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![[Post New]](/s/i/i.gif) 2014/08/25 17:46:06
Subject: Necrons in 7th
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Nurgle Chosen Marine on a Palanquin
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Sigvatr wrote:Kangodo wrote:I was thinking of that too.
But then I decided that it would be weird to have a Necron-looking model that is 'Come the Apocalypse' and has to deploy away from them.
I'm fairly sure that using Necron-models would make me forget that every single battle.
Just gotta make it look more distinct
I would totally take a anti-Psyker assassin though. Just because!
I think the standard cryptek model would be a boss model for that.
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![[Post New]](/s/i/i.gif) 2014/08/25 17:51:57
Subject: Necrons in 7th
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Decrepit Dakkanaut
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Great idea, that could really work out. I also thought about using a converted Zahndrekh with the reached-out arm replaced / rearranged with a sniper weapon, head turned around etc., maybe bend the knees a bit.
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![[Post New]](/s/i/i.gif) 2014/08/25 18:42:45
Subject: Necrons in 7th
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Despised Traitorous Cultist
Kentucky
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I love that the Assassins seem to Fit Necrons so well. They seem to have great Synergy with us. It's kinda like GW Said, before we nerf them, lets let them have a fun new toy! HAHA!
But seriously Culexus and Vindicare, I like both. They fit my play style and it seem Culexus *REALLY* fills a whole that we dont have in Psychic defense. Or am I over reading his rules?
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Chaos is everything and everywhere. Nothing is sacred. |
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![[Post New]](/s/i/i.gif) 2014/08/25 18:59:21
Subject: Necrons in 7th
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Proud Triarch Praetorian
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Alas, you are not. Culexus assassins look like they are finally giving us a purpose for generating warp charge...
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2014/08/25 20:49:18
Subject: Necrons in 7th
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Decrepit Dakkanaut
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Nope. Culexus fits quite well in a Necron army. I'd take him over another NS.
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![[Post New]](/s/i/i.gif) 2014/08/26 01:09:40
Subject: Necrons in 7th
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Pyro Pilot of a Triach Stalker
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Kangodo wrote:3W on T4 with 4++ and BS1.
You would need 72 Bolter-shots to take him down. That are 108 if you hide him somewhere with 3+ cover.
Anything with S8 would need 14.4 shots against his 4++ or 21.6 if you can use 3+ cover.
The 'funny' part is that Annihilation Barges are actually quite good against him.
Two of them can (statistically) take him down in one turn of shooting.
But most armies don't have Tesla and Twin-linked on 90-point units.
And we wouldn't even care about him.
His biggest fear would probably be 'bad dice'.
And if you infiltrate him you have to make sure that your opponent won't charge him in his first turn, that could be dangerous too.
You always want the charge.
You want to walk in, shoot 4-5 S5, AP1-shots and then you want to assault them with Culexus.
That would cause so much problems for your opponent that the rest of your army can probably walk in safely and do their thing.
And what Galorian said, this guy is scared to death of Tesla Destructors.
Two of them will put out 3.06 wounds because we don't care about his 4++ and we hardly care about the BS1.
Pretty ironic really. We have the best weapons to defeat them, and the least to fear from them.
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![[Post New]](/s/i/i.gif) 2014/08/26 02:01:15
Subject: Necrons in 7th
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Longtime Dakkanaut
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Shane a lot of tournaments don't allow for Come the Apocalypse allies then!
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![[Post New]](/s/i/i.gif) 2014/08/26 02:25:22
Subject: Necrons in 7th
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Proud Triarch Praetorian
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They don't? Wtf?
I thought they could be added to any list for any game, so long as you followed the one eye open rule?
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![[Post New]](/s/i/i.gif) 2014/08/26 02:35:37
Subject: Necrons in 7th
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Loyal Necron Lychguard
Netherlands
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Just like you can go Unbound, or take LoW's or take any number of Detachments. Some TO's ban all of that!
I've even heard of tournaments where you had a maximum amount of flyers you could field.
Those lists to see what a tournament allows can sometimes be as thick as an entire Codex :/
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![[Post New]](/s/i/i.gif) 2014/08/26 02:43:12
Subject: Re:Necrons in 7th
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Freaky Flayed One
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A lot of tournaments are stuck in 6th edition attitudes. They'll gradually change, because they have to follow where the casual game leads them.
If not the disconnect between tournament and normal play will become too great. Tournaments would feel like playing a homebrew game instead of 40k.
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![[Post New]](/s/i/i.gif) 2014/08/26 02:45:49
Subject: Necrons in 7th
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Proud Triarch Praetorian
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Weirdly it's the larger, better known tournaments (not the GTs) that are more often strange like that with dataslates allies and such.
For instance, my local has the only rule of not unbound, anything else goes.
I find it strange that tournaments would dictate that sort of stuff at all, regardless if scale.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2014/08/26 04:07:43
Subject: Necrons in 7th
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Longtime Dakkanaut
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I'll be honest I run a tournament and one of the comps I have included this year is no come the apocalypse allies, because we are one of the first tournaments in my area to do a full 7th edition event and there is already a lot of new stuff to break people into, it's all about finding a balance between gameplay and ticket sales.
Does anyone have a link to the leaked rules for the assassins? Or are the data slates out now? I have some cool ideas for converted Deathmarks to include them in my army.
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![[Post New]](/s/i/i.gif) 2014/08/26 05:15:28
Subject: Necrons in 7th
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Despised Traitorous Cultist
Kentucky
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The book is out. And my local does the weird rules thing too.
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Chaos is everything and everywhere. Nothing is sacred. |
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![[Post New]](/s/i/i.gif) 2014/08/30 03:28:00
Subject: Re:Necrons in 7th
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Raging Ravener
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I can't help but feel the Callidus or would be an excellent addition to a Necron army. The fact you can use its infiltrate or uber outflanking to put early or mid game pressure on back field/less maneuverable units seems like a good idea. Coupling them with Catacomb Command Barges, deepstriking stormteks, and you create a decent amount of pressure. 2+ or 3+ units ttucked away into a vehicle? Drop the stormtek down, blow it up and then template it with the Callidus. Obviously, this is easier said than done, but I feel like it gives us some additional immediate pressure we didn't really have before.
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![[Post New]](/s/i/i.gif) 2014/08/30 11:36:03
Subject: Necrons in 7th
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Longtime Dakkanaut
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I'm having a heck of a time beating my friend's Necron list at 1500 ...
Necrons 1500
Overlord - Warscythe - Mindshackle Scarabs - Sempiternal Weave - Phase Shifter - Catacomb Command Barge - Tesla Cannon 255
2x Harbinger of the Storm - 2 Voltaic Staff - 1 Lightning Field 60
3x 5 Warriors - Night Scythe - TL Tesla Destructors 495
8 Warriors - Ghost Arc - Gauss Flayers 219
2x 1 Tomb Blade - TL Tesla Carbine 40
5 Canoptek Scarbs 75
2x Annihilation Barge- Tesla Cannon - TL Tesla Destructor 180
Doom Scythe - Death Ray - TL Tesla Destructor 175
I play Orks and DE usually and lost my first four games against it. Neither had the weaopns to handle it ( btw my Ork list has lootas and a dakkajet but that was not near enough to handle this list). I finally saw him lose against an LoW daemon list ( and that was a very close game). He encountered this ...
Zarakynel LOW
Herald of Tzeentch Lvl 3 Greater Reward
Herald of Tzeentch Lvl 3 Greater Reward
14 Daemonettes
14 Daemonettes
10 Horrors
10 Horrors
Soul Grinder of Slaanesh
With no psychic defense the daemon player cast what he needed when he needed it. It was the game difference.
That said the three units that really hurt me against him are these in this order ...
1. Doomsday Ark - I don't see this being mentioned all that much in the tournament lists. His Scythe has won him a slew of games coming in from the board edge - so hard to hit and deal with.
2. Barge Lord - Well with the new rules we know he is powerful so we will not go there.
3. His warriors with stormteks - Against some lists it is not the biggest threat on the table but against my DE it takes out a transport a turn with ease. Very annoying and not that easy too handle for DE.
I find the AV13 wall that Necrons can field at 1500 very intimidating. It is a very much a 'rock, paper, scissors' match up aganst my Orks and DE. I would have to tailor lists to handle him ( which I never do). At tournament you go with your best TaC list - my best /taC lists cannot handle that.
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This message was edited 1 time. Last update was at 2014/08/30 13:14:28
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![[Post New]](/s/i/i.gif) 2014/08/30 11:51:40
Subject: Re:Necrons in 7th
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Freaky Flayed One
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Any TAC list should be blowing up a Doomsday Ark early in the game, or at least threaten it enough to make it move and ruin the main gun.
If they were often allowed to sit at the back and fire all day long then I'm sure everyone would bring them.
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![[Post New]](/s/i/i.gif) 2014/08/30 13:15:49
Subject: Re:Necrons in 7th
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Longtime Dakkanaut
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And my apologies - of course I meant doom scythe not doomsday ark - as you can see I play against Necrons not with them. I need 6's to hit ... it can jink ... it can destroy my vehicles. It just does damage way above its cost.
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![[Post New]](/s/i/i.gif) 2014/08/30 13:57:53
Subject: Re:Necrons in 7th
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Freaky Flayed One
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If it jinks then it cannot fire the death ray, so keep it jinking if you struggle to kill it. You should be able to kill it though, especially orks which aren't badly affected by having to snapshot. It's a lot of points for quite a vulnerable unit, which is why you don't see them much competitively.
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![[Post New]](/s/i/i.gif) 2014/08/30 14:10:45
Subject: Necrons in 7th
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Longtime Dakkanaut
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It seems easy but with four scythescoming in and flying off they do a lot of damage very quickly. The doomscythe flies on fires flies off and does it again. It easily makes its points back. It is bacj up to that nasty ghost ark squad
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![[Post New]](/s/i/i.gif) 2014/08/30 16:04:41
Subject: Necrons in 7th
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Proud Triarch Praetorian
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Wait, I thought there was some RAW loophole that allowed the Deathray to fire even if the Doom Scythe had jinked?
(had something to do with how Deathray weapons get around certain restrictions, eg. can hit invisible units)
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![[Post New]](/s/i/i.gif) 2014/08/30 17:03:37
Subject: Necrons in 7th
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Loyal Necron Lychguard
Netherlands
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It works against Invisibility because you don't target the unit, you simply draw a line. But if you can truly only Snap Shot, as with Jink, then you can't use Weapons that do not target. Edit: Just want to mention that the first day of Apocalypse was a success. Pinpoint Deep Striking Monoliths in their base and then having a T-C'tan rushing out of it is awesome. But oh God, can I mention that the High Court of Damnos-formation is just pure awesomeness? You shot half of my Immortals? Don't care. They have fear. You shoot at my Warriors with AP4? They are behind a wall and have Stealth. Ooh, trying to kill the High Court? How do you like some 3++ with rerolls! And did I read it right that they give an additional Strategic Asset during a break ánd an All-out Attack every turn?
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This message was edited 1 time. Last update was at 2014/08/30 17:08:59
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![[Post New]](/s/i/i.gif) 2014/08/30 17:05:12
Subject: Necrons in 7th
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Proud Triarch Praetorian
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It's because they don't target.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2014/08/31 11:27:00
Subject: Necrons in 7th
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Freaky Flayed One
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skoffs wrote:Wait, I thought there was some RAW loophole that allowed the Deathray to fire even if the Doom Scythe had jinked?
(had something to do with how Deathray weapons get around certain restrictions, eg. can hit invisible units)
You can hit a unit that can only be targeted with snapshots as long as the line passes over the model.
You cannot fire it at all if the flyer itself is forced to snapshot by jinking or crew shaken result etc. Automatically Appended Next Post: felixcat wrote:
It seems easy but with four scythescoming in and flying off they do a lot of damage very quickly. The doomscythe flies on fires flies off and does it again. It easily makes its points back. It is bacj up to that nasty ghost ark squad
Yeah you need lots of AA against flyer spam, no way around it. Lootas and a dakkajet are not going to be enough vs 4 flyers.
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This message was edited 1 time. Last update was at 2014/08/31 11:32:55
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![[Post New]](/s/i/i.gif) 2014/09/01 10:56:23
Subject: Necrons in 7th
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Longtime Dakkanaut
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Do all Necron troops need some sort of transport to be effective these days, or can they still be made to work on foot?
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![[Post New]](/s/i/i.gif) 2014/09/01 17:31:26
Subject: Necrons in 7th
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Proud Triarch Praetorian
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As long as you don't face armies with a lot of Barrage, or you invest in ResLords to walk with them
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2014/09/01 18:04:43
Subject: Necrons in 7th
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Pyro Pilot of a Triach Stalker
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Eldercaveman wrote:Do all Necron troops need some sort of transport to be effective these days, or can they still be made to work on foot?
You can camp them in cover near an objective and they'll be fine. Otherwise they need a VoD or vehicle. Theircost, save and survivability in combat keeps necron troops at the lower tier of troop choices. However, the real success of transports, is ghost arks being Obj. sec.
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![[Post New]](/s/i/i.gif) 2014/09/01 18:06:34
Subject: Necrons in 7th
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Proud Triarch Praetorian
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Even then, if you're running Warrior Phalanx/Silver Tide, it's better to have a Ghost Ark accompany them.
One clever way to move blobs without vehicles is to slingshot them with Obyron and Zahndrekh (Z and a Veil-tek (and maybe Storm-teks, if you want to be useful) Veil in near a vehicle, but still far enough away as to avoid scatter/mishap. Then Obyron pinpoint inserts his blob 6" away from Z and lay waste to anything within rapid fire range).
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This message was edited 1 time. Last update was at 2014/09/01 18:08:09
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![[Post New]](/s/i/i.gif) 2014/09/01 22:19:02
Subject: Necrons in 7th
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Proud Triarch Praetorian
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I've been dying to try that tactic for many months, does it actually work?
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2014/09/02 03:11:16
Subject: Necrons in 7th
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Proud Triarch Praetorian
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Ohhh yes... but I'm not really sure if it's worth it.
Z & O are pretty expensive together.
Might just be better to spend those points on an airforce. (two planes full of Warriors will accomplish the same thing for the same price).
I guess the difference would be timing, in that you can use the Veil/Ghostwalk from turn one.
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![[Post New]](/s/i/i.gif) 2014/09/02 07:16:33
Subject: Necrons in 7th
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Pyro Pilot of a Triach Stalker
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The problem is also with the placement of the two. Z has to be on the outside edge of a squad, but the real power is O bringing a huge 20 or so man squad with his to bring massive rapid fire power to bear. But the 6" placement makes it difficult to deep stike that pin point accurate squad where you then have to wrap all those models around O. It's a ton of points that just ends up being inefficient. I've found it better to move around squads of wraiths more so than massive amounts of warriors.
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