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Made in gb
Longtime Dakkanaut





United Kingdom

I'll have a play around on battle scribe and try come up with a list for you to take a look at.

   
Made in us
Longtime Dakkanaut




Eldercaveman wrote:
I'm looking into getting a Necron Army, the only thing that puts me off is the dated looking warrior models. With that being said, how viable is a Immortal troop based army?

They don't have to be the core of the force, just no warriors.


Well you lose the Ghost Ark since you can't put immortals in there which kinda sucks because the Ghost Ark is the real deal now.

The other options are shuttling them around in Scythes for an air cavalry list and/or using Veilteks and Obyron to teleport them around. So strictly immortals can be very viable, but a fully optimized list would have a Ghost Ark in it for central board control.
   
Made in gb
Longtime Dakkanaut





United Kingdom

col_impact wrote:
Eldercaveman wrote:
I'm looking into getting a Necron Army, the only thing that puts me off is the dated looking warrior models. With that being said, how viable is a Immortal troop based army?

They don't have to be the core of the force, just no warriors.


Well you lose the Ghost Ark since you can't put immortals in there which kinda sucks because the Ghost Ark is the real deal now.

The other options are shuttling them around in Scythes for an air cavalry list and/or using Veilteks and Obyron to teleport them around. So strictly immortals can be very viable, but a fully optimized list would have a Ghost Ark in it for central board control.


Is there a way to make Wraiths, Annihilation barges and immortals work as the core if the list?

   
Made in de
Decrepit Dakkanaut





Wraiths and AB always work. If you want to go for Immortals, you should look into Night Scythes or, alternatively, a Veil-Tek.

   
Made in us
Thane of Dol Guldur




<deletd...misunderstood earlier post>

This message was edited 1 time. Last update was at 2014/06/23 20:28:05


 
   
Made in us
Loyal Necron Lychguard






South Dakota

 jy2 wrote:

I've got a number of Necron battle reports in the works. Let me know which ones you guys want to see first.


Jy2's 7E Necron Battle Reports - From Fun-crons to Double-CAD - Which Do You Want to See First?




Dang, JY2... you've been busy!

We just had the last 6th edition event in my area, so I expect that we'll be onto 7th.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Longtime Dakkanaut




How good are tomb blades in 7th? Seems like they have some potential use in 7th as very fast remote objective grabbers.
   
Made in us
Longtime Dakkanaut




 Sigvatr wrote:
Gloom Prisms don't do much. Offensive psychic powers aren't much of a threat, buffs are where the power's at. And sadly, Gloom Prisms don't do anything against those.


Automatically Appended Next Post:
omerakk wrote:
The only way I see a Doom Scythe Death Ray matching that kind of point per damage output is if you line up some of your own dudes next to the SuperHeavy and sacrifice them in the Death Ray so you ramp up the number of hits. That would be a cool way to do it though.


That's not how the death ray works...


Well, that is indeed how it works. You may hit your own models with it, it is specifically mentioned in the weapon rules for the Focused Death Ray ("friendly or enemy"). Hit 3 of your own models, hit the super heavy and both your unit and the super heavy get 8 S10 AP1 hits. That's bye-bye for the super heavy. And your unit too most likely

Even if you don't hit your own models, just hit a single model other than the super heavy and you are already looking at 4 S10 AP1 hits for the super heavy, giving you a good chance to destroy it as well.


Hit 3 of your guys and you generate 6 hits on your guys and 2 on the SHV. Hits do not transfer like you are claiming.
   
Made in au
Longtime Dakkanaut





Perth, Australia

col_impact wrote:
How good are tomb blades in 7th? Seems like they have some potential use in 7th as very fast remote objective grabbers.

Yep. They do have potential for that. I just recently bought a couple of boxes and have been playing with configurations. I think I'm now leaning towards stock 20pts, in units of 2-3. In this config, they seem to be easy to hide and they can do some damage, plus Jink doesn't affect shooting that much. Not useful for OS contested objectives, but handy for contesting back objectives held by non OS troops.

The other config is to put beamers, but then you need to take vanes because you don't want to Jink, probably also the nebuloscope. Thing is, at this price scarabs are probably more flexible and have more uses.

   
Made in de
Decrepit Dakkanaut





Fragile wrote:


Hit 3 of your guys and you generate 6 hits on your guys and 2 on the SHV. Hits do not transfer like you are claiming.


That's your house rule then. RAW, it works as described above.

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I think my Necron army to be played in RTT's will not change from what I fielded in the 6th edition:
DLord(s), Wraiths, Warriors and Immortals in Night Scythes, Annihilation Barges.
If superheavies are allowed, I'll think about a Trans. C'tan. Fun to play.

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
Longtime Dakkanaut




MarkCron wrote:
col_impact wrote:
How good are tomb blades in 7th? Seems like they have some potential use in 7th as very fast remote objective grabbers.

Yep. They do have potential for that. I just recently bought a couple of boxes and have been playing with configurations. I think I'm now leaning towards stock 20pts, in units of 2-3. In this config, they seem to be easy to hide and they can do some damage, plus Jink doesn't affect shooting that much. Not useful for OS contested objectives, but handy for contesting back objectives held by non OS troops.

The other config is to put beamers, but then you need to take vanes because you don't want to Jink, probably also the nebuloscope. Thing is, at this price scarabs are probably more flexible and have more uses.


Vanilla seems to be the way to go. At 20 points each they seem like a great deal, especially compared to immortals at 17. You lose Objective Secured and 3+ armor of the immortal but gain twin linked, +1 toughness, 4+ jink, and jetbike(!) mobility all for 3 points. If you have a slot open in fast attack, it seems like a good place to put 40 points to get 2 bikes that can fill a role.
   
Made in gb
Proud Triarch Praetorian





Tomb Blades work best at 3@90 points, with Stealth & Tesla Carbines IMO

Then you have T5 4+/3+ (2+ after flat out IIRC)

that's not bad for a turn 5 Flat Out objective grab, a 2+ cover

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  
   
Made in us
Auspicious Daemonic Herald





 IHateNids wrote:
Tomb Blades work best at 3@90 points, with Stealth & Tesla Carbines IMO

Then you have T5 4+/3+ (2+ after flat out IIRC)

that's not bad for a turn 5 Flat Out objective grab, a 2+ cover

Flating out and Turbo-Boosting don't give +1 to jink saves anymore
   
Made in us
Longtime Dakkanaut




 IHateNids wrote:
Tomb Blades work best at 3@90 points, with Stealth & Tesla Carbines IMO

Then you have T5 4+/3+ (2+ after flat out IIRC)

that's not bad for a turn 5 Flat Out objective grab, a 2+ cover


10 points/model for stealth doesn't seem like much until you realize its half the cost of a vanilla one.

Running 4@80 or 5@100 seems better than 3@90. Each additional model you buy nets an extra shot, an extra attack, and an extra wound. 5 models in a unit is probably best to avoid morale checks from losing 1 model.
   
Made in jp
Proud Triarch Praetorian





I guess it comes down to what you want to use them for.
If just objective nabbing, run 'em stock.
If you want to cause trouble, beamers & scopes.

Still pisses me off that the unit cap is 5 models, but you can only buy them 3 at a time.
Here's hoping the adjust it to maximum of 6 in the next codex update?
(spoiler: not gonna happen)

 
   
Made in us
Thane of Dol Guldur




 skoffs wrote:
Still pisses me off that the unit cap is 5 models, but you can only buy them 3 at a time.
Here's hoping the adjust it to maximum of 6 in the next codex update?
(spoiler: not gonna happen)


What's the problem, dude??? Just buy 5 boxes and you're set!

This message was edited 1 time. Last update was at 2014/06/26 14:02:01


 
   
Made in il
Tail-spinning Tomb Blade Pilot




Israel

 jasper76 wrote:
 skoffs wrote:
Still pisses me off that the unit cap is 5 models, but you can only buy them 3 at a time.
Here's hoping the adjust it to maximum of 6 in the next codex update?
(spoiler: not gonna happen)


What's the problem, dude??? Just buy 5 boxes and you're set!


It's the hotdog pack buns pack ratio conundrum all over again!

[EDIT]

The real pickle is if you just want a ton of Scarabs...

This message was edited 1 time. Last update was at 2014/06/26 15:53:20


6,000pts (over 5,000 painted to various degrees, rest are still on the sprues)  
   
Made in us
Thane of Dol Guldur




I'm sure this is widely known, but the big Transcendent C'Tan/Obelisk box comes with a good many scarabs. I've seen an ebayer strip the set of scarabs for sale, but at the time the asking price was pretty laughable.

If you ever buy some Lychguard, the backs of the Praetorians make for some ok conversion materials. Wish I had some picks, but if you take the Praetorian back, you can cut the "rib cage"-looking thing down the middle and get 2 sets of legs. Then take one of those thin spines, and use that as a tail, and it doesn't end up loooking too bad as a kind of scarab, especially if you glue on a regular scarab or 2 to the base. I got 5 scarab bases built this way.

I'm not a fan of the scarab models to begin with. They look more like tiny spaceships than bugs.

The old metal ones are pretty cool by comparison, IMO
   
Made in us
Swift Swooping Hawk





Statesville NC USA

On either the metal of plastic scarabs, green stuff molds are really easy to do.

"If you are not naughty you get a cookie. If you are naked, you get a cookie." - Insaniak, Dakka Mod


 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I also recomend some of the quick mold materials. I cast 1 base with piled up scarabs and made several green stuff bases of scarabs, then included 1 actual plastic scarab on each base. That way they aren't a recast model but a scenic base that looks like scarabs with a single scarab model mounted on it.
   
Made in de
Decrepit Dakkanaut





I'm seconding the casting Scarabs opinion. My wife gladfully helped me cast my scarabs so I could get 12 on each base, making it look like a real swarm

It is easy to do as the underside does not matter too much and just casting one half of the model is rather easy!

   
Made in us
Longtime Dakkanaut




 Sigvatr wrote:
Fragile wrote:


Hit 3 of your guys and you generate 6 hits on your guys and 2 on the SHV. Hits do not transfer like you are claiming.


That's your house rule then. RAW, it works as described above.


It is RAW, your simply misunderstanding the rule.
   
Made in us
Loyal Necron Lychguard






South Dakota

 Sigvatr wrote:
I'm seconding the casting Scarabs opinion. My wife gladfully helped me cast my scarabs so I could get 12 on each base, making it look like a real swarm

It is easy to do as the underside does not matter too much and just casting one half of the model is rather easy!


I am also sick of scarabs breaking off their bases... I'm close to casting three different sizes of swarms, to represent the wounds.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User




 Anpu-adom wrote:
I'm close to casting three different sizes of swarms, to represent the wounds.

That's a pretty good idea. I think I may just have to steal it myself. I was thinking of casting a few bases anyways and this wouldn't be too much extra work.

Also I just wanted to know the general opinion on Canoptek Spyders? The fabricator claw seems like it should be pretty useful to add extra life to the many vehicles of a Necron Army. I was specifically thinking about running a squad of 2 (both with Fabricator Claws, one with Gloom Prism) hiding behind a Ghost Ark (9 warriors + 1 Harbinger of Storm) and then using a squad of scarabs, which grows thanks to Spyder's Scarab Hive, to tie up any threats that get close.

Or are Annihilation Barges just the obvious choice for the Heavy Support slot?
   
Made in au
Longtime Dakkanaut





Perth, Australia

Spyders are really good support units in 7th. I've been using one HS slot for 2/3 and 2x3 scarabs in FA for a while, as they were also great in 6th (more smash attacks!).

In 6th the combo was really handy, as the scarabs are a great tarpit. In 7th, it is likely to be awesome particularly if mech makes a comeback. The spyders repairing hull points (or immobilised) is a huge benefit for an OS GA.

Scarabs really, really like getting furious charge from Zandhrek. It means that they can reliably stack a ton of wounds onto MEQ at 5 bases of scarabs or higher.

The spyders are still good in combat, especially with AP2 attacks and T6.

I'm very happy to give up the HS slot and a couple of FA slots for the combo.


   
Made in us
Fresh-Faced New User




I suspected that Zandhrek would be good addition to that combination. He always adds some flexibility to an army and could eliminate some abilities that could be pesky.
   
Made in de
Decrepit Dakkanaut





Fragile wrote:
 Sigvatr wrote:
Fragile wrote:


Hit 3 of your guys and you generate 6 hits on your guys and 2 on the SHV. Hits do not transfer like you are claiming.


That's your house rule then. RAW, it works as described above.


It is RAW, your simply misunderstanding the rule.


*you're

You're still debating HYWPI, not RAW.

This message was edited 1 time. Last update was at 2014/06/27 13:52:42


   
Made in us
Longtime Dakkanaut




Apparently RAW you can't jink to an attack that doesn't target you.

This is a buff to the Necron Doom Scythe since its death ray doesn't target.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

MarkCron wrote:
Spyders are really good support units in 7th. I've been using one HS slot for 2/3 and 2x3 scarabs in FA for a while, as they were also great in 6th (more smash attacks!).

In 6th the combo was really handy, as the scarabs are a great tarpit. In 7th, it is likely to be awesome particularly if mech makes a comeback. The spyders repairing hull points (or immobilised) is a huge benefit for an OS GA.

Scarabs really, really like getting furious charge from Zandhrek. It means that they can reliably stack a ton of wounds onto MEQ at 5 bases of scarabs or higher.

The spyders are still good in combat, especially with AP2 attacks and T6.

I'm very happy to give up the HS slot and a couple of FA slots for the combo.


It depends on what kind of army you're playing.
Spyders are too slow in a fast moving army with Night Scythes and Wraiths.
However, in an with Warriors mounted in Ghost Arks they can be quite useful as counter strike units.

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 
   
 
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