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Made in us
On a Canoptek Spyder's Waiting List




Dallas, Texas

Buffing out your reclamation legion, parking everyone in ruins, and taking Zahndrekh for a guaranteed Conqueror of Cities warlord trait could be great fun. Haven't tried it myself, though. I mostly take a normal overlord, give him a warscythe, and stick him in a unit near the center where he can give out his bubble of re-rolling RP 1's.

Ghost arks are great, but I'm leaning more toward ditching the vehicles and going entirely with infantry in my Decurion for reanimation protocols on every model.

For formations, the Destroyer Cult and Canoptek Harvest are both fantastic, for different reasons. The Harvest can tarpit the bad things and the DCult kills stuff brilliantly.

I've been running my DCult as 3x3 units of regular destroyers and 1 unit of 3 heavy destroyers. I deploy the heavy destroyers on the board and deep strike the 3 units of regular destroyers. They've been absolutely wonderful. I've been considering upgrading the regular units to have a heavy destroyer each, but haven't tried it yet.

I've played around with a Judicator Battallion, and have had good results with it, but it is a lot of points and it is a little bit more difficult to use effectively.

Other than that, I'd recommend just buffing out your reclamation legion. Multiple units of 10 warriors will perform brilliantly, and tomb blades will win you the game.

For Tomb Blade unit sizes, units of 10 are a little unwieldy. The most I've ever run in a unit is 5, and even at that size they're not the easiest to position effectively. You've got to be careful with those guys, as you'll want to be keeping them in ruins, but close enough to shoot, but also far enough away to keep them from being charged by sicarian death-buzzsaws. Doing that with a unit of 10 will be really difficult. Three units of 5-6 will do plenty for you.
   
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Appreciate the help and tips. How does the following list look and any suggestions on any changes?

1850 Pts - Codex: Necrons Roster
Total Roster Cost: 1845
: Decurion Detachment (80#, 1845 pts)
(Reclamation Legion)

1 Nemesor Zahndrekh, 150 pts

5 Immortals, 85 pts = 5 * 17

10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13

6 Tomb Blades, 132 pts = 6 * 18 (base cost 18) + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12

(1 Destroyer Cult)
1 Destroyer Lord, 130 pts = (base cost 110 + Warscythe 20)
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Heavy Destroyers, 150 pts = 3 * 50

Btw how do you normally run your destroyer lord from the cult and how do you use him in your games?

Thx yet again for the help.

This message was edited 3 times. Last update was at 2015/08/30 01:18:43


 
   
Made in us
One Canoptek Scarab in a Swarm




Klendathu

Ejderhare wrote:
Appreciate the help and tips. How does the following list look and any suggestions on any changes?

1850 Pts - Codex: Necrons Roster
Total Roster Cost: 1845
: Decurion Detachment (80#, 1845 pts)
(Reclamation Legion)

1 Nemesor Zahndrekh, 150 pts

5 Immortals, 85 pts = 5 * 17

10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13

6 Tomb Blades, 132 pts = 6 * 18 (base cost 18) + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12

(1 Destroyer Cult)
1 Destroyer Lord, 130 pts = (base cost 110 + Warscythe 20)
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Heavy Destroyers, 150 pts = 3 * 50

Btw how do you normally run your destroyer lord from the cult and how do you use him in your games?

Thx yet again for the help.


Would it be daft of me to suggest taking out a unit of 10 warriors and replacing them with a GA, you won't be losing much firepower and you'll be making your other units substantially more difficult to remove. AC13 obsec is obscene at times.

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Made in se
On a Canoptek Spyder's Waiting List




Kevcron wrote:
Ejderhare wrote:
Appreciate the help and tips. How does the following list look and any suggestions on any changes?

1850 Pts - Codex: Necrons Roster
Total Roster Cost: 1845
: Decurion Detachment (80#, 1845 pts)
(Reclamation Legion)

1 Nemesor Zahndrekh, 150 pts

5 Immortals, 85 pts = 5 * 17

10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13
10 Warriors, 130 pts = 10 * 13

6 Tomb Blades, 132 pts = 6 * 18 (base cost 18) + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12

(1 Destroyer Cult)
1 Destroyer Lord, 130 pts = (base cost 110 + Warscythe 20)
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Destroyers, 130 pts = 3 * 40 (base cost 40) + Heavy Gauss Cannon 10
3 Heavy Destroyers, 150 pts = 3 * 50

Btw how do you normally run your destroyer lord from the cult and how do you use him in your games?

Thx yet again for the help.


Would it be daft of me to suggest taking out a unit of 10 warriors and replacing them with a GA, you won't be losing much firepower and you'll be making your other units substantially more difficult to remove. AC13 obsec is obscene at times.


Thats not a bad idea at all could even have 2x GA's if i drop some points elsewhere.. However correct me if im wrong but neither the GA or Warriors will provide Obsec since everything is in a decurion..

This message was edited 1 time. Last update was at 2015/08/30 14:48:12


 
   
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Klendathu

Yep, you're right about the decurion and no obsec. My bad. I still say take at least one anyways.

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Kevcron wrote:
Yep, you're right about the decurion and no obsec. My bad. I still say take at least one anyways.


Cool any thoughts/experience off including a Orkianstar in the mix? would it be worth it? my initial gut feeling is that it wouldnt be worth it since i would have to give upp loads of Tomb blades and warriors to be able to fit it...
   
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Dallas, Texas

Ghost Arks are great. In a CAD, for ObSec, or in a list that mixes in a lot of vehicles.

For example, when I'm playing less-bloodthirsty lists where I'm taking a Judicator Battallion, and thus have Triarch Stalkers, or if I'm taking a Command Barge for funsies, then throwing some more vehicles in the mix helps disperse incoming anti-tank fire. However, if you take one lone Ghost Ark in an otherwise all-infantry list, it will be First Blood for your opponent when they dump all their anti-tank shots into it instead of wasting their lascannons on your warriors. Do not trade out warriors for one in the list that you posted above.

The Destroyer Lord has two primary functions in my lists: hiding a warscythe in a unit, and giving a unit Preferred Enemy. I don't usually use any of the relics other than the Voidreaper, but that's just my playstyle. Taking the veil to warp a unit or taking the shroud to make him tanky are totally viable, and effective, options.

I usually run either a Judicator Battallion or at least one Canoptek Harvest, so I'll have the DLord stuck in with a unit of Wraiths or a unit of voidblade Praetorians, so that they can slingshot him into combat. Another potential use would be to take a big unit of Flayed Ones and have the DLord move into coherency with them on turn one (can't deploy with them, because they infiltrate).

One other option is to take your DLord like Gwarsh41 here on the forums does: inside a unit of 20 warriors. He provides a significant disincentive to charge that unit, and he gives them preferred enemy for a super-punishing amount of gauss fire.

As for the Orikanstar/Lychbomb, it can be superbly powerful. Devastating if you run it smart. But it takes an advanced level of understanding of the game to run it well. If you're not already experienced in the pros/cons of deep striking units or the nuances of running a deathstar, then your first several games with it will likely end up as lessons in how not to play it correctly. That having been said, if you know what you're doing with it, it can singlehandedly carve an opponent apart. There is a reason why a lot of the top-level necron players are using a lychbomb in tournament play.

This message was edited 1 time. Last update was at 2015/08/30 19:27:35


 
   
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 FL5 wrote:
Ghost Arks are great. In a CAD, for ObSec, or in a list that mixes in a lot of vehicles.

For example, when I'm playing less-bloodthirsty lists where I'm taking a Judicator Battallion, and thus have Triarch Stalkers, or if I'm taking a Command Barge for funsies, then throwing some more vehicles in the mix helps disperse incoming anti-tank fire. However, if you take one lone Ghost Ark in an otherwise all-infantry list, it will be First Blood for your opponent when they dump all their anti-tank shots into it instead of wasting their lascannons on your warriors. Do not trade out warriors for one in the list that you posted above.

The Destroyer Lord has two primary functions in my lists: hiding a warscythe in a unit, and giving a unit Preferred Enemy. I don't usually use any of the relics other than the Voidreaper, but that's just my playstyle. Taking the veil to warp a unit or taking the shroud to make him tanky are totally viable, and effective, options.

I usually run either a Judicator Battallion or at least one Canoptek Harvest, so I'll have the DLord stuck in with a unit of Wraiths or a unit of voidblade Praetorians, so that they can slingshot him into combat. Another potential use would be to take a big unit of Flayed Ones and have the DLord move into coherency with them on turn one (can't deploy with them, because they infiltrate).

One other option is to take your DLord like Gwarsh41 here on the forums does: inside a unit of 20 warriors. He provides a significant disincentive to charge that unit, and he gives them preferred enemy for a super-punishing amount of gauss fire.

As for the Orikanstar/Lychbomb, it can be superbly powerful. Devastating if you run it smart. But it takes an advanced level of understanding of the game to run it well. If you're not already experienced in the pros/cons of deep striking units or the nuances of running a deathstar, then your first several games with it will likely end up as lessons in how not to play it correctly. That having been said, if you know what you're doing with it, it can singlehandedly carve an opponent apart. There is a reason why a lot of the top-level necron players are using a lychbomb in tournament play.


Thx a lot for the detailed explanation and descriptions really helps a lot for a 40k noob like myself. Do you have any suggestions on how a good 1850 Lychbomb list would look or how you would run it?
   
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I regularly play against ad mech/skitarii and I must say that I seriously struggle with them. Our effective range is <24" for almost all of our army, which puts our units in range of all of their nasty guns. The maniples make them terrifying in combat against all of our units. Any advice on how to deal with these guys would be greatly appreciated
   
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^
Tomb Blades and Destroyer Cults?
(Scopes to deny cover saves, deep struck AP3 to surprise their back line)

 
   
Made in gb
Regular Dakkanaut




Not as effective as you would think. Particle blades still allow his entire army their armour saves, and tend to get absolutely wiped after one shooting phase. We play using a a fair bit of terrain so destroyer cults really don't cut the mustard. They drop in, maybe kill a destroyer or breacher per squad and then get deleted. Harvest gets absolutely hosed down too, as his armies shooting really piles on the saves. I've had a little success with the monolith, as if I keep it away from the haywire he really struggles to hurt it. But obviously it's mediocre damage output isn't exactly threatening. I'm thinking an obelisk might be the way to go
   
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The list i posted above is theoretically supposed to be good against admech/skiitari scroll to the previous page to see the explanation form experienced players that recommended it.. You can park your particle blades in cover and if you take Zahndrekh as your HQ choose Conqueror of Cities warlord trait for 3+ cover saves all around. That plus shield vanes will give them a +3 armor save and since your a decurion you have 4+ RP that should make them plenty survivable. That being said i haven't tried it yet and wont for another 2 weeks so i cant vouch for it..

Orikan Deathstar could work perhaps? since its almost unkillable if kitted out, and if focused on it would give the rest of your army breathing room to manuever and kill things largely unhindered..

This message was edited 1 time. Last update was at 2015/08/31 07:58:10


 
   
Made in jp
Proud Triarch Praetorian





Would a bunch of flyers be any good?
How about throwing a ton of Flayed Ones at them?

 
   
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I was thinking the same thing about the flyers since admech/skiitari seems to lack antiair unless they specifically kit out for it. Thus as long as your opponent isnt list tailoring 4-6 fliers should give him very bad day..

Flayed ones have been epic for me VS Tau i use either 1x 20 or 2x 20.. but Tau suck in CC whilst admech/skiitari have plenty of good CC units themsleves. And deepstriking 20 flayed ones is really hard without misshap so i prefer to infiltrate them however that means they cant charge untill turn 2 and this causes them to draw lots of fire. Could work in a full meele army though with 2x Harvest formations since that would put to many big targets rushing at him to effectively deal with all of them i would assume. But yet again i haven't faced them yet so i dont know how well there shooting would deal with all that.

This message was edited 2 times. Last update was at 2015/08/31 08:20:36


 
   
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Regular Dakkanaut




Cheers for the replies guys. The formation has to take a dune crawler, who has the best anti air platform in the game. They will confidently intercept a night scythe and at the very least make it jink, then on their next turn shoot the remaining guns at another night scythe.
I've tried flayed ones, but they do get shot heavily first, and the ones that do make it into combat tend to be toughness 3 (rad saturation really hurts us). The war convocation has easy access to high strength and weapon skill when they need it so assault isn't advisable.
Tomb blades in cover are nice but luminagen really hurts them. They are durable don't get me wrong, but with average rolls his kastellans can easily kill a few and make the rest of the army hurt them more.
Against ad mech I will say the annihilation nexus does shine. They struggle with armour 13 (just be wary of grav) and lots of str7 shots do hurt them heavily.
And Orikanstar does very well against the shooting but he will probably just ignore it as that unit can only kill one unit per turn from turn 3(at least) onwards
   
Made in jp
Proud Triarch Praetorian





Okay, what things in general are their (AdMech) weaknesses?
Not flyers, because Dune Crawler.
Not assault, because rad saturation (though, fluff-wise, wtf do Necrons care about radiation, amirite??)
Yes to AV13+.
Yes to S7+.
If that's all, it looks like good old AV13 Wall might be an answer.

Do they have a linchpin? Something to take out that will destabilize the entire formation/army?

 
   
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MonumentOfRibs wrote:
Cheers for the replies guys. The formation has to take a dune crawler, who has the best anti air platform in the game. They will confidently intercept a night scythe and at the very least make it jink, then on their next turn shoot the remaining guns at another night scythe.
I've tried flayed ones, but they do get shot heavily first, and the ones that do make it into combat tend to be toughness 3 (rad saturation really hurts us). The war convocation has easy access to high strength and weapon skill when they need it so assault isn't advisable.
Tomb blades in cover are nice but luminagen really hurts them. They are durable don't get me wrong, but with average rolls his kastellans can easily kill a few and make the rest of the army hurt them more.
Against ad mech I will say the annihilation nexus does shine. They struggle with armour 13 (just be wary of grav) and lots of str7 shots do hurt them heavily.
And Orikanstar does very well against the shooting but he will probably just ignore it as that unit can only kill one unit per turn from turn 3(at least) onwards


Maybe something like this if he struggles with Av 13?

1850 Pts - Codex: Necrons Roster

Total Roster Cost: 1835

: Decurion Detachment (52#, 1835 pts)
1 Reclamation Legion

1 Nemesor Zahndrekh, 150 pts

7 Immortals, 119 pts = 7 * 17

10 Warriors, 130 pts = 10 * 13
1 Ghost Ark, 105 pts

10 Warriors, 130 pts = 10 * 13
1 Ghost Ark, 105 pts

6 Tomb Blades, 132 pts = 6 * 18 (base cost 18) + Shieldvanes x6 12 + Nebuloscope x6 12
6 Tomb Blades, 144 pts = 6 * 18 (base cost 18) + Particle Beamer x6 12 + Shieldvanes x6 12 + Nebuloscope x6 12

1 Annihilation Nexus, 0 pts
1 Doomsday Ark, 170 pts
1 Annihilation Barge, 120 pts
1 Annihilation Barge, 120 pts

1 Annihilation Nexus, 0 pts
1 Doomsday Ark, 170 pts
1 Annihilation Barge, 120 pts
1 Annihilation Barge, 120 pts

Possibly replaceing Zan with a CCB


Automatically Appended Next Post:
 skoffs wrote:
Okay, what things in general are their (AdMech) weaknesses?
Not flyers, because Dune Crawler.
Not assault, because rad saturation (though, fluff-wise, wtf do Necrons care about radiation, amirite??)
Yes to AV13+.
Yes to S7+.
If that's all, it looks like good old AV13 Wall might be an answer.

Do they have a linchpin? Something to take out that will destabilize the entire formation/army?


If all that is True wouldnt a combined force AV13 with fliers be very good..? you could blow upp his dunecrawler turn 1 or 2 and then let your fliers come in and go nuts on them.. Unless offcourse he takes multiple dune crawlers..

This message was edited 1 time. Last update was at 2015/08/31 09:14:27


 
   
Made in gb
Regular Dakkanaut




That a solid list so thank you. I think I would drop Zandrekh for the Barge, as Zandrekh is pretty squishy on his own with the Immortals. And I've just ordered an Obelisk so dropping the 2nd Annihilation Nexus would free up the points for the upgrades on the Bargelord. He normally takes just the one skyfire dunecrawler, but placing that guy on his table edge means I normally need a turn or two to get into shooting range of it
   
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MonumentOfRibs wrote:
That a solid list so thank you. I think I would drop Zandrekh for the Barge, as Zandrekh is pretty squishy on his own with the Immortals. And I've just ordered an Obelisk so dropping the 2nd Annihilation Nexus would free up the points for the upgrades on the Bargelord. He normally takes just the one skyfire dunecrawler, but placing that guy on his table edge means I normally need a turn or two to get into shooting range of it


Well if you are getting a Obelisk and have access to 2x monoliths something like this could be fun.

1850 Pts - Codex: Necrons Roster

Total Roster Cost: 1848

: Decurion Detachment (66#, 1848 pts)
1 Reclamation Legion
1 Nemesor Zahndrekh, 150 pts
5 Immortals, 85 pts = 5 * 17
14 Warriors, 182 pts = 14 * 13
15 Warriors, 195 pts = 15 * 13
10 Warriors, 130 pts = 10 * 13
1 Ghost Ark, 105 pts
10 Warriors, 130 pts = 10 * 13
1 Ghost Ark, 105 pts
3 Tomb Blades, 66 pts = 3 * 18 (base cost 18) + Shieldvanes x3 6 + Nebuloscope x3 6

1 Living Tomb
1 Obelisk, 300 pts
1 Monolith, 200 pts
1 Monolith, 200 pts

The idea would be to use Zandrek warlord traits to almost gurantee turn 2 alpha strike with your monoliths... Ure obelisk would come in turn two due to living tomb rules.. then you get both monoliths in without scatter to position them where you want... Gate in the 30 warriors within rapid fire range and watch his entire backline melt.. at the same time your 2x ghost arks would hold the mid field, and you would have your Tomb Blades sit back for late game objective cap.

I think it would be super fun however i wonder if the damage output would be enough...
   
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Finland

In my (somewhat limited) experience, skitarii/cult-mech are not really all that scary in assult. Sure, they do a lot of wounds sometimes, but necrons are durable enough to take it (a decurion is, at least), and most of the ad-mech stuff is kinda squishy.

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Name = Death 
   
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Virginia

 MLKTH wrote:
In my (somewhat limited) experience, skitarii/cult-mech are not really all that scary in assult. Sure, they do a lot of wounds sometimes, but necrons are durable enough to take it (a decurion is, at least), and most of the ad-mech stuff is kinda squishy.


Umm, unless they bring those dunestalker chicken-leg things. (Infiltrators, or something like that) Those things hurt, and have swept many a unit of mine.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
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Regular Dakkanaut





Finland

 krodarklorr wrote:
 MLKTH wrote:
In my (somewhat limited) experience, skitarii/cult-mech are not really all that scary in assult. Sure, they do a lot of wounds sometimes, but necrons are durable enough to take it (a decurion is, at least), and most of the ad-mech stuff is kinda squishy.


Umm, unless they bring those dunestalker chicken-leg things. (Infiltrators, or something like that) Those things hurt, and have swept many a unit of mine.


Those are T3 W2 so wraiths and warscythes insta-kill them, also ignoring their FNP. I haven't had much trouble against either variant.

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Virginia

 MLKTH wrote:
 krodarklorr wrote:
 MLKTH wrote:
In my (somewhat limited) experience, skitarii/cult-mech are not really all that scary in assult. Sure, they do a lot of wounds sometimes, but necrons are durable enough to take it (a decurion is, at least), and most of the ad-mech stuff is kinda squishy.


Umm, unless they bring those dunestalker chicken-leg things. (Infiltrators, or something like that) Those things hurt, and have swept many a unit of mine.


Those are T3 W2 so wraiths and warscythes insta-kill them, also ignoring their FNP. I haven't had much trouble against either variant.


Well, yeah. But if they get into combat with warriors or immortals though. And other units usually have a decent amount of firepower to deal with the Wraiths.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
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Regular Dakkanaut




The living tomb formation is quite appealing honestly so will give it a try.
And Skitarii in general are a bit sucky in close combat unless they are war convocation. One canticle makes every model cause three strength 4 hits in the assault phase. A full squad of vanguard kills 5 warriors before they even roll to hit. After that canticle there is up to plus three strength. Combine that with high weapon skill and suddenly you have skitarri hitting on 3s and wounding on 2s, knocking RP down by 1 thanks to ID.
Granted wraiths still rip them apart, but don't be shocked if you lose most of your unit to volume of fire
And I concur with krok. Other than sword and board lychguard or wraiths, everything of ours gets chopped to pieces by infiltrators and rust stalkers

This message was edited 1 time. Last update was at 2015/08/31 21:43:04


 
   
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Would Deathmarks fare better in taking out Infiltrators and Rust stalkers before they come into close combat range?
Maybe a Doomsday Ark for the S10 AP1 Large Blast?
That would keep your LychStar/Wraiths safe from the shredding.

- 10000+ pts
Imperial Knights- 5 Standard Knights / 3 Cerastus Knights
Officio Assassinorum - 4 Assassins
CSM - 500pts? Maybe? Its from the Officio Assassinorum box so I'm pretty sure its not enough to run in a CAD
Vampire Lords- I have no idea I bought it like two days before I left country and they're still in storage so I'll have to see when I get back.] 
   
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Ute nation

 skoffs wrote:
 Ferros wrote:
....Deathmarks.

What about them?


I think he's suggesting a counter deep strike by deathmarks. Shots happen in the movement phase which acts as a cheese grater (no psychic/jump cheese), they can rapid fire if they are within 12", and the turn they drop in they wound on 2s. You can get a 10 man unit for under 200 pts, which should leave a little wiggle room to add a D-lord for PE. 20 shots hitting on threes, rerolling 1s, allocating wounds on sixes, wounding on 2s, rerolling ones here as well, with rends, is more than enough to blow a huge hole in any deep strike shenanigans. Specifically to the tune of 12 wounds, plus 3 or 4 wounds at ap 2. It is literally a perfect answer to deep striking d weapons.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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Klendathu

Grimgold wrote:
 skoffs wrote:
 Ferros wrote:
....Deathmarks.

What about them?


I think he's suggesting a counter deep strike by deathmarks. Shots happen in the movement phase which acts as a cheese grater (no psychic/jump cheese), they can rapid fire if they are within 12", and the turn they drop in they wound on 2s. You can get a 10 man unit for under 200 pts, which should leave a little wiggle room to add a D-lord for PE. 20 shots hitting on threes, rerolling 1s, allocating wounds on sixes, wounding on 2s, rerolling ones here as well, with rends, is more than enough to blow a huge hole in any deep strike shenanigans. Specifically to the tune of 12 wounds, plus 3 or 4 wounds at ap 2. It is literally a perfect answer to deep striking d weapons.


Can my opponent take a look out sir after I've allocated a hit? I can't say that I've come across that situation before as crazy as that sounds. At any rate it's something to consider here, because you don't want 180pts of a purpose built dmarks to whiff on their target.

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The Eternity Gate

Kevcron wrote:
Grimgold wrote:
 skoffs wrote:
 Ferros wrote:
....Deathmarks.

What about them?


I think he's suggesting a counter deep strike by deathmarks. Shots happen in the movement phase which acts as a cheese grater (no psychic/jump cheese), they can rapid fire if they are within 12", and the turn they drop in they wound on 2s. You can get a 10 man unit for under 200 pts, which should leave a little wiggle room to add a D-lord for PE. 20 shots hitting on threes, rerolling 1s, allocating wounds on sixes, wounding on 2s, rerolling ones here as well, with rends, is more than enough to blow a huge hole in any deep strike shenanigans. Specifically to the tune of 12 wounds, plus 3 or 4 wounds at ap 2. It is literally a perfect answer to deep striking d weapons.


Can my opponent take a look out sir after I've allocated a hit? I can't say that I've come across that situation before as crazy as that sounds. At any rate it's something to consider here, because you don't want 180pts of a purpose built dmarks to whiff on their target.


In short, yes, they can LoS. They are allocating the wound though, not the hit.

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 buddha wrote:
Kevcron wrote:
Grimgold wrote:
 skoffs wrote:
 Ferros wrote:
....Deathmarks.

What about them?


I think he's suggesting a counter deep strike by deathmarks. Shots happen in the movement phase which acts as a cheese grater (no psychic/jump cheese), they can rapid fire if they are within 12", and the turn they drop in they wound on 2s. You can get a 10 man unit for under 200 pts, which should leave a little wiggle room to add a D-lord for PE. 20 shots hitting on threes, rerolling 1s, allocating wounds on sixes, wounding on 2s, rerolling ones here as well, with rends, is more than enough to blow a huge hole in any deep strike shenanigans. Specifically to the tune of 12 wounds, plus 3 or 4 wounds at ap 2. It is literally a perfect answer to deep striking d weapons.


Can my opponent take a look out sir after I've allocated a hit? I can't say that I've come across that situation before as crazy as that sounds. At any rate it's something to consider here, because you don't want 180pts of a purpose built dmarks to whiff on their target.


In short, yes, they can LoS. They are allocating the wound though, not the hit.


OK, thanks buddha! So I don't think its a critical point by any means, but it's something to consider if your main target is in a squad. Deathmarks are still definitely a good idea for these d weaps however. Ideally the units won't have much bubble wrap for this to work effectively.

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Thank you all for all the tips and advice on how to fight Adeptus Mechanicus War Convocation with Necrons.

Quick follow up question to the more experienced players out there, what are the target priorities when fighting this list? What should I focus 1st, 2nd, 3rd, etc.. and whats the best way to deal with his imperial knight?

Also do you guys think any of the Necron death stars would be good against it?

Thx again for the tips and advice...

This message was edited 4 times. Last update was at 2015/09/02 22:44:49


 
   
 
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