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Made in us
Freaky Flayed One





Virginia Beach, VA

col_impact wrote:
 jy2 wrote:
I just played against the new Mephrit Necrons. I ran regular Necrons. My opponent ran Mephrit Necrons with the new Ct'an formation:

C'tan - Time's Arrow
Cryptek - Veil of Darkness, God Shackle (it was on one of the cryteks)
Cryptek - Chronometron, 3++ Invuln

The formation actually took me by surprise (ha! when was the last time you saw a regular C'tan on the table?), especially when you combine Time's Arrow with whip coil wraiths. It took out one of my bargelords.

But the main kicker has nothing to do with the Mephrit Dynasty. It was this...neither of my bargelords got back up. His bargelord got back up 5 times!!! Man, Necrons are so broken. LOL!!!




That C'tan Shard is a melee beast, but it seems like something you can generally just run away from. The attached Crypteks means that is slogs around at infantry speed.

The Shard has two abilities. Do you remember what the second one was? I wonder if he went with Entropic Strike for additional Melee punch.

It seems like a C'Tan Shard build that would be exceptionally good at monster killing but not a very good TAC build.


Doesn't the shard move at infantry speed anyway? Either way, with the veil tek, its tough to run away, and if they are running away, they're probably running away from something they wanted to be next to, cover, or an objective. The conclave and god shackle are a surprisingly good combination. Being immune to s4 is profound, especially considering the crypteks' toughness doesn't factor in. I ran the conclave with pyre shards and spirit dust, basically making sure he's hitting hard on assaults. He was with a vieltek and stormtek with lightning field, just because. The unit was the mvp, taking out three tactical squads and a droppod, without taking a single wound(fnp saved the only wound he would have taken). I ran the mephrit detachment with zandrek otherwise, and got haywire melee attacks just for kicks, and he jumped out of a ghostark first turn and wrecked a droppod, and i was stunned. Still, i was mech heavy so didnt really get to take advantage of the enchanced rp.

If the formations/detachment from the new codex are on par with what we got in exterminatus, then i'm greatly looking forward to the new dex.

   
Made in us
Longtime Dakkanaut




 NakedSeamus wrote:
col_impact wrote:
 jy2 wrote:
I just played against the new Mephrit Necrons. I ran regular Necrons. My opponent ran Mephrit Necrons with the new Ct'an formation:

C'tan - Time's Arrow
Cryptek - Veil of Darkness, God Shackle (it was on one of the cryteks)
Cryptek - Chronometron, 3++ Invuln

The formation actually took me by surprise (ha! when was the last time you saw a regular C'tan on the table?), especially when you combine Time's Arrow with whip coil wraiths. It took out one of my bargelords.

But the main kicker has nothing to do with the Mephrit Dynasty. It was this...neither of my bargelords got back up. His bargelord got back up 5 times!!! Man, Necrons are so broken. LOL!!!




That C'tan Shard is a melee beast, but it seems like something you can generally just run away from. The attached Crypteks means that is slogs around at infantry speed.

The Shard has two abilities. Do you remember what the second one was? I wonder if he went with Entropic Strike for additional Melee punch.

It seems like a C'Tan Shard build that would be exceptionally good at monster killing but not a very good TAC build.


Doesn't the shard move at infantry speed anyway? Either way, with the veil tek, its tough to run away, and if they are running away, they're probably running away from something they wanted to be next to, cover, or an objective. The conclave and god shackle are a surprisingly good combination. Being immune to s4 is profound, especially considering the crypteks' toughness doesn't factor in. I ran the conclave with pyre shards and spirit dust, basically making sure he's hitting hard on assaults. He was with a vieltek and stormtek with lightning field, just because. The unit was the mvp, taking out three tactical squads and a droppod, without taking a single wound(fnp saved the only wound he would have taken). I ran the mephrit detachment with zandrek otherwise, and got haywire melee attacks just for kicks, and he jumped out of a ghostark first turn and wrecked a droppod, and i was stunned. Still, i was mech heavy so didnt really get to take advantage of the enchanced rp.

If the formations/detachment from the new codex are on par with what we got in exterminatus, then i'm greatly looking forward to the new dex.


I double checked the Move Through Cover that Monstrous Creature grants and it applies to units so the formation gets monster movement so its not going infantry speed through difficult terrain but monster speed.

Spoiler:
Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain. A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.


That possibly makes a melee version of the C'tan Shard formation worth looking into. Although I imagine it will still be hard chasing down a Riptide, Wraithknight, Dreadknight, or bargeLord that simply does not want to go into combat. That's where the wraiths with whipcoils come in of course but that's a 1-2 plan that can get disrupted by wiley opponents.

This message was edited 1 time. Last update was at 2015/01/04 07:09:52


 
   
Made in im
Regular Dakkanaut




Wales,UK

I am using necrons at caledonian uprising (180 player gt in uk) in 2 weeks. There are a fair number of cron players which is a good send off.

Using barges wraiths and pylons.

This message was edited 3 times. Last update was at 2015/01/15 15:44:39


 
   
Made in us
Longtime Dakkanaut




Jpr wrote:
I am using necrons at caledonian uprising (180 player gt in uk) in 2 weeks. There are a fair number of cron players which is a good send off. I have been practising with the pylons for a bit now and wanted to give them also a last hurrah. The missions are a mix of eternal war and mAelstrom. This is my list:

Combined Arms Detachment: Necrons

HQ1: Overlord(90), Phaeron(20), Warscythe(10), Sempiternal Weave(15), Phase Shifter(45) [180] (Warlord)

HQ2: Vargard Obyron [160]

Troop1: 5 Warriors [65]

Troop2: 5 Warriors[ 65]

Fast Attack1: 5 Wraiths(175), whip coil(10) [185]

Fast Attack2: 5 Wraiths [175]

Fast Attack3: 5 Wraiths [175]

Heavy Support1: Annihilation Barge [90]

Heavy Support2: Annihilation Barge [90]

Heavy Support3: 3 Sentry Pylons(405), 3 Focused death rays(75) [480]

Allied Detachment: Eldar

HQ1: Farseer(100), Eldar jetbike(15), Spirit Stones of Anath’lan(15) [130]

Troop1: 3 Eldar jetbikes [51]

1846

Was my list


You should consider pairing sentry star with a scarab farm. The opponent gets distracted with the pylons and lets the farm grow.
   
Made in gb
Longtime Dakkanaut




col_impact wrote:
You should consider pairing sentry star with a scarab farm. The opponent gets distracted with the pylons and lets the farm grow.


1850 is a really weird points limit to work within I must say. Isn't 1750 the more natural midpoint between 1500 and 2000 games? Seen the target number on online lists before though I guess.

Oh well, I give you: The first draft Maynark Sentry Farm.

HQs: Toholk the Blinded.


Elites: 2x 5 Deathmarks.

Troops: 2x 10 Warriors in a Ghost Ark.

Fast Attack: 8 Charnel Scarabs.

Heavy Support: Three Sentry Pylons with Death Rays,

Three Spyders with Particle Beamers,

Three Spyders with Fabricator Claws.

1850 total.

Toholk grants the Pylons slow and purposeful, a 3++ if he opts to stand up front, and has a Chronometron equivalent.

He grants the Deathmarks reserve manipulation.

He grants 1d3 vehicles IWND, perfect for buffing those Ghost Arks.

As for making the farm Charnel: If you throw enough Charnel Scarabs at anything that doesn't have AV 13 or flight capability, it dies.
   
Made in de
Decrepit Dakkanaut





1850 has been the standard 40k tournament point size for ages. A lot of tournaments have stepped up to 2000 though.

Sylons with FDR are vastly overpowered in a vaccum and borderline an autowin against a high model count army. While their range is rather short in comparison, its damage output is ridiculous. Hit 4 models, get 8 S10 hits for every unit. Even if you only hit 1 single infantry model and a vehicle, said vehicle suffers 4 S10 hits, thus FDR Sylons have about the highest damage potential in the entire game.

Their main problem are lists with very few units that are spread across the battlefield. If you cannot reliably hit stuff with them, you're out of luck.

The lack of mobility has already been covered and there sadly (?) is only one way to get around that - as you did in your list. Another option is swarming them with Scarabs - which can work, but template weapons will absolutely ruin your day.

Flyer-heavy lists are another problem. You cannot hit flyers with them at all so you absolutely need anti-air - which is tough to do on a reliable level with the harsh nerf to anti-air in 7th and Sylons being quite costly. The list above, for example, has nothing against flyers.

Last but not least, it heavily depends on your opponent. If he doesn't know about Sylons, you're set. He will most likely be unaware of their potential and you will destroy most of his army (unless for reasons above).

A more experienced opponent can quickly react to them and play around 'em.

It's super fun though to play them - you won't be making friends anyway ;D

This message was edited 1 time. Last update was at 2015/01/04 14:00:37


   
Made in gb
Longtime Dakkanaut




 Sigvatr wrote:
1850 has been the standard 40k tournament point size for ages. A lot of tournaments have stepped up to 2000 though.


Just seems a pretty arbitrary number, was the only reason I commented.

The lack of mobility has already been covered and there sadly (?) is only one way to get around that - as you did in your list. Another option is swarming them with Scarabs - which can work, but template weapons will absolutely ruin your day.


One handy thing I find to take into account about Scarabs:

They're priced like a 1 wound model. Doubling wounds or instant death? No difference from a regular one wound model getting zapped by high strength, low AP stuff.

Go into Scarabs with the mentality that making use of their extra wounds is a situational bonus, and they'll rarely let you down.

The list above, for example, has nothing against flyers.


Not particularly, no. Only raw weight of gauss and the fact that you have a 24 inch threat bubble if they land to claim objectives. (Rending, and flyers never going over AV 12 unless superheavy.)

Neither of which are dedicated solutions.
   
Made in de
Decrepit Dakkanaut





Gauss does nothing against flyers as every shot needs 2 6s in a row to glance, thus even a full Warrior squad will not hurt a flyer. Having 15 Gauss shots at max as in the list above isn't enough to cut it. It's the one problem the list has, it has nothing against flyers. That's why people usually take AB, they offer solid power against ground and flying targets.

One problem with Necrons is that they either have to fully commit to anti-air by taking Skyfire units or have to resort to NS or AB. That's about it, and the only points-effective choice (with anti-air in mind!) is the NS.

This message was edited 1 time. Last update was at 2015/01/04 15:46:18


   
Made in us
Freaky Flayed One





Virginia Beach, VA

col_impact wrote:
 NakedSeamus wrote:
col_impact wrote:
 jy2 wrote:
I just played against the new Mephrit Necrons. I ran regular Necrons. My opponent ran Mephrit Necrons with the new Ct'an formation:

C'tan - Time's Arrow
Cryptek - Veil of Darkness, God Shackle (it was on one of the cryteks)
Cryptek - Chronometron, 3++ Invuln

The formation actually took me by surprise (ha! when was the last time you saw a regular C'tan on the table?), especially when you combine Time's Arrow with whip coil wraiths. It took out one of my bargelords.

But the main kicker has nothing to do with the Mephrit Dynasty. It was this...neither of my bargelords got back up. His bargelord got back up 5 times!!! Man, Necrons are so broken. LOL!!!




That C'tan Shard is a melee beast, but it seems like something you can generally just run away from. The attached Crypteks means that is slogs around at infantry speed.

The Shard has two abilities. Do you remember what the second one was? I wonder if he went with Entropic Strike for additional Melee punch.

It seems like a C'Tan Shard build that would be exceptionally good at monster killing but not a very good TAC build.


Doesn't the shard move at infantry speed anyway? Either way, with the veil tek, its tough to run away, and if they are running away, they're probably running away from something they wanted to be next to, cover, or an objective. The conclave and god shackle are a surprisingly good combination. Being immune to s4 is profound, especially considering the crypteks' toughness doesn't factor in. I ran the conclave with pyre shards and spirit dust, basically making sure he's hitting hard on assaults. He was with a vieltek and stormtek with lightning field, just because. The unit was the mvp, taking out three tactical squads and a droppod, without taking a single wound(fnp saved the only wound he would have taken). I ran the mephrit detachment with zandrek otherwise, and got haywire melee attacks just for kicks, and he jumped out of a ghostark first turn and wrecked a droppod, and i was stunned. Still, i was mech heavy so didnt really get to take advantage of the enchanced rp.

If the formations/detachment from the new codex are on par with what we got in exterminatus, then i'm greatly looking forward to the new dex.


I double checked the Move Through Cover that Monstrous Creature grants and it applies to units so the formation gets monster movement so its not going infantry speed through difficult terrain but monster speed.

Spoiler:
Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain. A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.


That possibly makes a melee version of the C'tan Shard formation worth looking into. Although I imagine it will still be hard chasing down a Riptide, Wraithknight, Dreadknight, or bargeLord that simply does not want to go into combat. That's where the wraiths with whipcoils come in of course but that's a 1-2 plan that can get disrupted by wiley opponents.


What you call monster speed is still no greater than a 6 inch infantry speed. There is no monster speed in the brb, and more units than just MC's have mtc, it can even be gained through a warlord trait.

Either way, I highly recommend the spirit dust upgrade if only so the Ctan is completely unaffected by difficult terrain during a charge, hate to go at i1 because I had to jump over a puddle.

I don't have my codex handy, but how is the C'tan's master of the material world doodad work? Would it also apply to the unit? I'm guessing not since it probably wasnt considered at the time. Still it would be nice to never take dangerous terrain checks when deepstriking around the board. (On the Crypteks only obviously).

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

On my way out the door, but I wanted to say that I tried out the Teleporting Haywire Royal Court idea last night. I ran two identical squads, and fried my opponents 2 dreadnaughts in turn1 so severely he diverted his almost his entire force to stop them. They proceeded to fry a Predator, Razorback, Drop Pod, Techmarine with Servitors, and his command squad.

I don't know if they would have been worth it if he wasn't running mulitple vehicles, but it was soo much fun inflicting 10+ hull points at a time.

Thank you for the suggestion!!

   
Made in nl
Loyal Necron Lychguard



Netherlands

How many StormTeks did you put with each VeilTek?
   
Made in us
Longtime Dakkanaut




changemod wrote:
col_impact wrote:
You should consider pairing sentry star with a scarab farm. The opponent gets distracted with the pylons and lets the farm grow.


1850 is a really weird points limit to work within I must say. Isn't 1750 the more natural midpoint between 1500 and 2000 games? Seen the target number on online lists before though I guess.

Oh well, I give you: The first draft Maynark Sentry Farm.

HQs: Toholk the Blinded.


Elites: 2x 5 Deathmarks.

Troops: 2x 10 Warriors in a Ghost Ark.

Fast Attack: 8 Charnel Scarabs.

Heavy Support: Three Sentry Pylons with Death Rays,

Three Spyders with Particle Beamers,

Three Spyders with Fabricator Claws.

1850 total.

Toholk grants the Pylons slow and purposeful, a 3++ if he opts to stand up front, and has a Chronometron equivalent.

He grants the Deathmarks reserve manipulation.

He grants 1d3 vehicles IWND, perfect for buffing those Ghost Arks.

As for making the farm Charnel: If you throw enough Charnel Scarabs at anything that doesn't have AV 13 or flight capability, it dies.


Just an FYI, I am pretty sure you can't generate Charnel Scarabs with Canoptek Spyders since the rules say "Nominate a unit of Canoptek Scarabs"
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Kangodo wrote:
How many StormTeks did you put with each VeilTek?


4

2 Units of 4 Stormteks + Veil Tek + Overlord (2+/3++,WS,MSS)




Automatically Appended Next Post:
col_impact wrote:

Just an FYI, I am pretty sure you can't generate Charnel Scarabs with Canoptek Spyders since the rules say "Nominate a unit of Canoptek Scarabs"


That's one of things I hope is changed in 7th. It would be nice to have the option, even if we had to pay for the upgrade.

This message was edited 1 time. Last update was at 2015/01/04 22:15:39


   
Made in gb
Longtime Dakkanaut




col_impact wrote:
Just an FYI, I am pretty sure you can't generate Charnel Scarabs with Canoptek Spyders since the rules say "Nominate a unit of Canoptek Scarabs"


Sure you can. The unit is still a Canoptek Scarab Unit, just with an upgrade applied.

Now technically it's a "Maynark Canoptek Scarab Swarm" unit in the Dark Harvest list and thus can't generate even if you don't upgrade, but that's silly enough dismiss.


You could make a very solid argument that you can only add mundane Scarabs to a Charnel unit I guess... Though that seems like it would needlessly complicate things.
   
Made in de
Decrepit Dakkanaut





changemod wrote:



You could make a very solid argument that you can only add mundane Scarabs to a Charnel unit I guess... Though that seems like it would needlessly complicate things.


Not sure how, though. I remember a similar discussion with different Dreadnought types.

   
Made in gb
Longtime Dakkanaut




 Sigvatr wrote:
changemod wrote:



You could make a very solid argument that you can only add mundane Scarabs to a Charnel unit I guess... Though that seems like it would needlessly complicate things.


Not sure how, though. I remember a similar discussion with different Dreadnought types.


Just says to add a base, so either you add a Charnel base because the entire unit needs to take the upgrade, or you add a normal base because you don't have permission to add a base that has taken upgrades.

The problem is that the upgrade doesn't just add something, it takes Entropic Strike away... And a mixed unit is therefore potentially more powerful. It's for good reason you can't just take the upgrade on part of the unit in the first place.
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

A bit of a side note to the current discussion, but do we have any firm idea as to the timing of the new codex?

Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
Made in gb
Longtime Dakkanaut




 TranSpyre wrote:
A bit of a side note to the current discussion, but do we have any firm idea as to the timing of the new codex?


Nope, but I guarantee you it won't be next week: The Skaven End Times stuff didn't announce a book, so it's a minimum two week release.

After that? Maybe right away, maybe a touch later.
   
Made in us
Shas'ui with Bonding Knife





Current rumors say Harlequins are coming in February, so if Harlequins arrive it should be April, otherwise it should be February.
   
Made in us
Longtime Dakkanaut




changemod wrote:
 Sigvatr wrote:
changemod wrote:



You could make a very solid argument that you can only add mundane Scarabs to a Charnel unit I guess... Though that seems like it would needlessly complicate things.


Not sure how, though. I remember a similar discussion with different Dreadnought types.


Just says to add a base, so either you add a Charnel base because the entire unit needs to take the upgrade, or you add a normal base because you don't have permission to add a base that has taken upgrades.

The problem is that the upgrade doesn't just add something, it takes Entropic Strike away... And a mixed unit is therefore potentially more powerful. It's for good reason you can't just take the upgrade on part of the unit in the first place.


I think you are right. The profile has a new name but the army list says upgrade and does not say "change the unit type to." It would be great if you could add the charnel scarabs to a normal Necron CAD but it requires the Maynarkh CAD.


Automatically Appended Next Post:
I tested out the Melee version of the C'tan Shard formation with attached VeilTek and ChronoTek with 3++ against an Ork army. I also ran a unit of whip coil wraiths. Overall the one-two combo of whip coil wraiths feeding the Time's Arrow remove from game effect proved very lackluster against horde based strategies and therefore seems not a worthwhile TAC strategy.

I purposefully gave my opponent 1st turn. I stole the initiative but then still gave him first turn (I wanted to test out my list going second).

His initial standard deployment got dismantled by my response and he was visibly upset by the potency of my alpha strike at killing his megaNobs. We then backed up and I helped him deploy and bubble-wrap all of his MegaNob trukks with his warbiker mobs and then the second go wound up being a loss for me. Zhadsnark warbiker mobs + bullyBoyz in Trukks + 15 Lootas + 5 tankbustas in a Trukks is a brutally simple and crazy strong Ork list that can hit you hard if you protect it coming in (which I helped him figure out how to do against me).

I found myself really missing that StormTek on the C'tan Shard formation and the Spyder Farm. Wraiths don't seem to do too much unless they got a Destroyer Lord attached. If you run a shooty version of the C'tan then you can deep strike each turn to new targets to shoot at and get high return value. The melee version seems to really lack for mobility.



I also tested out my go to list right now (mini spyder farm, bargeLord with Edge of Eternity and Solar Thermasite, MSS, SW, PS, RO, C'tan Shard formation with VeilTek and LightningTek, Nemesor Zandrekh and alpha strike VeilTek/StormTek teams) against a Pacific Rim list (Adamantine Lance + 3 Riptides, 2 x 10 Kroot and an Ethereal).

I deployed my 2 teams of 1 VeilTek and 3 StormTek and my C'tan Formation and my Nemesor Zandrekh 5 warrior unit on the board out of Line of Sight. My spyder farm was deployed in ruins.

My opponent stole the initiative with his Warlord Trait.

I got Eternal Warrior for my bargeLord (sweet ba-jeezuz!)

The Imperial Knights lumbered forward and put 2 wounds on my bargeLord with focused fire.

My turn one I surrounded the Adamantine Lance Formation from all angles with the deepstriking VeilTek/StormTek teams, the C'tan Formation, an Annihilation Barge, and the bargeLord. It forced a tough decision come choosing which side to put the shields on.

Long story short. One Knight went down turn one and the rest came down turn 2 and there suddenly wasn't enough of a force for my opponent to handle my army. The bargeLord reanimated 3 times and my cryptek teams kept having lingering survivors forcing my opponent to deal with them, since you cannot ignore a StormTek.

Again, my opponent was forced to deal with the Alpha Strike teams rather than deal with the Spyder farm so it grew turn 3 to critical mass once again.

This message was edited 4 times. Last update was at 2015/01/05 04:28:23


 
   
Made in us
Fixture of Dakka





San Jose, CA

col_impact wrote:
 jy2 wrote:
I just played against the new Mephrit Necrons. I ran regular Necrons. My opponent ran Mephrit Necrons with the new Ct'an formation:

C'tan - Time's Arrow
Cryptek - Veil of Darkness, God Shackle (it was on one of the cryteks)
Cryptek - Chronometron, 3++ Invuln

The formation actually took me by surprise (ha! when was the last time you saw a regular C'tan on the table?), especially when you combine Time's Arrow with whip coil wraiths. It took out one of my bargelords.

But the main kicker has nothing to do with the Mephrit Dynasty. It was this...neither of my bargelords got back up. His bargelord got back up 5 times!!! Man, Necrons are so broken. LOL!!!




That C'tan Shard is a melee beast, but it seems like something you can generally just run away from. The attached Crypteks means that is slogs around at infantry speed.

The Shard has two abilities. Do you remember what the second one was? I wonder if he went with Entropic Strike for additional Melee punch.

It seems like a C'Tan Shard build that would be exceptionally good at monster killing but not a very good TAC build.

He used it more as a counter-assault unit in our game. I assaulted (and killed his Ghost Ark) with my bargelord. Next turn, he counter-assaulted my bargelord with his C'tan. Now I wouldn't have let him do that if I knew what Time's Arrow did, but you know what they say....ignorance is bliss.

No, I don't remember what the 2nd power was.

What you could use him for is to teleport the unit via Veil into the opponent's backfield and force him to focus all of his firepower trying to take it down. With T8, 4++ Invuln, FNP, Look-Out-Sir and the ability to re-roll 1 die per phase, I can see the formation being used as a bullet-catcher against certain shooty armies in additional to being an offensive unit or a counter-assault unit.




Automatically Appended Next Post:

Just had another game. It was a 4-man PVP last-man-standing matchup. 1K each of Blood Angels vs Chaos Space Marines (with Abaddon!) vs Space Wolves vs Necrons (me!).

At the end, it was a showdown between me and the Space Wolf player.

What I had left:

Overlord - 2+/3++, MSS, ResOrb, Warscythe, Solar Thermasite
Obyron
3 Wraiths (out of 6)

vs

Njal
Rune Priest - Force Axe
Ulric
Arjac
6 TH/SS terminators
1 terminator with Assault Cannon


It was a grind through probably 7-8 turns of combat but when the dust settled, the last man standing?....my Overlord with 1W left. I can't believe I beat out his deathstar!

I swear, the Solar Thermasite relic on an Overlord with 2+/3++ is just broken (and with S8 insta-killing power!!!). That wargear should be at least 50-pts. It is way under-costed.

This message was edited 1 time. Last update was at 2015/01/05 16:01:55



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Regular Dakkanaut





Is there any reason to not use the new formations for necrons?

I can't see of any disadvantages that they entail. I mean you need 3 troops but most people do that anyway.

Seriously just seems to straight up buff units. A teleporting ctan with a re-roll and toughness 8 seems pretty strong. As does a strength 8 barge lord who re-rolls saving throws of 1, considering you can give him a 2+ seems broken, plus you can give him an item that gives precision shots whenever you hit.

All added with the fact you can now have useful warlord traits seems to give us a buff we just frankly didn't need as we await our new dex.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in us
Shas'ui with Bonding Knife





Punisher wrote:
Is there any reason to not use the new formations for necrons?

I can't see of any disadvantages that they entail. I mean you need 3 troops but most people do that anyway.

Seriously just seems to straight up buff units. A teleporting ctan with a re-roll and toughness 8 seems pretty strong. As does a strength 8 barge lord who re-rolls saving throws of 1, considering you can give him a 2+ seems broken, plus you can give him an item that gives precision shots whenever you hit.

All added with the fact you can now have useful warlord traits seems to give us a buff we just frankly didn't need as we await our new dex.

For the new Mephrit Detachment, the only downside is you replace Objective Secured (which can be very important in Maelstrom of War) with better Reanimation Protocols.
The C'tan formation is a straight up buff (unless your fighting DE).

You can take a normal Necron CAD and take a Mephrit C'tan formation if you are playing Malstrom of War to get Objective Secured while still having a teleporting C'tan.
   
Made in us
Longtime Dakkanaut




 Nilok wrote:
Punisher wrote:
Is there any reason to not use the new formations for necrons?

I can't see of any disadvantages that they entail. I mean you need 3 troops but most people do that anyway.

Seriously just seems to straight up buff units. A teleporting ctan with a re-roll and toughness 8 seems pretty strong. As does a strength 8 barge lord who re-rolls saving throws of 1, considering you can give him a 2+ seems broken, plus you can give him an item that gives precision shots whenever you hit.

All added with the fact you can now have useful warlord traits seems to give us a buff we just frankly didn't need as we await our new dex.

For the new Mephrit Detachment, the only downside is you replace Objective Secured (which can be very important in Maelstrom of War) with better Reanimation Protocols.
The C'tan formation is a straight up buff (unless your fighting DE).

You can take a normal Necron CAD and take a Mephrit C'tan formation if you are playing Malstrom of War to get Objective Secured while still having a teleporting C'tan.


You can take an allied Necron CAD and get 1-2 ObjSec troops that way too.
   
Made in gb
Proud Triarch Praetorian





Or use your standard obsec lists and just take the formation(s)

Mephrit used only a factor if you want relics

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
Longtime Dakkanaut




 IHateNids wrote:
Or use your standard obsec lists and just take the formation(s)

Mephrit used only a factor if you want relics


The relics are very good. There really is no reason not to take Solar Thermasite.

I also like Edge of Eternity allowing you to kill models with weapons that can hurt you and force Look Out Sirs on ICs.

The Warlord Trait table is good too. Eternal Warrior, Hatred, and IWND are solid.

So Mephrit Dynasty Cohort will often be your primary.

Lots of tourneys run 1 CAD, 1 Ally, 1 Formation.

So there you go.
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I don't think the Dynasty Warlord trait is remotely as good as just rolling on the personal chart.. 5= FNP 6= IWND. I can't remeber my Overlords being threatend with ID very often and we all know hatred does pretty much nothing for a non assault based army. Giving Adm. Will to an army that is going to be RofL stomped in the psychic phase anyway. Rerolling fear and moral checks? Snore. Number two is the most interesting giving haywire to all the lords attacks. But, right now I've already got shooting crypteks doing that for me, and it's not worth trading for the chance at FNP. It really depends on what the new dex look like, but aside from the relics the whole Exterminatus supplement was worthless IMO.

This message was edited 1 time. Last update was at 2015/01/06 07:58:49


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

Why is that the most interesting?
My 4 attacks with S7/8 and Armourbane should be enough to wreck most stuff.
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Um, super heavies? A lord cam take a Imp Kmight down to 2 Hp on a charge with the haywire alone, then the armourbane will finish it off.


Automatically Appended Next Post:
Just a shame we are rocking that Int. 2.

This message was edited 4 times. Last update was at 2015/01/06 08:12:41


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

That's a good point!
We will probably survive their D-attack with our 3++, which we can re-roll with that other relic.
   
 
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