edition, other than in a marginal support capacity. This also makes our normal HQs not very impressive. To make this work, you can't also have a flimsy on-or-off RP, you need something FNP like in 7th (I like current RP best, it just has issues, well discussed elsewhere)

Shiny 40k 8th tool with colors: dice-hammer.com 
   
Made in dk
Deranged Necron Destroyer






Cynista wrote:
 vict0988 wrote:

I do think cutting the cost of our HQs by 50% is completely absurd, we'd be getting the best HQs in the game if that was the case.

Except that really isn't the case. Let's say closer to 40% than 50% which is still a lot more than 10-15 points reduction (which would be nowhere near enough IMO). A Cryptek at 40-50 points is still pretty average, just not ridiculously costed. Same with a Destroyer Lord at 80 points. I fail to see how pricing our extremely mediocre HQ's fairly would make them the "best in the game". They'd simply stop being an unwanted tax.

I know a few of you dislike directly comparing our units to similar ones from other factions, but frankly I don't care and I think it's absolutely fair. And when you do that you realise how obnoxiously overcosted all of our HQ's really are.

CCB - Disco Lord
Destroyer Lord - Smash Captain
Cryptek - Tech Priest Enginseer

If you want to know how to price our HQ's, then look at their (generally better) equivalents in other armies.

I absolutely agree that you should be able to compare units between codices, the fact that the designers and playtesters of previous editions haven't done so enough is the reason why previous editions had gak balance, the more it is done the better balance gets. On the other hand there is valid critisism to be made. I think the best way to do things is to figure out a scenario where your unit should be bad and set a minimum balanaced pts level so it doesn't become crazy OP and then find a situation where your unit should do well and make sure it isn't a completely useless unit (like the Monolith was during the index).

CCBs are 8 W, Lord Discordant on Hellstalker is 10+, they are not comparable. A better comparison would be a Daemon Prince of Nurgle at 170 pts, which really should be 185 or 190 pts. It has a better support ability, it hits quite a bit harder, it's slightly more durable, the psyker ability is about on par with a gauss cannon. CCBs would be as OP as DPs of Nurgle at 130 pts, with a 15 pts drop CCBs are also very good at around 140 pts it would be on par with a 185 pt DP of Nurgle.

Smash Captains have to get nerfed, they are also 124 pts, they probably belong around 140-150. That being said, an 80 pt DLord is far stronger than a 124 pt Smash Captain, more than strong enough to litter battlefields with groups of them. I'd say a DLord is about on-par with a Smash Captain in terms of power level, maybe slightly weaker. At the absolute least a DLord would be 105 pts with a warscythe, so a 15 pt drop and then he's very good.

Cloaktek at 75 compared to a Tech Priest Dominus at 90 pts. The Tech Priest Dominus is better at healing and has a maybe slightly better aura abilty, so maybe we can say a 55 pt Cryptek base and a 5 pt increase to the cloak's price, oh look that's 15 pts from his current cost.

50% is insanity, there is no unit in the game that needs more than a 40% cut in pts and less than 2% of units need more than 30% unless you want to centre balance around the very tippy top of competitive play and never nerf anything ever again.
   
Made in gb
Regular Dakkanaut





 vict0988 wrote:

I absolutely agree that you should be able to compare units between codices, the fact that the designers and playtesters of previous editions haven't done so enough is the reason why previous editions had gak balance, the more it is done the better balance gets. On the other hand there is valid critisism to be made. I think the best way to do things is to figure out a scenario where your unit should be bad and set a minimum balanaced pts level so it doesn't become crazy OP and then find a situation where your unit should do well and make sure it isn't a completely useless unit (like the Monolith was during the index).

CCBs are 8 W, Lord Discordant on Hellstalker is 10+, they are not comparable. A better comparison would be a Daemon Prince of Nurgle at 170 pts, which really should be 185 or 190 pts. It has a better support ability, it hits quite a bit harder, it's slightly more durable, the psyker ability is about on par with a gauss cannon. CCBs would be as OP as DPs of Nurgle at 130 pts, with a 15 pts drop CCBs are also very good at around 140 pts it would be on par with a 185 pt DP of Nurgle.

Smash Captains have to get nerfed, they are also 124 pts, they probably belong around 140-150. That being said, an 80 pt DLord is far stronger than a 124 pt Smash Captain, more than strong enough to litter battlefields with groups of them. I'd say a DLord is about on-par with a Smash Captain in terms of power level, maybe slightly weaker. At the absolute least a DLord would be 105 pts with a warscythe, so a 15 pt drop and then he's very good.

Cloaktek at 75 compared to a Tech Priest Dominus at 90 pts. The Tech Priest Dominus is better at healing and has a maybe slightly better aura abilty, so maybe we can say a 55 pt Cryptek base and a 5 pt increase to the cloak's price, oh look that's 15 pts from his current cost.

50% is insanity, there is no unit in the game that needs more than a 40% cut in pts and less than 2% of units need more than 30% unless you want to centre balance around the very tippy top of competitive play and never nerf anything ever again.

So your defence here is "ohh well everything else is OP and needs to be nerfed so it doesn't count". Lol sorry pal but it does count and they won't get nerfed. How about we just buff our stuff instead, eh?

A smash captain is objectively better than a D.Lord and is easily worth 40 more points. Even just the 3++ by itself is worth 10-15 points. Yet they cost pretty much the same currently.

CCB and Lord Disco are absolutely comparable regardless of one being over 10 wounds because it's still hard to kill. They have similar battlefield roles, both are a lord riding what is effectively a chariot. But one is again just objectively better in every way. You prefer to compare it to a Demon Prince but then go on to admit that the DP is just better than a CCB. Other than "other stuff should be nerfed" what's your point here? Demon Princes don't need to be nerfed. That is a slippery road my friend, if they are too cheap then so are three quarters of HQ's in the game. Better to just bring Necrons in line than the opposite.

Note that I said Tech Priest Enginseer not Dominus, which is 30 points and has a very similar statline and battlefield role to a Cryptek (and is actually better in combat) at a third of the cost. Please read properly before you get sarcy

The only insanity here is you claiming a 10-15 point drop for our HQ's would make them as good as their counterparts
   
 
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