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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

24" move, otherwise it's snap shots only in which case the template can't fire.

Looking for games in Shanghai? Send a PM 
   
Made in jp
Proud Triarch Praetorian





 Dave-c wrote:
Cruz wrote:
So I'm new to Necrons and have a question: I see a lot of lists with Deathmarks and a Despair-Tek, sometimes with the Despair-Tek with no options. What is it about this combo that makes people use it? I thought it was because of the VoD, but like I said, I see many lists without it.
So, this unit works because the deathmark squad gives the cryptek their special rule hunter from hyperspace. The cryptek type comes with a str 8 ap1 template that rolls vs LD, which usually means it wounds on roughly a 5 or 6. Now it wounds on a 2. Pile these kids into a night scythe and have a 36' move plus a 6" disembark for a threat range of 42" plus template and gun range, pick a target, make it die easily. Quick, deadly and effective.
Exactly, except if you move more than 24", you can only snapfire.
(best way to look at is basically consider the Deathmarks as a 95 point upgrade to the Dispair-tek that lets him wound on a 2+.)

oop, ninja'd.

This message was edited 1 time. Last update was at 2012/11/07 07:18:42


 
   
Made in us
Longtime Dakkanaut




 skoffs wrote:
 Dave-c wrote:
Cruz wrote:
So I'm new to Necrons and have a question: I see a lot of lists with Deathmarks and a Despair-Tek, sometimes with the Despair-Tek with no options. What is it about this combo that makes people use it? I thought it was because of the VoD, but like I said, I see many lists without it.
So, this unit works because the deathmark squad gives the cryptek their special rule hunter from hyperspace. The cryptek type comes with a str 8 ap1 template that rolls vs LD, which usually means it wounds on roughly a 5 or 6. Now it wounds on a 2. Pile these kids into a night scythe and have a 36' move plus a 6" disembark for a threat range of 42" plus template and gun range, pick a target, make it die easily. Quick, deadly and effective.
Exactly, except if you move more than 24", you can only snapfire.
(best way to look at is basically consider the Deathmarks as a 95 point upgrade to the Dispair-tek that lets him wound on a 2+.)

oop, ninja'd.


I know what you're saying, but those Deathmarks do a decent amount of damage themselves, particularly in rapid fire range, with precision shots to boot.
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

I haven't had much success without the Cryptek attached. Realistically vs their marked unit they are hitting 7 times, wounding 6 with a single rend followed by 4 ish MeQ saves made, and if you want to look at 4+ or 5+ saves then maybe you marked the wrong unit. Or in the case of playing vs hordes that only have 5+/6+ saves then you get a lot more mileage by attaching a flamer template. Ultimately in my opinion the VoD tek just adds so much utility it's hard to justify leaving it out when taking Deathmarks.

Looking for games in Shanghai? Send a PM 
   
Made in gb
Freaky Flayed One






 Lukus83 wrote:
I haven't had much success without the Cryptek attached. Realistically vs their marked unit they are hitting 7 times, wounding 6 with a single rend followed by 4 ish MeQ saves made, and if you want to look at 4+ or 5+ saves then maybe you marked the wrong unit. Or in the case of playing vs hordes that only have 5+/6+ saves then you get a lot more mileage by attaching a flamer template. Ultimately in my opinion the VoD tek just adds so much utility it's hard to justify leaving it out when taking Deathmarks.


I'll add that you'd be wanting to take a Night scythe for this unit to get the best positioning on your flamer, deep striking is far to random as you have a 2/3 chance of scattering and then being very venerable to blasts.

Deathmarks with the Despair Cryptek are anti death stars/ Force multiplier units. A unit of 5 with a HoD work well and are likely to cripple an emery unit and are cost effective. 10 with 2 HoD will blow most units of the board but is a big investment as you need two Royal Courts.

its worth noting that HoD can never insta kill models as they wound on leadership instead of toughness.

This message was edited 1 time. Last update was at 2012/11/07 15:54:03


 
   
Made in ca
Lethal Lhamean





somewhere in the webway

i was under the impression that a CCB was a fast skimmer, so it could go 18" in the movement phase, wich is when the sweep occurs. then you can move further as a flatout move in the shooting phase.

so move 18: sweep, hitting on 4+
then move another 12" in the shooting phase.

also, you dont have to go straight line. i have on multiple occasions moved something like 12" to make contact, then turn and move the other 6". resolve the sweep then move further in the shooting phase.

unless im missing something and this is not allowed? (no one has said anything in our group about this, and we have some pretty intense rule lawyers who are good at catching these kind of things)

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Swift Swooping Hawk





Massachusetts

 DarthSpader wrote:
so move 18: sweep, hitting on 4+
then move another 12" in the shooting phase.


I think you've got this backwards.... 12" in the movement phase.... 18" more in the shooting phase if a fast skimmer goes Flat out. So, only on that 12" movement can it sweep.

"What we do in life, echoes in eternity" - Maximus Meridius

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Made in ca
Lethal Lhamean





somewhere in the webway

but the process still the same... move up, sweep, move away. profit.

if you do it correctly, and even spin your vehicle around, you can prevent rear arc shots, and stay far away enough to mitigate most incoming fire.

combine a pair of these with night scythes, immortals, scarabs, monoliths, wraiths etc and the CCB should be pretty safe, since your saturating serious threats. works well enough for me here, and ive won a few tourneys using a pair of CCB overlords. i find they are especially awsome at taking out tanks and other vehicles.. even dreads. str7+2d6+2 armor pen on rear armor? thanks!

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Swift Swooping Hawk





Massachusetts

 DarthSpader wrote:
but the process still the same... move up, sweep, move away. profit.

if you do it correctly, and even spin your vehicle around, you can prevent rear arc shots, and stay far away enough to mitigate most incoming fire.

combine a pair of these with night scythes, immortals, scarabs, monoliths, wraiths etc and the CCB should be pretty safe, since your saturating serious threats. works well enough for me here, and ive won a few tourneys using a pair of CCB overlords. i find they are especially awsome at taking out tanks and other vehicles.. even dreads. str7+2d6+2 armor pen on rear armor? thanks!


You're preaching to the choir here, man. I love the CCB. It isn't useful in every list, but it is definitely a great option. I tend to play against a lot of drop pod forces and having him sitting back in my deployment zone really discourages over confident players or over committed drop pods.

"What we do in life, echoes in eternity" - Maximus Meridius

Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar 
   
Made in de
Decrepit Dakkanaut





The only care where a CCB can prove useful is in a heavily melee-orientated army with more targets at the enemy's close range. In any other army, you either have to hide them until the rest of your army is close enough or try to get in sweep range and get destroyed by melta shots immediately (+3 on damage chart says hi).

With the exception of the aforementioned case, the CCB is inferor to most other choices.

   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Let's assume you have to Allie with Grey Knights. (I don't wish to discuss the merits of such an alliance, for the sake of argument it is assumed). What suggestions do some of you have for the Necron/Grey Knight build at 1850?
   
Made in de
Decrepit Dakkanaut





That-guy-that-makes-the-shoot-around-corners-guys-troops (Crowe?) and 1-2 squads of those guys.

Gives some nice dakka.

Alternatively: Draigo + paladins for the lulz.

This message was edited 1 time. Last update was at 2012/11/08 20:08:34


   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

Nah Dragio and paladins is not that good. I would go coteaz, 2 10 man strike squads, psyfleman dreads, dreadknight then add an overlord, 2 squads of warriors in night scythes with the haywire crypteks. Or something like that.
   
Made in us
Stormblade





The CCB really is at its strongest vs vehicle heavy armies. Sweep a vehicle, pop it, and assault the disembarked units.

Using the CCB correctly is difficult and I would not suggest running it in a competitive environment, its too squishy against meltas and gets blown up too easily vs ap 1 weapons.

I agree with whoever said that the CCB is not point effective, 10 more points and you can get an annihilation barge which is by far from reliable and effective throughout the enitre longevity of the game.

The CCB looks cool and can do some massive damage but its very likely to be your opponents first target. If the barge gets popped before it gets to its target then your in a pickle.

This message was edited 1 time. Last update was at 2012/11/09 00:15:51


 
   
Made in ca
Lethal Lhamean





somewhere in the webway

I payed in a tourney a few months back, and used dual CCB with an overlord. All they had was mss and warscythe. I also had 2 units of immortals with tesla in night scythes, doom ark, 2 annihilation barges and 5 wraiths.

That army kicked some serious butt, and the CCB did most of that. Never even had to make it to assault, just kept sweep attacking. Found that while the barges were close, the wraiths night Scythes and immortals drew a lot more fire then the barges. Also, the doom ark took a decent amount of fire. All told the CCB fared pretty well. Had to use symbiotic repair a few times but otherwise they easily took care of the other sides serious threats.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 NecronLord3 wrote:
Let's assume you have to Allie with Grey Knights. (I don't wish to discuss the merits of such an alliance, for the sake of argument it is assumed). What suggestions do some of you have for the Necron/Grey Knight build at 1850?

It will depend on what army will be used as primary detachment.

A decent Necron ally detachment is Overlord w/ CCB, 2x 5 Warriors w/ Night Scythes, Doom Scythe. Its about 575 pts in toto.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Stormblade





I agree with wuestenfux, the best way to field necron allies is with warriors in night scythes.

It also is a good idea to use the royal court available. HoS and Warriors are relatively good at capturing objectives and popping unwarranted vehicles.

I would suggest taking at least 2 Annihilation Barges. For 90 points, the barges provided a great deal of firepower and are extremely cost effective.

This message was edited 1 time. Last update was at 2012/11/09 14:59:52


 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

 wuestenfux wrote:
 NecronLord3 wrote:
Let's assume you have to Allie with Grey Knights. (I don't wish to discuss the merits of such an alliance, for the sake of argument it is assumed). What suggestions do some of you have for the Necron/Grey Knight build at 1850?

It will depend on what army will be used as primary detachment.

A decent Necron ally detachment is Overlord w/ CCB, 2x 5 Warriors w/ Night Scythes, Doom Scythe. Its about 575 pts in toto.
I am running a primary Wraith Element, D. Lord, Doomscythe and Immortals in Night scythes. The GK to me serve as a counter to strong assault elements, and to fight against Daemons. The current meta at my venue is likely to see a full Daemon list in our next league, so that is where I feel obligated to bring an Element of GK to the table.
   
Made in us
Stormblade





I don't really know much about daemons but i hear they have some nasty flamers.

If your going against them I would imagine several ether crystals (if thats the right name) would be highly effective vs daemons with all the deep striking that will be occuring.

Also you can abuse phased reinforcements pretty hard. The opposing player deep strikes the first turn and you can bring in your units via deep strike and table that fool on turn 2, if you do enough damage.

This message was edited 1 time. Last update was at 2012/11/09 23:11:19


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 NecronLord3 wrote:
 wuestenfux wrote:
 NecronLord3 wrote:
Let's assume you have to Allie with Grey Knights. (I don't wish to discuss the merits of such an alliance, for the sake of argument it is assumed). What suggestions do some of you have for the Necron/Grey Knight build at 1850?

It will depend on what army will be used as primary detachment.

A decent Necron ally detachment is Overlord w/ CCB, 2x 5 Warriors w/ Night Scythes, Doom Scythe. Its about 575 pts in toto.
I am running a primary Wraith Element, D. Lord, Doomscythe and Immortals in Night scythes. The GK to me serve as a counter to strong assault elements, and to fight against Daemons. The current meta at my venue is likely to see a full Daemon list in our next league, so that is where I feel obligated to bring an Element of GK to the table.

Well, if you plan to take GK as allies, then I'd go for 2x 10 GK Strikes in Rhinos led by an Inquisitor or Corteaz. You could combat squad one unit (with 2 psycannons in one unit and a daemon hammer in the other, where the cc unit could be led by the HQ). This comes down to about 500 pts.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in de
Decrepit Dakkanaut





 sounddemon wrote:
I don't really know much about daemons but i hear they have some nasty flamers.

If your going against them I would imagine several ether crystals (if thats the right name) would be highly effective vs daemons with all the deep striking that will be occuring.


I'd not recommend those. The problem is that stacking them is pretty useless due to the harsh restrictment of any further crystal only adding 1 (one) additional hit instead of 1d6 additional hits. I'd hit Zandrekh for his reserves ability.

   
Made in gb
Tail-spinning Tomb Blade Pilot




Just a quick - I notice the monolith's not been mentioned much in these topics. Is it a and unit? TBH I'm looking at buying one, dropping into middle of board and watching enemy die. My nemesis has taken to fielding Death Company with his Guard, which sort of neutalises my close combat options. I need something fairly powerful to hurt Astorath, and thought the monolith would do the trick nicely!


15k+
3k+
 
   
Made in gb
Freaky Flayed One






The Monolith has its uses AV 14 all round, 4 Hull points, Living metal, Deep strike (sadly no immunity) S8 Ap3 Ordnance large Blast, 4 Assault 3 Gauss Flayers that can target four different units, ability to teleport any unit and can insta kill models with the door way of death.

The cons are its cost 200 pts, huge model so it is very rarely it will get a cover save , is heavy so it can only ever move 6'', can only snap shot its other guns if it fires its large blast, 24'' range, it can't deploy troops from it if it deep strikes til the next turn.

Is the Monolith a bad unit? Well it did get a nerf, it lost its immunity to metla/lance and used to be S9 large blast. The real reason it doesn't get motioned that often is Necrons have better choices in the Heavy Support slot. Annihilation Barge & Doom Scythes are both cheaper and are more deadly to infantry and tanks. All so both more cheaper to buy.

I will say if you face mainly power armor armies that Ap3 can be very useful, I love the Annihilation Barge since it can deal out a crazy amount of wounds, ( TL assault 4 S7 Tesla + Assault 2 S6 Tesla can get a max of 18 hits on a very lucky day) but at Ap - everyone get s amour save and if you opponent is rolling well they will lose very few models.

This message was edited 1 time. Last update was at 2012/11/11 01:43:24


 
   
Made in us
Stormblade





What do you guys think about the gloom prism? Is it the only way to stop psychic powers or is an allied detachment the way to go?
   
Made in us
Daemonic Dreadnought






AL

Best way to stop psychic powers? Firepower. Kill the enemy psyker before he/she gets you.

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Stormblade





 King Pariah wrote:
Best way to stop psychic powers? Firepower. Kill the enemy psyker before he/she gets you.


Lol. This is the answer to everything.
   
Made in jp
Proud Triarch Praetorian





It annoys me that the Gloom Prism isn't a purchasable wargear upgrade for Overlords/Royal Courts.
Seriously, the ONE defense we have against psychic powers, and it's on the Spyders?
Hell, if they had given it to the Monolith instead, maybe then it would have given everyone an excuse to use those things...

This message was edited 1 time. Last update was at 2012/11/12 03:48:19


 
   
Made in us
Tail-spinning Tomb Blade Pilot






 skoffs wrote:
It annoys me that the Gloom Prism isn't a purchasable wargear upgrade for Overlords/Royal Courts.
Seriously, the ONE defense we have against psychic powers, and it's on the Spyders?
Hell, if they had given it to the Monolith instead, maybe then it would have given everyone an excuse to use those things...


It would have made a great upgrade to a cryptek, instead of soem of the useless ones, like the ether crystal, or aeonstave.

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in se
Slippery Scout Biker





Uppsala, Sweden

Wouldn't it be possible to use Nemesor Zanhndreks ability to leech on the opponents deep strike to get your monolith in early, when facing daemons for instance, and start deploying guys out of it in your own turn?

- 5000+
- 4000+
- 2500+ 
   
Made in jp
Proud Triarch Praetorian





 Bonesnapper wrote:
Wouldn't it be possible to use Nemesor Zanhndreks ability to leech on the opponents deep strike to get your monolith in early, when facing daemons for instance, and start deploying guys out of it in your own turn?
Yes, but the question is, would it SURVIVE that long?
Frst you've gotta avoid DS mishap, then you've gotta pray he doesn't have any melta in range, and even after that, he may still have some big guns that could pound the thing.
And even after you do manage to deep strike the thing in and have it survive until your turn, anything that comes out of it wouldn't be able to assault that turn anyway, so they'd just sit there for another game turn, having to weather their own hail of fire, not to mention potentially being assaulted themselves if your opponent has anyone in range before they can actually do anything.

Then consider for the same price as a Monolith, you could do the same trick with Zahndrekh and deep strike in a pair of Nightscythes (or MULTIPLE Nightscythes!) in your back field.
What do you think you're opponent's going to have a tougher time dealing with: one slow moving, currently-incapable-of-firing brick that has conveniently placed itself closer to melta range, or two fliers, both out of range of his guns, but will be zooming up 24" as soon as my turn rolls around to deposit Warriors & Storm-teks to wreck his vehicles, or Deathmarks & Despair-teks to obliterate his Deathstars (not to mention the massacre those pair of Tesla Destructors are going to visit upon his squishier infantry).

 
   
 
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