Switch Theme:

New Necrons 7th Edition Tactica  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Trazyn's Museum Curator





on the forum. Obviously

You know the game is good when infantry are tankier than tanks

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Decrepit Dakkanaut




 skoffs wrote:
Why give your opponent's anti-AV something to shoot at when you could spend those points on more of our superior infantry.

Because how else are the Warriors going to get anywhere and contribute to the game?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gr
Freaky Flayed One





Greetings, I come to this thread with a tactical question. How does everybody deal with Wraithknights?

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Loyal Necron Lychguard




 necr0n wrote:
Greetings, I come to this thread with a tactical question. How does everybody deal with Wraithknights?


Hahaha



Attempt to tie them up (not often viable thanks to stomp) or ignore them as best you can, then go after the other stuff on the table. Unless you're running a Deathstar of some sort that can instagib it... Unless it gets Invis.

People will say Deathmarks but you need like 20 of them landing in Rapid Fire range to have even odds of maybe killing it in one round of shooting.
   
Made in jp
Proud Triarch Praetorian





Requizen wrote:
People will say Deathmarks but you need like 20 of them landing in Rapid Fire range to have even odds of maybe killing it in one round of shooting.
Your odds increase if you deep strike a Destroyer Lord with them.

This message was edited 1 time. Last update was at 2017/01/13 14:13:51


 
   
Made in gr
Freaky Flayed One





Requizen wrote:
 necr0n wrote:
Greetings, I come to this thread with a tactical question. How does everybody deal with Wraithknights?


Hahaha



Attempt to tie them up (not often viable thanks to stomp) or ignore them as best you can, then go after the other stuff on the table. Unless you're running a Deathstar of some sort that can instagib it... Unless it gets Invis.

People will say Deathmarks but you need like 20 of them landing in Rapid Fire range to have even odds of maybe killing it in one round of shooting.



Ignoring them is not as easy, because they can move super fast and ignore terrain. Plus, they eat up all our infantry in close combat denying all sorts of RPs and just rendering all Decurion rules useless.

Tarpit is a good idea, but sometimes it's easier said than done, as I already mentioned he's fast, while my Lychguard for example are slow. Then again, he might eat everyone up in close combat anyway.

I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in jp
Proud Triarch Praetorian





 necr0n wrote:
I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.
... you do know what makes Deathmarks so special, right?

 
   
Made in gr
Freaky Flayed One





 skoffs wrote:
 necr0n wrote:
I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.
... you do know what makes Deathmarks so special, right?



I was under the impression, they were not allowed the 2+ rule because of the Gargantuan Creature rule.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I think the 2+ still applies since its codex specific, and thus overrides core rules, but I'm not entirely sure.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Loyal Necron Lychguard




 necr0n wrote:
Requizen wrote:
 necr0n wrote:
Greetings, I come to this thread with a tactical question. How does everybody deal with Wraithknights?


Hahaha



Attempt to tie them up (not often viable thanks to stomp) or ignore them as best you can, then go after the other stuff on the table. Unless you're running a Deathstar of some sort that can instagib it... Unless it gets Invis.

People will say Deathmarks but you need like 20 of them landing in Rapid Fire range to have even odds of maybe killing it in one round of shooting.



Ignoring them is not as easy, because they can move super fast and ignore terrain. Plus, they eat up all our infantry in close combat denying all sorts of RPs and just rendering all Decurion rules useless.

Tarpit is a good idea, but sometimes it's easier said than done, as I already mentioned he's fast, while my Lychguard for example are slow. Then again, he might eat everyone up in close combat anyway.

I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.


Yeah, preaching to the choir here. WKs are stupid. Your best bet is just to realize that even though you're Necrons, you'll probably get tabled and just try to go for points.
   
Made in us
Discriminating Deathmark Assassin






DL+harvest wraiths+kitted out RC will kill a WK in 2 rounds of combat. I've done it and I'm not that competitive a player. Of course the Eldar player has to let you get near his WK to begin with The cult could also put the hurt on one with all of the rerolling to wound ap3 pain.
   
Made in us
Loyal Necron Lychguard




 necron99 wrote:
DL+harvest wraiths+kitted out RC will kill a WK in 2 rounds of combat. I've done it and I'm not that competitive a player. Of course the Eldar player has to let you get near his WK to begin with The cult could also put the hurt on one with all of the rerolling to wound ap3 pain.


DL (assuming Cult) + Harvest + kitted out RC is basically your entire army as well. If your super death star never gets close enough to charge anything until T3 or T4 (WK, Warp Spiders, Jetbikes... yeah more likely than you think) then you basically have lost anyway.

It's what a reasonable amount of high level players are running but even they are moving away from it. Or at least, you don't see it at top tables much anymore.
   
Made in us
Deranged Necron Destroyer





 necr0n wrote:
 skoffs wrote:
 necr0n wrote:
I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.
... you do know what makes Deathmarks so special, right?



I was under the impression, they were not allowed the 2+ rule because of the Gargantuan Creature rule.


They get the 2+ to wound when the deathmarks deepstrike. The gargantuan creature rule applies to the sniper rule. Here is the average damage to a wraith knight with a unit of 10 deathmarks+ D.lord in the group (assuming rapid fire range).

On average
20 shots hitting on 3+ re-rolling 1s
2/3 of 20 is 13.2 with 6.8 misses 3.4 being 1s with re-roll is 2.24 more hits after re-roll
15.44 hits wounding on 2+ with re-roll 1s
5/6 of 15.44 is 12.8152 with 2.62 misses 1.31 being 1s with re-roll is 1.09 more wounds after re-roll.
14.13 wounds with 1/6 of them being ap 2 is 2.26 that go through armor.
Wraithknights have a 3+ armor save so 2/3 of 11.87 is 7.83, 4.04 wounds get through armor + 2.26 = 6.3 unsaved wounds
FNP turns 6.3 into 4.22 wounds
Staff of light might get an extra wound
This won't kill it on average but it is very close to bringing it down in a single round for less points.

This message was edited 1 time. Last update was at 2017/01/14 06:18:16


It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in jp
Proud Triarch Praetorian





The question then is,
What do you give the Destroyer Lord in this squad?
- keep him with the Staff Of Light? (AP3 might do a wound)
- just give him a Warscythe? (he'd only be able to use it the turn after)
- give him the Void Reaper? (same as above, but with much better chance to wound)
- how about the Gauntlet of the Conflagrator? (added to a Warscythe could do a wound the turn the unit drops, if they're close enough)
- perhaps the Solar Staff? (a blind Wraithknight?)

 
   
Made in us
Deranged Necron Destroyer





 skoffs wrote:
The question then is,
What do you give the Destroyer Lord in this squad?
- keep him with the Staff Of Light? (AP3 might do a wound)
- just give him a Warscythe? (he'd only be able to use it the turn after)
- give him the Void Reaper? (same as above, but with much better chance to wound)
- how about the Gauntlet of the Conflagrator? (added to a Warscythe could do a wound the turn the unit drops, if they're close enough)
- perhaps the Solar Staff? (a blind Wraithknight?)


I've had a good laugh of getting the blind effect off on the wraithknight with a solar staff but don't forget another thing that the solar staff can do and that is make all shooting attacks at the deathmark unit snapshots. A pretty solid way of keeping enough of them around to either finish off the wraithknight or do backline harassing for another turn.

Could also just leave him naked to free up points if needed.

This message was edited 1 time. Last update was at 2017/01/14 07:19:22


It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in jp
Proud Triarch Praetorian





A naked Destroyer Lord?
That sounds incredibly wasteful for one of the best HQs we have at our disposal...

 
   
Made in us
Decrepit Dakkanaut




The Destroyer Lord is too expensive to keep naked, and it isn't like it costs a lot of points to give him desirable upgrades.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

How about to integrate an Imperial Knight in a Necron army?
Any experience? If so, what kind of Knight? I'd prefer the Crusader, the only one who comes with two heavy weapons.

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
Decrepit Dakkanaut




You'd need to do a Chaos one.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Oberron wrote:
 necr0n wrote:
 skoffs wrote:
 necr0n wrote:
I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.
... you do know what makes Deathmarks so special, right?



I was under the impression, they were not allowed the 2+ rule because of the Gargantuan Creature rule.


They get the 2+ to wound when the deathmarks deepstrike. The gargantuan creature rule applies to the sniper rule. Here is the average damage to a wraith knight with a unit of 10 deathmarks+ D.lord in the group (assuming rapid fire range).

On average
20 shots hitting on 3+ re-rolling 1s
2/3 of 20 is 13.2 with 6.8 misses 3.4 being 1s with re-roll is 2.24 more hits after re-roll
15.44 hits wounding on 2+ with re-roll 1s
5/6 of 15.44 is 12.8152 with 2.62 misses 1.31 being 1s with re-roll is 1.09 more wounds after re-roll.
14.13 wounds with 1/6 of them being ap 2 is 2.26 that go through armor.
Wraithknights have a 3+ armor save so 2/3 of 11.87 is 7.83, 4.04 wounds get through armor + 2.26 = 6.3 unsaved wounds
FNP turns 6.3 into 4.22 wounds
Staff of light might get an extra wound
This won't kill it on average but it is very close to bringing it down in a single round for less points.


You left out the 5++ invul save that they almost always have. so the 2.26 that go through armor become 1.51 that get past the invul save.

This message was edited 1 time. Last update was at 2017/01/14 19:49:28


 
   
Made in us
Deranged Necron Destroyer





col_impact wrote:
Oberron wrote:
 necr0n wrote:
 skoffs wrote:
 necr0n wrote:
I struggle to understand the point about the Deathmarks, however. How would 40 sniper shots bring down a Gargantuan Creatuce that did not deepstrike that turn?( I mean, I don't see a Wraithknight ever wanting to deepstrike) They would cause 2 wounds max, the way I see it.
... you do know what makes Deathmarks so special, right?



I was under the impression, they were not allowed the 2+ rule because of the Gargantuan Creature rule.


They get the 2+ to wound when the deathmarks deepstrike. The gargantuan creature rule applies to the sniper rule. Here is the average damage to a wraith knight with a unit of 10 deathmarks+ D.lord in the group (assuming rapid fire range).

On average
20 shots hitting on 3+ re-rolling 1s
2/3 of 20 is 13.2 with 6.8 misses 3.4 being 1s with re-roll is 2.24 more hits after re-roll
15.44 hits wounding on 2+ with re-roll 1s
5/6 of 15.44 is 12.8152 with 2.62 misses 1.31 being 1s with re-roll is 1.09 more wounds after re-roll.
14.13 wounds with 1/6 of them being ap 2 is 2.26 that go through armor.
Wraithknights have a 3+ armor save so 2/3 of 11.87 is 7.83, 4.04 wounds get through armor + 2.26 = 6.3 unsaved wounds
FNP turns 6.3 into 4.22 wounds
Staff of light might get an extra wound
This won't kill it on average but it is very close to bringing it down in a single round for less points.


You left out the 5++ invul save that they almost always have. so the 2.26 that go through armor become 1.51 that get past the invul save.


I rarely see them with the 5++ so I was just doing the basic stats but with the 5++ in mind the range goes from 3.67-4.22 depending on what the wraithknight has which is still on average more than half its health in a single shooting round by a single unit.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in gb
Tail-spinning Tomb Blade Pilot




Slayer-Fan123 wrote:
The Destroyer Lord is too expensive to keep naked, and it isn't like it costs a lot of points to give him desirable upgrades.


I tried a weird thing last night:

Gave the destroyer lord the usual melee upgrades (warscythe, nightmare shroud, sempiternal weave) and put him in DS reserve with the Deathmarks. Reading Ethereal Interception, it seems the RAW allow the whole unit to "counter-Deep Strike" if an enemy arrives via DS, etc.... including the DLord? Then you get a minimal jet pack move (keeping coherency) during assault step.

Then on your turn during movement, you can split him off and go melee hunting. Seem right?
   
Made in us
Longtime Dakkanaut




sieGermans wrote:
Slayer-Fan123 wrote:
The Destroyer Lord is too expensive to keep naked, and it isn't like it costs a lot of points to give him desirable upgrades.


I tried a weird thing last night:

Gave the destroyer lord the usual melee upgrades (warscythe, nightmare shroud, sempiternal weave) and put him in DS reserve with the Deathmarks. Reading Ethereal Interception, it seems the RAW allow the whole unit to "counter-Deep Strike" if an enemy arrives via DS, etc.... including the DLord? Then you get a minimal jet pack move (keeping coherency) during assault step.

Then on your turn during movement, you can split him off and go melee hunting. Seem right?


Nope. The DLord doesn't get Ethereal Interception just from being attached to a unit of Deathmarks

The BRB FAQ clarified that the abilities of unit special rules do not confer to attached ICs, unless there is specific wording that would confer the ability, e.g. "a unit that contains at least one model with [Ethereal Interception]."
   
Made in us
Longtime Dakkanaut




Ute nation

Nightbringer if you are lucky, one bad roll on gaze of death and it's a done deal. He also has fleshbane, and eternal warrior, so if he is kitted for ranged D instead of melee d, nightbringer can do some work on him in CC.

Judicators might also get some work done if you can keep the stalker alive for target designation, 8 out of 9 hit, 11 out of 36 wound at ap 2 so he has his 5+ invul if kitted for melee and a 5+ FNP. it's about .27 wounds per Preat, so at a min formation 2.7 before saves, and the stalker can put another (8/9 * 8/9) .79 itself if equipped with heavy gauss.

Most people use their D-Cult for this though, Extermination protocols + preferred enemy and AP 3 does work. 7/9 chance to hit, 11/36 wound, for .23 wound per shot, 18 shots per round 4.27 for all 9 of them shooting at the wraith knight. Honestly though your heavy destroyers do their best work here, 7/9 chance to hit adn 8/9 chance to wound, for .69 wounds per shot or 2 wounds for all three shooting. So a d cults shooting for one round has a decent chance of dropping a wraith knight.

If you run both a Judicator Battalion and a D-Cult odds are you have enough shooting to drop it. But that's a filthy lie because not even eldar players (who have had several editions of autopilot wins that they got to call skill) are thick enough to deploy a wraith knight without support. There will be a farseer on a jetbike near by, and possibly some warlocks to keep you from focusing down the farseer to quickly. With Invis (which he has a 73% chance of having before reroll power shenanigans), you just don't bother shooting at the wraithknight and instead focus your efforts on getting rid of the far seer. Of course it's not like his army will be standing near by leaning on shovels while you are doing this, they will inflicting a lot of damage on you while you try to focus down their big gun.

So the question becomes what to do in that case, and the answer is, just ignore him, you can't kill him and he has a limited number of people he can kill, so you just pay the butchers bill and focus on the rest of his army. He's fast so you'll have to be careful to make sure he doesn't get anything valuable, as long as you can feed the wraithknight warriors, immortals and maybe a harvest, you can still win if you crump the rest of his army.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Longtime Dakkanaut




If you know the opponent is running MCs or GMCs (ie Wraithknight) then Wraiths equipped with Beamers and an OLord/Dlord equipped with the Voidreaper also boosts the damage output significantly.
   
Made in us
Decrepit Dakkanaut




I'm all about Beamers on Wraiths simply because they'll be Relentless and it helps with the main weakness of the army.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Ute nation

The math on it is so so, beamers give you a 1/6 chance of ID which is a D3 wounds on a GMC, call it two, 2/3 chance to hit 1/6 chance of an average of two wounds, so 1 in 9 shots will cause two wounds or 4.5 shots to a wound. So about half as effective as a destroyers gauss weapon per round. Whip coils are much better because they allow you to strike simo which could get you an extra 3-8 attacks.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Irked Necron Immortal





Jackson, TN

 wuestenfux wrote:
How about to integrate an Imperial Knight in a Necron army?
Any experience? If so, what kind of Knight? I'd prefer the Crusader, the only one who comes with two heavy weapons.


Staying bound you would use a Renegade Knight Forsworn Detachment.

My ideal one would be equipped as follows:

Carapace: Twin Linked Icarus Autocannon
Right arm: Avenger Gatling Cannon/Heavy Flamer
Left arm: Rapid-fire Battle cannon/Heavy stubber
Chest: Heavy Stubber

Keep him back and shooting. Anything gets close you can mess around with melee/stomps, but shooting is what this one does best.
   
Made in jp
Proud Triarch Praetorian





Draco765 wrote:
Keep him back and shooting. Anything gets close you can mess around with melee/stomps, but shooting is what this one does best.

But would his shooting be more effective than our shooting for similar price?

 
   
Made in us
Longtime Dakkanaut




 Grimgold wrote:
The math on it is so so, beamers give you a 1/6 chance of ID which is a D3 wounds on a GMC, call it two, 2/3 chance to hit 1/6 chance of an average of two wounds, so 1 in 9 shots will cause two wounds or 4.5 shots to a wound. So about half as effective as a destroyers gauss weapon per round. Whip coils are much better because they allow you to strike simo which could get you an extra 3-8 attacks.


I think they are better than whip coils. Whip coils are seldom if ever relevant to the tough as nails Wraiths who will almost always get their first round of attacks in. I only run Wraiths naked or with Beamers.

Against a GMC with T8 the Beamers double the damage output of the Wraiths for the fist turn. With support from a D Cult, a D Lord, and a Royal Court you can wipe a Wraithknight in 1 turn before Stomps.

Against MCs without Eternal Warrior the Beamers truly shine due to ID and circumventing FNP. Demons, Spacewolves, and Tau are in the competition scene and have juicy targets.

They also give a Necron list an answer to troops with 2+ armour. AP2 shooting is hard to come by in the Necron offerings.

The main reason for not running Beamers by default is that they are overcosted in key matchups such as vs Gladius and most often you are running Wraiths tactically as strict tarpitters. Beamers work best on a fully-decked Wraithstar unit with a Veil for jumping out of combats that aren't going your way. Wraithstars work by having lots of 'tricks' (eg Solar Staff, Veil, Orikan re-roll, PE, Zandrekh trait, NS leadership attack, Res Orb) and packing guns that have AP2 and ID is another trick in your bag.

This message was edited 2 times. Last update was at 2017/01/16 05:01:59


 
   
 
Forum Index » 40K General Discussion
Go to: