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Necron Codex Overview by Tomb King (Updated 10 March Next Lords of War)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in kw
Powerful Ushbati





Manhatten, KS

Alright Ladies and Gentlemen, I have been talking up a review for the new Necron Codex for a minute and I have finally got a little spare time to look at the book and conduct a thorough review of each unit. This initial breakdown will be a brief overview followed by my personal take on the unit and how i rate the unit for competitive play. I will breakdown the formations/decurion at a later date. Comments, questions, and criticisms are welcomed though please remember that I type this up of my own accord and it is 100% voluntary so please refrain from straight discrediting the work. I will accept comments and amend units if valid points are made to adjust those units.

Army Special Rules, and Artifacts:
Spoiler:

Reanimation Protocols: The new RP makes Necrons capable of surviving an insane amount of fire. If you invest correctly a unit can be practically immune to damage for a turn. Some have already mentioned the possible death stars that utilize a res orb or an item with equivalent effects. Strength D and attacks that remove models from play can really ruin a Necron army. This is something people will have to take into account as they will become accustomed to models that take a significant amount of firepower to bring down.

Living Metal: Also got better in the new codex. Essentially models gained the IWND 6+ special rule. In addition, you no longer have to roll to ignore crew shaken results.

Artifacts:
Gauntlet of the Conflagrator: Flamer Template S7 AP2 (one time use) This is the most expensive one use flamer I have ever seen. You can run it in a alpha strike list but I wouldn't recommend it unless you absolutely had nothing else to spend the points on.
Nightmare Shroud: 2+ Armor, Fear Special Rule, and one time use a unit with 18" is forced to take a morale check. (It is expensive but the only way you can get a 2+ armor for a non-named character, if your running a kitted lord of some sort I would recommend it.
Orb of Eternity: Re-roll RP for a unit for a turn at +1 to RP rolls. It is one time use and once again too expensive for what it does. Could still be viable if you are running a deep striking veil/deathstar.
Solar Staff: 12" S5 AP 2 Assault 3 with the blind and Solar Pulse (one time use make all units snap fire at you for a turn). This is by far the best artifact in the list and it is actually cheap. I would recommend this in any army but especially in armies where you are trying to keep your deathstars alive against heavy shooting list.
Veil of Darkness: Grants deepstrike to the bearer and allows you to deepstrike once per game (not bad but you can run a character with a similar item and knock out two birds with one stone).
Void Reaper: A warscythe with fleshbane and master crafted if you think that its worth the extra points then by all means take it.

Warlord Traits:
Spoiler:

1. Enduring Will: Eternal Warrior for warlord (Its okay but with T5 on most of your models its not that big of a threat to get ID)'
2. Eternal Madness: Zealot is kind of underwhelming and most of your combat units that are worth it already have the fleet special rule. Destroyer lord would be a good one to get this as he could join wraiths without the loss of fleet.
3. Immortal Hubris: Re-roll failed morale pinnning and fear checks within 12". Your entire army is fearless or leadership 10... need i say more?
4. Hyperlogical Strategist: + or - 1 from reserve rolls and initiative (its okay but has no effect if you have an army that is not utilizing reserves).
5. Implacable conqueror: Relentless and Crusader for units from the necron faction with 12". This is actually pretty decent but if your running a decurion then you already have this.
6. Honourable Combatant: Re-roll all failed to hit rolls when fighting in a challenge and if someone says no to a challenge then you gain hatred for the game. This only matters if you plan on getting your warlord into combat against opposing characters. To put that in perspective my necron army has 2 characters in it counting an assassin. Not likely to make a difference against a mirror build.

Overall I would avoid rolling on this table. These warlord traits are too situational to matter in most games and the risk of getting a mediocre warlord trait is too much. Ide advise rolling on the rulebook tables especially in maelstrom based missions.


HQ's:
Overlord
Spoiler:

Staff of light
Necron overlords got some much needed love in this latest update. They now have BS and WS 5 which finally makes them better then average MEQ whereas before they always needed 4's to hit. They are decent hq's and can handle there own when kitted up for combat but they are by no means as good as the previous overlords thanks to the nerf on Mindshackle scarabs. However, with the boost to some of the named characters and the benefit of running crypteks I dont see many people fielding a basic overlord in competitive play.
Rank: B-


Lord:
Spoiler:
Staff of light
The regular lord is the cheapest of the HQ's. That is probably the only reason I see someone running him outside of a royal court. For a few more points you can get a cryptek that has a lot more utility. The model is essentially a T5 model that can hold its own against average characters.
Rank: C-


Cryptek:
Spoiler:
Staff of light
Technomancer: Grants + to RP to his unit
Has an option upgrade for a chronometron (Grants his unit a 5+ invul vs shooting)
The staff of light which is available on every unnamed HQ is a great MEQ killer although, that isnt what makes the cryptek so good. The cryptek +1 to RP makes it almost an auto include in most armies with deathstars that aren't fielding some of the named characters. The cryptek splits the point cost between overlords and lords but imo he is better then both thanks to his utility. His one drawback is that he isnt that survivable if he takes fire. He still has a 4+ with a 4+ RP but I wouldnt advise getting him into any combats as he only has one attack.
Rank: B+


Destroyer Lord:
Spoiler:
Staff of Light; Preferred Enemy
For reasons beyond my knowledge the destroyer lord did not get the love that the overlord did when it comes to BS and WS he is still only a 4. In addition, he is now jet pack infantry rather then jump infantry. Essentially his movement was cut in half. His save is a 3+ and the only way to get it up to a 2+ is with the nightmare shroud. He also cost as much as two lords. So with all that aside the only reason to include a destroyer lord is to gain the benefit of his preferred enemy special rule. IMHO without the old MSS he isnt even that great in combat. For those who think they can run him with wraiths just remember he doesnt have fleet and if he splits off from them he cannot really move around on his own to claim objectives like he used to and with the change to RP he no longer gets back up after getting killed.
Rank: C


Catacomb Command Barge:
Spoiler:
Command Wave (Units with 12" can re-roll fear, morale and pinning checks for a leadership 10 army) Gauss Cannon
The vehicle can now benefit from the change to jink giving it a 4+ cover save but I still dont see me ever running one of these outside of themed armies. The barge was nerfed quite a bit this edition. Now if either the rider or the chariot are reduced to 0 hp and/or wounds then the whole model is removed. You can no longer disembark from the chariot. If I ran this unit it would be a fast moving caddy for a warscythe. It can still work but its main target would be enemy vehiles rather then characters and mc's. If I ran a CCB i would run it with a phylactery for the added IWND for the rider and the chariot.
Rank: C+


Named HQ:
Spoiler:
Imotekh Stormlord
Saff of destroyers (18" S6 AP2 Assault 3); Phase Shifter(4+ Invul); Gauntlet of Fire(S4 AP5 Template); IWND
WL Trait Hyperlogical Strategist (+- 1 on reserves and seize the init)
Lord of Storm (Automatically night fight turn 1; one time use D6 roll for all enemy units on a 5+ the unit takes D6 S6 hits that are randomly allocated)
Bloodswarm nanoscarabs: Allows you to re-roll the scatter dice for flayed ones that deep strike.
He is now a lord of war. Not sure why given that imo he is the weakest named character in the book for his points. His ability to seize on a 4+ was replaced by his warlord trait that gives +1 or -1 to seize. Instead of always being night fight it is now only night fight turn one which can be benifitial but also a hinderance depending on your build given that the army as a whole lacks the ability to ignore cover. His lightning strike ability hits on a 5+ now but it only happens once and it is now S6 ap-. You are paying a premium for a character that doesn't really bring that much to the list. I would recommend avoiding him unless our running a themed army and not worried about the points invested in him.
Rank: D


Nemesor Zahndrekh
Spoiler:
Staff of light; Phase shifter
WL Trait: Eternal Madness (However, at the start of turn two you get to pick your poison)
Adaptive Tactics: Allows him to pick a new warlord trait each turn
Couner Tactics: Give his unit the special rules(Tank hunter, Furious charge, counter attack, etc...) of units with 24"
Nemesor isnt really a combat fiend or a shooty character but his utility is second to none. I consider him an auto include in competitive builds especially if the missions are going to be maelstrom based. His adaptive tactics lets you take that warlord trait for any situation... whether you need to re-roll ones in combat/shooting, that +1 cover save and mtc ruins, or one of the tactical warlord traits to help even the odds in the maelstrom fight. This alone makes him one of the best HQ's in the game. However, he also has counter tactics which can take advantage of those special rules that make some units in the game elite.
Rank: A


Vargard Obyron
Spoiler:
Ghostwalk Mantle (Eseentially viel but with no scatter if within 12" of Zahndrekh).
Cleaving Counterblow (Each failed to hit in a challenge grants an extra attack).
Warscythe
He auto passes glorious intervention rolls. However, I hate to say it but he isnt that great. He is an initiative 2 character that has two wounds and no invul save. He is suppose to be the best combat guy in the codex but he could get killed off without even getting the chance to strike. I dont understand why he doesnt have an invulnerable save. As stated with some of the other characters he would be a nice fluffy character but it is probably best you dont run him in competitive play. He has a 2+ save but with only two wounds and no invulnerable save he is pretty much just a kitted out overlord with a warscythe and veil. He isnt necessarily terrible but he isnt that great at his main role which is combat.
Rank: C-


Illuminor Szeras
Spoiler:
WL Trait: Immortal Hubris (Very few times will you see this actually matter)
Mechanical Augmentation: One unit of warriors or immortals get one of the followed upgrades pre-game: 1-2 T5, 3-4 BS 5, 5-6 S5.
Lord of Technomancy: He gives all units within 6" +1 to RP rather then just his unit.
Eldritch Lance: S8 AP2 Assault 1 lance
He is a shooty cryptek for the same cost as a destroyer lord. You essentially have to decide if his special abilities are worth the difference in cost for a regular cryptek. His area of effect +1 is nice but there are other ways of getting army wide +1 RP. I would have to say his best ability is the lance weapon. It is the same as the old cryptek upgrade from the previous codex. It is a nice edition and i think the slight edge he gains over a regular cryptek. I could see me running him for the lance and the area of effect RP.
Rank: B


Orikan Diviner:
Spoiler:
WL Trait: Enduring Will(EW)
Phase Shifter
Master Chronomancer: +1 to RP and re-roll failed saves of 1
The Stars are Right (He no longer becomes a Ctan(MC) but his stats mirror a Ctan when he becomes empowered)
Staff of Tomorrow (AP2 weapon that re-rolls to hit)
He makes a great candidate for a veiled deathstar thanks to his ability to let them re-roll saves of 1. He opens the door for a couple of silly builds. If I were to run him I would stick him with some wraiths or lychguard and watch as the unit ignored most if not all damage thanks to the re-roll ability on top of +1 RP. This is not even factoring in that he could get S7 and T7 while helping the death star along. I cant find much wrong with orikan and I think he is pretty good for what you need him to do.
Rank: A-


Anrakyr the Traveler
Spoiler:
Tachyon Arrow (S10 AP1 one use only)
WL Trait Implacable COnquerer(Relentless and Crusader 12" bubble)
Counter Attack and Furious Charge (Also grants these rules to a unit of immortals before the game begins)
Mind of the Machine (12" 4+ to take control of a vehicle and fire its weapons)
He is okay but kind of expensive. If you really need furious charge for immortals then your doing it wrong. Mind of the machine could do some damage but anything worth doing it on is way to close for me to be comfortable. Overall he is overcosted for what he brings to the table. The tachyon arrow is nice but its a gimicky one shot weapon.
Rank: C


Trazyn the Infinite
Spoiler:
WL Trait: Enduring Will (EW)
Surrogate Host (On a 2+ he takes the place of a non named character in your army with d3 wounds)
Emphatic obliterator (+2 S AP4 all units within 6" of the same faction of a character that dies in a challenge from this weapon suffer a S4 ap- hit).
He might be a decent warlord for an army featuring a court but imo he doesnt really bring anything to the list. He has the same statline of a regular overlord but has no invul save possible. Your essentially paying the cost of a lord for the surrogate host special rule and emphatic obliterator. I would not run trazyn unless you like the model or have a royal court and you really want to keep your warlord alive.
Rank: D


Troops:
Necron Warriors
Spoiler:
Gauss Flayers (S4 AP5 24" Rapid Fire Gauss)
Min unit size 10
The necron warriors are the same cost per model then they were in the last codex. However, they kind of lost some of their splendor when there min unit size became 10. The main reason people took them in the last codex is because they were a cheap way to spam night scythes. Now the main reason to take them is to gain access to Ghost Arks which got considerably better this release. However, with a min unit size of 10 and a max unit capacity of 10 for the ghost ark it leaves very little room for utility and/or character support. Necron warriors as a whole are more survivable depending your build and can even hold their own if charged with MEQ stats. The final save and grace for this unit is the change to gauss. It now wounds or glances any model on a to wound/pen roll of a 6. IMO unless your after the ghost ark or running horde necrons i would recommend taking the Immortals.
Rank: B


Immortals
Spoiler:
Gauss Blasters (S5 ap4 24" Rapid Fire Gauss)
Min unit size 5
A lot of people love to run necrons in MSU. If that is the case then Immortals are your troop of choice. There cost has not changed from the previous codex and they are still MEQ with a rapid fire S5 weapon. There isnt much not to like about these guys. They are your cheapest route to a night scythe and S5 is great into todays bike heavy environment. It would of been nice to get these guys in a boat but you take what you get. They are my troop of choice unless I am running ghost arks.
Rank: A-



Dedicated Transport:

Night Scythe
Spoiler:
Twin Linked Tesla Destructor (S7 ap- Heavy 4; tesla)
Model Capacity: 15
The night scythe received a price hike of 30 points which is fine they were quite a bit under priced in the last book. IMO they are about right on what they should cost to bring. They are my preferred platform for the Tesla Destructor. Especially with the change to Tesla that prevents snap shots from generating extra shots. The night scythe remains one of the best transports in the game as it protects its troop cargo from harm and has the capability of dropping a unit off anywhere between 1" to 47(36 move; 6 disembark; D6 run)". The only down side i see with night scythes is that troops have to actually disembark to score objectives. However, this is mitigated by necrons having the most resilient troops in the game.
Rank: A-


Ghost Ark:
Spoiler:
Gauss Flayer Arrays (Salvo 10 per side; Gauss)
Model Capacity: 10
I love the new ghost ark. It comes in with 4 HPs on an AV13 vehicle that can park on objectives and jink its way to safety. The current jink rules allow for the transport to jink and the passengers inside to still fire as normal. With the move from rapid fire guass arrays to salvo gauss arrays you no longer need to close the distance to get the maximum amount of shots from the Ark. In addition, with the change to gauss this vehicle just picked up massive utility. The one and only down side of this vehicle is it can only be taken by necron warriors and even though characters can ride in the vehicle they will never have room to do so unless they are riding solo or with a court. Beyond that this vehicle is an amazing piece to hold the center of your line and I currently run two of them in my decurion build.
Rank: A-



Fast Attack:

Canoptek Scarabs:
Spoiler:
Fearless; Beast; Swarms
With the change to entropic strike it got better in the short term but overall it was a nerf against mech. Previously you could permanently lower an armor value on a vehicle or even strip saves off of some models. Now it just wounds and/or glances on a 6. These guys arent necessarily bad as they are fearless beast that can really tarpit MEQ units. However, unless your running them in a decurion or spawning tons of them I save my Fast Attack slot and points for models that can do it better. IMO they are one of the worst units in this codex... however, that isnt saying much.
Grade: C-


Canoptek Wraiths:
Spoiler:
Fearless; beast; Rending; very bulky; Wraith Form (3++ save); Wraithflight (Whats terrain this looks like open ground to me)
Wraiths got a huge boost in survivability by gaining +1 base toughness and the option to boost their initiative up to a 5. Both of these are great and make an already good unit better with little to no extra cost. However, wraiths still have issues with the current meta which is why they were falling off some in the tournament scene. Wraiths just dont fit well into the current meta, with strength D, the availability of S10 shooting, and the ridiculous amount of S7 dakka in the current meta makes it so there +1 toughness boost just isnt enough to keep them around to a point where you should spam them. Dont get me wrong these guys are good but they are not the smash face wraiths we used to know. I run a unit of them in my necrons list but I use them as a tarpit unit/deterrent for assaulty armies. Wraiths are a great unit but the current meta counters there very existence almost too well.
Grade: A- overall in current meta B-


Destroyers:
Spoiler:
Jet pack infantry; Preferred enemy; reanimation protocols; very bulky; Gauss Cannon (24" S5 ap3 heavy 2' Gauss)
Destroyers cost the same as they did in the previous book but gained a wound. In addition, the upgrade to field a heavy destroyer with them was cut in half. However, the destroyers moved from unit type jet bike to unit type jet pack infantry. Although this allows them to make a jump pack move in the assault phase it hurts their mobility in the all to important movement phase. With a S5 weapon they excel at killing MEQ which is nice but the entire army is already good at killing meq with weight of dice. Perhaps if my fast attack slots were not already spoken for then I might actually run these guys but not likely. I can do better with cheaper models. Preferred enemy is nice but just check out my next unit analysis and then revert back to this one and see why I will probably never run destroyers out of this book. Based on their ability to hide and shoot and the increase in wounds I will generously give them a grade of B-.
Grade: B-


Tomb Blades:
Spoiler:
Jetbike; twin-linked gauss blaster(24" S5 ap4 Gauss), Reanimation protocols; Optional: Shadowloom(+1 cover); Nebuloscope(Ignore cover); shieldvanes(+1 armor); Twin-linked tesla carbines(24" S5 tesla), Particle beamer (24" S6 ap5 Blast)
Well I have a tendency to save the best for last. If your playing competitively and your not running at least one unit of these guys then your deliberately handicapping yourself. They are literally that good. They have the possibility of having the same survivability as wraiths minus the invul. They are the most mobile unit in the codex as jetbikes can move 36" in any given turn. With the current maelstrom heavy tournament environment these guys excel. You can literally kit them out anyway you want them. I run 3 units of 10 for my current competitive build that has taken down adlance as you might observe in the report that I will be wrapping up this weekend. I literally cannot say enough about these guys. They dropped by 2 points from the last codex and all of their upgrades decreased by up to 80%. With toughness 5 and a possible 3+ 4+++ available these guys can even tarpit assaulty units. If you have any questions on how I run these guys and/or kit them out and I will be more then willing to explain them further.
Grade: A+



Elite:


Deathmarks:
Spoiler:
Synaptic disintegrator (rapid fire; sniper; 24" ap 5); Hunters from Hyperspace; Reanimation protocols; deep strike; Ethereal Interception
I loved the deathmarks in the previous book. They had some serious utility and that was before people thought up the cryptek flamer shenanigans. They stayed the same cost but only got worse in this book. Hunters from hyperspace only works for one turn and that is the turn they deepstrike(something they have to do to get the rule to take effect). In addition, the rule specifically only works for the deathmarks now and for their shooting attacks. Ethereal Interception took a hit as well now that it can only be activated in the enemy movement phase(i.e. no picking off enemy daemons that got summoned). These guys are not necessarily bad but with the added change to sniper rules in 7th edition I just dont see me fielding them in competitive list. Sad because I really liked the unit in the previous codex but they got hit with a few too many nerfs for me to field. They can still be a good counter for deep striking units but they are kind of gimmicky now and a one hit wonder.
Grade: C+/B-


Flayed Ones:
Spoiler:
Deep Strike; Infiltrate; Reanimation Protocols; Fear; Two flayer claws(ap 5; shred)
Alright so I bet someone told you already like 5 to 10 times how awesome these guys are in combat. Hell I cannot argue that fact. They have a 4+ save and a potential 4+ reanimation protocol depending your loadout. They cost the same as warriors and they can pretty much kill anything MEQ out there if/when they get into assault. With AP 5 they will also roll through GEQ like they are nothing. Then why am I not running 3 units of these guys in my list you ask.... I will tell you. They cannot shoot. They are 100% assault only unit. They have their purposes but they can only harm models with toughness values. They could tarpit something for me(as long as they dont lose combat by much) but they have no means of delivery. I like having options and this unit only has one option and that is charge. I could see list where they might work and actually excel(if you can find the models or pay the $$$ to run them correctly). Also note that these guys are not fearless. They are not even immune to the fear they cause. That means one bad combat against a 2+ save unit and they could easily be swept just like our warriors. They are good just not as good as people make them out to be. My tomb blades would eat them for lunch!
Grade: B+


Triarch Praetorians:
Spoiler:
Jump Infantry; Reanimation protocols; rod of Covenant(12" S5; AP2 Assault 1 or AP2 in combat on same turn it shoots one or the other silly rules ); Fearless
Well I really do like these guys, I honestly do. Then again I also have crazy ideas about liking vespid as well. They have the best AP2 spam in the book. Frankly your only access to mass AP2. However, the trick is getting within 12" of the threat you plan on shooting up. If only their range was a little further. If you run them with veil they might be able to get up close to a TEQ threat and do some damage and they are not that bad as T5 and S5 base. Although, all this aside they are pretty expensive per model. There will also be some events that rule on whether or not they can ride in a night scythe. Adepticon for one ruled that they could which actually makes them ok for their format if your willing to pay the hefty fee to field them. If I decided to run a deathstar unit these would probably be my choice as I like dual threats and these guys can shoot and fight in combat whereas the other option is all about that combat. The big issue with these guys as combat threats is they lack an invulnerable save. So if you can get them in range to do what they do best then you should be good but with the short range and the high cost I probably wont field them in events unless I am chasing a specific build.
Grade: B


Triarch Stalkers:
Spoiler:
Living Metal; Move Through Cover; Quantam Shielding; Heat Ray(24" S8 AP1 Melta heavy 2 or Template S5 Ap4); Targeting Relay
Think of the Triarch Stalker as a 13AV dreadnought with a two shot multi-melta. It doesnt have the same combat threat as a dreadnought but its also no slouch in combat either. There are two things you need to know about the Triarch stalker. 1. All non vehicle necron units within 6" get +1 BS for non snap shots(a boost as the last codex only worked for weapons being twin lined on the unit that the Stalkers shot at that turn and managed to hit). 2. It is one of your two options for melta in the codex which is something you dont really need given the change to the gauss rule but it is always nice to have. If your running a foot slogging metalic tide these guys are an auto include to push all of your guys to BS5 at the least. They have good synergy with horde list and I could see me including them in such a build. Oh, and i almost forgot you can now run these guys in a squadron but I am not sure why you would unless you wanted to run some crazy list with 9 stalkers.
Grade: B+ (DEQ as a whole aren't that great this edition)


Lychguard:
Spoiler:
Reanimation Protocol; Warscythe (+2 Strength AP2 armourbane) Can upgrade to Hyperspace sword(Strength user AP3) and dispersion shield(3+ invul)
These guys can really pack a punch if you can get them into combat. They have to pay 1/5 their initial cost to get an invul but they lose the strength bonus and drop down to AP3. As infantry models they rely on either being veiled into the enemy lines or dropped off by a night scythe. On either occasion they have 0 shooting and must weather a turn of shooting before they can do anything. Simply put these guys are just too expensive for all the stuff you need to do to get them to work. I like the concept of these models and they can pretty much become S5 T5 terminators with power swords but we all know how great those guys can be. If necrons want a unit like this to work we need to gain access to an assault vehicle. GW if you would be so kind as to provide us with an assault vehicle or a bribe to get on the list to ride in the ghost ark.. without either these guys dont see the field for me.
Grade: C-


Ctan Shard of the Nightbringer
Spoiler:
Eternal Warrior; Fearless; Fleshbane; Monstrous Creature; Immune to Natural Law(terrain don't mean ); Necrodermis(4+ invul and he explodes); Gaze of Death(3d6 leadership takes wounds that ignore cover and ap2) Powers of Tzeentch... i mean gork/mork... i mean of the C'tan
So he is a little on the random side, orks love him, tzeentch hangs out with him its all fun and games until he drops his D on your face. His powers are random but can actually do some damage to vehicles and just about all of them are good against infantry. Gaze of death is also pretty damn good. However, he is a Toughness 7 monstrous creature with only a 4+ save and 4 wounds. For being a billy bad ass he isn't very durable. He also isnt very fast, not sure why these guys still only move 6" you would think based on the fluff etc... that these guys would float around a little faster. So if you can keep him safe and handle the randomness of his firepower then he isnt that bad to bring to the fight. I would not recommend throwing him in against any elite units as a powerfist might just eat him for lunch. He is a mid-range threat that can possibly tarpit a MEQ unit for a bit and most likely win that combat. Avoid auto cannons or any sort of dakka.
Grade: B-


Ctan Shard of the Deceiver:
Spoiler:
He has the same rules as the nightbringer except he drops Gaze of death and gains Grand Illusion(redeploy d3 units) and Dread(enemy units within 12" are -2 leadership)
So if anyone of you are failing to connect the dots.... Ctan shard of hte deceiver within 12" of a unit that you gaze of death = :nod. If i wanted to run Ctans i would run these guys as a team of silly death bringing demi gods. If i was only going to run one then it would without a doubt be the night bringer as I think his special rule is better. All this aside would you feel more dread facing a deceiver or a nightbringer that looks like death? Sorry just a fluff for GW! Alas i forgot to mention that the deceiver gets hit and run. Which can really save him from some gakky situations. Hit an run would really count for the burning conclave formation which will be covered later(Credit: Brad Townsend).
Grade: B-



Heavy Support:


Heavy Destroyers:
Spoiler:
Preferred Enemy; Jet Pack; Heavy Gauss Cannon; Reanimation Protocols
He got slower but now has an additional wound which helps him out in the survivability category. He is not necessarily bad tbh he is actually a pretty decent las cannon equivalent. His main issue is being in a codex that doesn't really need him. His primary roll would be for cracking open enemy armor. That is something that 4 warriors(roughly the cost of this guy) can do better and they come with more wounds and possibly objective secured. Sure he gets the added bonus of preferred enemy but that has no effect on armor penetration rolls. He can kill some elite infantry with the low ap. However, against terminator equivalent 4 warriors can out kill this guy. So if you have a mobile list and he fills a niche in your army then take him. Just know that he is still too expensive in my book and his rolls is already filled by everything else in the army.
Grade: C+


Canoptek Spyder:
Spoiler:
Scarab Hive; MC; Fearless
This guy can still spawn scarabs within 6" of him. This allows him to possibly extend their move if he is in the right place at the right time. Usually this means your being pretty aggressive with the spyder which is a method but he is in more of a support role rather then a combat roll. He isnt that great for combat but with S6, T6 and 3 wound he is no push over. I personally use mine as a backfield threat for anything that gets past my main army. I also run mine out of the formation to give him Reanimation Protocols as it gives him a substantial boost in survivability. I am not sure I would run him outside of the formation as a 3 wound MC with no invul can be pretty easy to kill these days. Lastly, he has a cheap upgrade that allows him to repair vehicles, unfortunately this upgrade cannot fix quantam shielding. In addition, he has an AOE upgrade that gives all units within range adamantium will. Although without any psykers that doesnt really help the defense as much as it used to.
Grade: C


Doom Scythe:
Spoiler:
living metal; super sonic; Death Ray; Twin linked Tesla Destructor
The only difference between this guy and the night scythe is transportation capacity, and the death ray and is with this guy coming in 40 points higher then his counterpart the night scythe. Some would say the death ray has gotten worse and I would be inclined to agree with you now that it only targets one unit rather then drawing a straight line through a couple units. However, this is one of those cases where the Meta favors the unit. There are a ton of toughness 5 MSU's in the game right now. That means that a S10 AP1 blast will instant kill just about half the field with a single wound. Anything that the death ray doesn't kill the tesla destructor is still good at mopping up the remaining models as S7 shots wound on 2's. I will not lie I have never ran Doom Scythes in a tournament. IMO Night scythes were always better. Until now! I recommend these guys as your high strength, low ap platforms if you have to choose any. The Death ray also has the lance special rule meaning any vehicles you shoot will be penned on a roll of a 3 or better. With AP1 that means around a 20-30% chance to destroy a vehicle in one shot.
Grade: A-


Monolith:
Spoiler:
Four Gauss Flux Arks(24" S5 Ap4 Hvy 3); Living Metal; Eternity Gate; Particle Whip(24" S8 AP3 Ordnance 1 Large Blast); Deep Strike; Heavy Skimmer
The monolith is a giant pyramid of floating death. They have the ability to transport a unit of infantry or jump infantry anywhere across the board at any time. That can be handy and a clutch way to move troops around that might be in the wrong place at the wrong time. However, it has to be done at the beginning of the movement phase so you will have to plan ahead with the placement of your monolith and people can move to prevent this from happening. Even a charge on the right side of the monolith would block the ability out right. Some people love these things. Unfortunately I am not one of them. I have two and they have collected dust and will probably be sold or continue to collect dust. I could probably make a monolith list work and might even have success with it but it would be easier to drive in screws with a drill rather then a hammer. YMMV but I will not fielding these guys in an already competitive heavy support section.
Grade: C+


Annihilation Barge
Spoiler:
Twin Linked Tesla Destructor (24" S7 Ap- Tesla); Gauss Cannon (24" S5 Ap3 Heavy 2); Living Metal
Annihilation barges got a 30 point price hike from the last book. We all knew it was coming but then the change to tesla happened. I.E. if your snap firing Tesla weapons for some scientific reason cease to function properly and you don't get the extra hits. Meaning arguably one of the best anti-air units from the previous codex just took a swift kick to the competitive category. You might say well the tesla destrcutor is still awesome against ground targets. You would not be wrong in that assessment. However, as I mentioned before this review is meta driven and with change to the vehicle damage table , AP- just doesn't really pack that much of a punch against armor. I could see me still fielding the AB and having success with it against MSU which is still a threat in the meta but without the ability to ignore cover which is becoming absurdly required or the ability to do more then hull point damage to vehicle i just cant endorse them over my other options.
Grade: B


Doomsday Ark
Spoiler:
Doom Cannon(72" S10 Ap1 primary weapon large blast or 24" S8 ap3 blast); Two Gauss Flayer Arrays; Living Metal
If you can find a way to keep him stationary then his main weapon is pretty amazing and one of the best options in the codex for punching enemy armor at range. You might say the Gauss Flayer Arrays are an added boost to firepower but you cannot move this guy and get the same amount of production. The alternate firing mode isn't that bad but if I pay the points to get this guy I am going to shoot that Large Blast Primary weapon. The concept of this vehicle has always been nice but the game is constantly pushing for more mobile units and a vehicle that needs to be stationary to maximize its effectiveness just isn't my style. Perhaps if he was a little bit cheaper then I might run him but for the same cost I can get a doom scythe that can move and fire a weapon with a similar ability to bring down enemy armor. Necrons are a very mobile army. If I wanted to be stationary I would run my astra militarium.
Grade: C


TRANSCENDENT C' TAN
Spoiler:
Monstrous Creature; Deep Strike; Eternal Warrior; Fearless; Powers of the C'Tan; Immune to Natural Law; Necromundis; Writhing Worldscape
Alright now lets be honest. Who ran out there and bought one of these guys after escalation hit? Yes GW is trolling you now! He isnt even close to as good as he was when he was a lord of war. Good news is he is now a heavy support choice. So he can be taken in just about every event. Bad news is he is a regular C'Tan for the most part. For 10 more points then normal C'tans he gets +1 Strength and +1 Wound. However, you dont get the hit and run that deceiver has or the awesome gaze of death that the night bringer rocks. Instead you get Writhing Worldscape with makes all terrain within 6" of him difficult terrain. The only benefit that really has is death star units that do not have grenades will always strike last against him. Overall he is last in my priority for a C'Tan. It is a dam shame as he had some pretty neat rules although slightly OP.
Grade: C




More to follow later...
Next to be updated: Lords of War

This message was edited 12 times. Last update was at 2015/03/11 01:21:06


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in nl
Loyal Necron Lychguard



Netherlands

A really great summary, though I have some notes. Not as an attack but stuff you might have forgotten while writing this:

1. RP: You should probably include some talk about the new interaction with multiple wound-models, combined with the fact that many models now gained more wounds.
2. Living Metal's IWND only works on Heavy vehicles.
3. Zealot is not good on it's own. But with an entire army that has Relentless is becomes much better
That is also the power of the Necrons: A lot of rules can be used in synergy with a lot of other rules.
4. Crypteks would be a C or D in a Decurion, since most of the time the additional RP is wasted.
5. The Destroyer Lord is a lot cheaper than two Overlords, more like 1.375 Overlord.
6. Obyron might lack an Inv Save, but he still has his RP which is basically the same.
7. Illuminor Szeras affects models within his range, not units.

Hope you can work with that, loved to read all of it and I can see me own thoughts back in a lot of those points.
   
Made in gb
Longtime Dakkanaut




The Gauntlet of the Conflagrator has one big use: On a shooty command barge it lets you get one round of AP2 ignoring cover in to supplement your normal diet of 5 AP3 shots.

The Shooty Barge works well as a compliment to multiple assault units acting in concert, giving them some quick response fire support whilst they bail it out of tarpits.
   
Made in ca
Spawn of Chaos




Kangodo wrote:

7. Illuminor Szeras affects models within his range, not units.


It's a complicated sentence, but Illuminor affects all models in a unit with at least one model in range.

This message was edited 1 time. Last update was at 2015/02/22 02:12:35


 
   
Made in kw
Powerful Ushbati





Manhatten, KS

Kangodo wrote:A really great summary, though I have some notes. Not as an attack but stuff you might have forgotten while writing this:

1. RP: You should probably include some talk about the new interaction with multiple wound-models, combined with the fact that many models now gained more wounds.
2. Living Metal's IWND only works on Heavy vehicles.
3. Zealot is not good on it's own. But with an entire army that has Relentless is becomes much better
That is also the power of the Necrons: A lot of rules can be used in synergy with a lot of other rules.
4. Crypteks would be a C or D in a Decurion, since most of the time the additional RP is wasted.
5. The Destroyer Lord is a lot cheaper than two Overlords, more like 1.375 Overlord.
6. Obyron might lack an Inv Save, but he still has his RP which is basically the same.
7. Illuminor Szeras affects models within his range, not units.

Hope you can work with that, loved to read all of it and I can see me own thoughts back in a lot of those points.

1. Yes it did make multi-wound models against not ID weapons more survivable.
2. You are correct the IWND only works on heavy and super heavy vehicles...
3. Zealot makes me fearless so I would be unable to go to ground. It would let me re-roll hits in the first round of combat though.
4. I plan on covering the formations separately. Right now I am just worried about an overview in a cad set up.
5. That was a typo it was meant to say two lords.
6. Obyron lacks an invul save that would see a plasma gun kill him easily enough.
7. Read the rule again on Szeras. You stopped reading the rule too early.. models in units. So if a unit within 6" then all models in that unit.

changemod wrote:The Gauntlet of the Conflagrator has one big use: On a shooty command barge it lets you get one round of AP2 ignoring cover in to supplement your normal diet of 5 AP3 shots.

The Shooty Barge works well as a compliment to multiple assault units acting in concert, giving them some quick response fire support whilst they bail it out of tarpits.


That starts to become a very expensive one hit wonder...

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut





changemod wrote:
The Gauntlet of the Conflagrator has one big use: On a shooty command barge it lets you get one round of AP2 ignoring cover in to supplement your normal diet of 5 AP3 shots.

The Shooty Barge works well as a compliment to multiple assault units acting in concert, giving them some quick response fire support whilst they bail it out of tarpits.


I wanted the shooty barge to work, but anyway I theorize it, it doesn't work. Whatever you are in range of the staff of light for will just move 6" towards you and charge you. Even if they are a gakky combat unit it doesn't matter the barge without a warscythe does jack gak in combat and the combat will be drawn indefinitely. The shooty barge kills 0.44 MEQ a turn which is his best target for shooting, so once he's charged he's just a point sink.

However I do see the use of giving him the flame in addition to the warscythe allowing him to decimate an elite unit that he may not want to engage at full strength. The 35pts is about 1 TEQ in cost so just make sure you use it on the elite unit. The barge needs the warscythe not just as an offensive weapon but as a defensive one so that if it is charged it can win it's way out of combat. IWND is also really good on the barge making it even more of a damage sponge.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in gb
Longtime Dakkanaut




Punisher wrote:
changemod wrote:
The Gauntlet of the Conflagrator has one big use: On a shooty command barge it lets you get one round of AP2 ignoring cover in to supplement your normal diet of 5 AP3 shots.

The Shooty Barge works well as a compliment to multiple assault units acting in concert, giving them some quick response fire support whilst they bail it out of tarpits.


I wanted the shooty barge to work, but anyway I theorize it, it doesn't work. Whatever you are in range of the staff of light for will just move 6" towards you and charge you. Even if they are a gakky combat unit it doesn't matter the barge without a warscythe does jack gak in combat and the combat will be drawn indefinitely. The shooty barge kills 0.44 MEQ a turn which is his best target for shooting, so once he's charged he's just a point sink.


This was always the case, the Warscythe doesn't help much against his immense tarpitability at all.

If anything it was far worse last edition since you had to position not 12 inches away, but where you could try to perform a twelve inch sweep hop over a unit the next turn. I know it was good for killing Wraithknights and Wave Serpents in a spam-filled tournament meta, but that's essentially the only thing it was any good for.

Recently fielding a shooty barge and turbo-boosting it over to the two teleporting Lychguard units who'd appeared in the enemy rear ranks on turn one to form a pincer was the one and only time I've felt mine actually contributed to a battle. Barge forms durable fire support, Lychguard were there to bail it out if it got stuck.
   
Made in kw
Powerful Ushbati





Manhatten, KS

Updated with troops and dedicated transports.... people think night scythes are dead now but they are now one of the best ways to bring the Tesla Destructor as the AB snap fires at air targets....

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Longtime Dakkanaut




Bigger fan of Doom Scythes than Night Scythes now. Between Tesla Destructor platforms being upvalued in general and it actually getting a price cut. Particularly as you can use the Death Ray as a AV14/FMC solution and it can be taken in a formation of 2 without wasting a valuable heavy support slot.

I always hated the five disposable warriors to buy swarms of night scythes playstyle, so this is actually what prompted me to finally but a second Scythe.
   
Made in kw
Powerful Ushbati





Manhatten, KS

changemod wrote:
Bigger fan of Doom Scythes than Night Scythes now. Between Tesla Destructor platforms being upvalued in general and it actually getting a price cut. Particularly as you can use the Death Ray as a AV14/FMC solution and it can be taken in a formation of 2 without wasting a valuable heavy support slot.

I always hated the five disposable warriors to buy swarms of night scythes playstyle, so this is actually what prompted me to finally but a second Scythe.


Tbh, I am 100% of the same mind... with all of the lords of war and imperial knights out their one can really make good use of a 10 AP1 blast. If I dont get the army I want to run at adepticon done in time I have considered running some doom scythes.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Tunneling Trygon





NJ

Nice overview and I think you're spot on for most of the points. However, I think that the Destroyer Lord can still have some utility (I've tried him out as a tank with the shroud and Orikan for all but immunity to small arms fire for the wraiths). He can keep up and if you really want fleet, you can give it to the unit for a turn from Canoptek Harvest.

I am also interested to see what new letter grade you invent above A for the wraiths/tomb blades/flayed ones
   
Made in jp
Proud Triarch Praetorian





Destroyer Lord same score as Anrakyr?!
Try attaching him to a unit of Flayed Ones or Praetorians. Now he's a B, if not A.

Night Scythes are our only viable anti air option now, unless you add a Quad Gun manned by Ignore Cover Tomb Blades.

Shooty Barge is nowhere near what it needs to be for damage output. If you're trying to kill MEQ, Destroyers are you go-to guys, especially if near a Stalker to give them effective BS10.

 
   
Made in us
Longtime Dakkanaut




 skoffs wrote:
Destroyer Lord same score as Anrakyr?!
Try attaching him to a unit of Flayed Ones or Praetorians. Now he's a B, if not A.

Night Scythes are our only viable anti air option now, unless you add a Quad Gun manned by Ignore Cover Tomb Blades.

Shooty Barge is nowhere near what it needs to be for damage output. If you're trying to kill MEQ, Destroyers are you go-to guys, especially if near a Stalker to give them effective BS10.


I agree. The D Lord is pretty damn good.
   
Made in nl
Loyal Necron Lychguard



Netherlands

 skoffs wrote:
Destroyer Lord same score as Anrakyr?!
Try attaching him to a unit of Flayed Ones or Praetorians. Now he's a B, if not A.

Night Scythes are our only viable anti air option now, unless you add a Quad Gun manned by Ignore Cover Tomb Blades.

Shooty Barge is nowhere near what it needs to be for damage output. If you're trying to kill MEQ, Destroyers are you go-to guys, especially if near a Stalker to give them effective BS10.

In that case you could combine the Judicar Battalion with one or two Stalkers and Night Scythes.
That's the best AA we can possibly get.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I think you might be underselling Zealot.

It's not good for melee units, but it's incredibly good for a big block of warriors - as it means it can't be swept and can put up more of a fight in melee. So, your opponent can't just kill a few warriors and sweep the squad, but instead has to grind through all of them.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in jp
Proud Triarch Praetorian





Kangodo wrote:
 skoffs wrote:
Destroyer Lord same score as Anrakyr?!
Try attaching him to a unit of Flayed Ones or Praetorians. Now he's a B, if not A.

Night Scythes are our only viable anti air option now, unless you add a Quad Gun manned by Ignore Cover Tomb Blades.

Shooty Barge is nowhere near what it needs to be for damage output. If you're trying to kill MEQ, Destroyers are you go-to guys, especially if near a Stalker to give them effective BS10.

In that case you could combine the Judicar Battalion with one or two Stalkers and Night Scythes.
That's the best AA we can possibly get.

The BEST we can possibly get?

Stalker (125 points)
+
3 Tomb Blades with Scopes (60 points)
+
Aegis Defense Line or Imperial Bunker with Quad Gun (100/105 points)
=
4 Twinlinked S7 BS5 shots a turn that ignore cover/jink saves for 285/290 points.

Yeah, that's not cheap, but flyers (and skimmers!) are gonna die to that.

This message was edited 1 time. Last update was at 2015/02/23 15:53:10


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

That is certainly cheap, but it locks your Stalker and three Tomb Blades in place at the ADL and has a narrow use.

A Judicar Battalion with two NS's and two Stalkers is nearly 800 points but has multiple uses.
The Stalkers would have 4 BS1 TL-S8 Melta attacks that can reroll armour penetration.
It also has 4 BS4 TL-S7 attacks that reroll penetration.

It also comes with 10 jump-models that run around with AP2-shooting/melee.
   
Made in us
Mutilatin' Mad Dok






 vipoid wrote:
I think you might be underselling Zealot.

It's not good for melee units, but it's incredibly good for a big block of warriors - as it means it can't be swept and can put up more of a fight in melee. So, your opponent can't just kill a few warriors and sweep the squad, but instead has to grind through all of them.


Agreed! In fact, it might be my favorite trait. Denying the enemy the ability to sweep my Initiative 2 units is a BIG deal!

   
Made in jp
Proud Triarch Praetorian





Kangodo wrote:
That is certainly cheap, but it locks your Stalker and three Tomb Blades in place at the ADL and has a narrow use.

A Judicar Battalion with two NS's and two Stalkers is nearly 800 points but has multiple uses.
The Stalkers would have 4 BS1 TL-S8 Melta attacks that can reroll armour penetration.
It also has 4 BS4 TL-S7 attacks that reroll penetration.

It also comes with 10 jump-models that run around with AP2-shooting/melee.

Oh, I wasn't saying not to take the Judicar. Quite the opposite, it's one of my favorite formations now.
Take the above quad gun combo, with a Judicar and a unit of Heavy Destroyers. Stick the Destroyers in the bunker. Plop the whole thing down as central as you can get it. They should now be able to control the majority of the table for air and land. Anything tough? Send the Praets after them! (preferably with an attached D.Lord)

 
   
Made in us
Powerful Ushbati





Manhatten, KS

Sorry for the delay gents... been getting tasked a lot lately and as always this hobby takes the first hit. Should be able to wrap this up this coming weekend. Will try to complete the review then.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in se
On a Canoptek Spyder's Waiting List




Hi, Tomb King

Just wanted to thank you for the great work on this review, so far its best and most detailed review i have found on NEWCRON's. As a new Necron player it helps alot to get the opinion of a experienced player with detailed unit overviews.

Two quick questions:

1. How do you run the 3 units of 10x tomb blades you use in your competitive list? and how do you Kit the 3xunits out?

2. What do you think is the best pure Necron counter to a Farsight enclave Triptide Tau list using "spamming" crisis suits as troops in a 1850 game? (also sometimes uses farsight as commander with the 8 supported with broadsides)

Thx again and looking forward to your battle report..

This message was edited 5 times. Last update was at 2015/02/28 12:20:54


 
   
Made in fi
Jervis Johnson






To me 3x 10 Tomb Blades seems way excessive. The units are absolutely enormous because the models are big. They don't exactly have long range guns either, and they're not close combat capable nor fearless.

I'll run 3x5 at most, and if I want a 'Tomb Blade' list I'll just take two detachment so I can get 6 units.
   
Made in us
Powerful Ushbati





Manhatten, KS

The thread has been updated to include Elite's now!

Ejderhare wrote:Hi, Tomb King

Just wanted to thank you for the great work on this review, so far its best and most detailed review i have found on NEWCRON's. As a new Necron player it helps alot to get the opinion of a experienced player with detailed unit overviews.

Two quick questions:

1. How do you run the 3 units of 10x tomb blades you use in your competitive list? and how do you Kit the 3xunits out?

2. What do you think is the best pure Necron counter to a Farsight enclave Triptide Tau list using "spamming" crisis suits as troops in a 1850 game? (also sometimes uses farsight as commander with the 8 supported with broadsides)

Thx again and looking forward to your battle report..


I run my tomb blades with Twin Linked Gauss Blasters; Nebuloscope; and optionally shield vanes depending my points restraints of course. This gives them the ability to ignore armor on 4+ models and their cover saves. In addition, they can still fire after jinking which is nice.

Well that would be one hell of a list to fight against. I cant really build to fight one list as it would leave me open against other builds that could possibly counter my army tiered for trip tide etc... However, with the change to IC's being unable to join the Riptides they honestly dont scare me as much as they did in the past. 3 units of tomb blades would only put on average around 1.5 unsaved wounds on a single riptide at range and around 3 unsaved wounds on average while rapid firing. Personally I would ignore the riptides and try to kill off all of his troops as you have a much better chance of getting them off the board. You might send a unit of wraiths at one or if you can manage it two of the riptides. They might not win but they should lock them for a couple of turns. Hope this helps.
10 deep striking deathmarks could do on average 3.7 wounds to a riptide.
10 praetorians would do on average 2.2 wounds to a riptide.
The above numbers are not taking their invuls into account though.


Therion wrote:To me 3x 10 Tomb Blades seems way excessive. The units are absolutely enormous because the models are big. They don't exactly have long range guns either, and they're not close combat capable nor fearless.

I'll run 3x5 at most, and if I want a 'Tomb Blade' list I'll just take two detachment so I can get 6 units.

Yes, the 10 man squad is just how I run them. They do take up a lot of space. Sometimes that isnt a bad thing though... especially in objective games where your trying to cover an objective to prevent someone from contesting or deep striking on it. I would have to disagree on the combat capable line. They are T5 with 3+ armor and a 4+ RP in my list, they have hammer of wrath and 20 S4 attacks on the charge. I wouldnt charge them into a dedicated combat unit but they kill marines in combat for me all the time.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in se
On a Canoptek Spyder's Waiting List




 Tomb King wrote:
The thread has been updated to include Elite's now!

Ejderhare wrote:Hi, Tomb King

Just wanted to thank you for the great work on this review, so far its best and most detailed review i have found on NEWCRON's. As a new Necron player it helps alot to get the opinion of a experienced player with detailed unit overviews.

Two quick questions:

1. How do you run the 3 units of 10x tomb blades you use in your competitive list? and how do you Kit the 3xunits out?

2. What do you think is the best pure Necron counter to a Farsight enclave Triptide Tau list using "spamming" crisis suits as troops in a 1850 game? (also sometimes uses farsight as commander with the 8 supported with broadsides)

Thx again and looking forward to your battle report..


I run my tomb blades with Twin Linked Gauss Blasters; Nebuloscope; and optionally shield vanes depending my points restraints of course. This gives them the ability to ignore armor on 4+ models and their cover saves. In addition, they can still fire after jinking which is nice.

Well that would be one hell of a list to fight against. I cant really build to fight one list as it would leave me open against other builds that could possibly counter my army tiered for trip tide etc... However, with the change to IC's being unable to join the Riptides they honestly dont scare me as much as they did in the past. 3 units of tomb blades would only put on average around 1.5 unsaved wounds on a single riptide at range and around 3 unsaved wounds on average while rapid firing. Personally I would ignore the riptides and try to kill off all of his troops as you have a much better chance of getting them off the board. You might send a unit of wraiths at one or if you can manage it two of the riptides. They might not win but they should lock them for a couple of turns. Hope this helps.
10 deep striking deathmarks could do on average 3.7 wounds to a riptide.
10 praetorians would do on average 2.2 wounds to a riptide.
The above numbers are not taking their invuls into account though.


Thx a lot for you reply,
whats ure opinion about running the tomb blades with Particle beamer (24" S6 ap5 Blast) say against crisis suit spam? would you ever consider the beamer a better option or stick to the Gauss Blaster? or maybe run one squad out of 3 with them?

Keep up the awesome work =)
   
Made in us
Fixture of Dakka



Chicago, Illinois

You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.

This message was edited 1 time. Last update was at 2015/03/01 22:11:02


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in se
On a Canoptek Spyder's Waiting List




Hollismason wrote:
You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.


Really? Thats very interesting care to elaborate how that works? (first turn charge could be awesome to tarpit MC's right?)

Thx
   
Made in us
Fixture of Dakka



Chicago, Illinois

Ejderhare wrote:
Hollismason wrote:
You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.


Really? Thats very interesting care to elaborate how that works? (first turn charge could be awesome to tarpit MC's right?)

Thx


http://www.dakkadakka.com/dakkaforum/posts/list/1110/633321.page#7599794

Here this should help.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in se
On a Canoptek Spyder's Waiting List




Hollismason wrote:
Ejderhare wrote:
Hollismason wrote:
You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.


Really? Thats very interesting care to elaborate how that works? (first turn charge could be awesome to tarpit MC's right?)

Thx


http://www.dakkadakka.com/dakkaforum/posts/list/1110/633321.page#7599794

Here this should help.


Thx a lot.. Appreciate the help
   
Made in us
Powerful Ushbati





Manhatten, KS

Ejderhare wrote:
 Tomb King wrote:
The thread has been updated to include Elite's now!

Ejderhare wrote:Hi, Tomb King

Just wanted to thank you for the great work on this review, so far its best and most detailed review i have found on NEWCRON's. As a new Necron player it helps alot to get the opinion of a experienced player with detailed unit overviews.

Two quick questions:

1. How do you run the 3 units of 10x tomb blades you use in your competitive list? and how do you Kit the 3xunits out?

2. What do you think is the best pure Necron counter to a Farsight enclave Triptide Tau list using "spamming" crisis suits as troops in a 1850 game? (also sometimes uses farsight as commander with the 8 supported with broadsides)

Thx again and looking forward to your battle report..


I run my tomb blades with Twin Linked Gauss Blasters; Nebuloscope; and optionally shield vanes depending my points restraints of course. This gives them the ability to ignore armor on 4+ models and their cover saves. In addition, they can still fire after jinking which is nice.

Well that would be one hell of a list to fight against. I cant really build to fight one list as it would leave me open against other builds that could possibly counter my army tiered for trip tide etc... However, with the change to IC's being unable to join the Riptides they honestly dont scare me as much as they did in the past. 3 units of tomb blades would only put on average around 1.5 unsaved wounds on a single riptide at range and around 3 unsaved wounds on average while rapid firing. Personally I would ignore the riptides and try to kill off all of his troops as you have a much better chance of getting them off the board. You might send a unit of wraiths at one or if you can manage it two of the riptides. They might not win but they should lock them for a couple of turns. Hope this helps.
10 deep striking deathmarks could do on average 3.7 wounds to a riptide.
10 praetorians would do on average 2.2 wounds to a riptide.
The above numbers are not taking their invuls into account though.


Thx a lot for you reply,
whats ure opinion about running the tomb blades with Particle beamer (24" S6 ap5 Blast) say against crisis suit spam? would you ever consider the beamer a better option or stick to the Gauss Blaster? or maybe run one squad out of 3 with them?

Keep up the awesome work =)

I would stick to the blaster because as i said sometimes you need to jink and there are a lot of 4+ save models in the current meta. AP5 ignore cover is nice but really only effects GEQ and jinking units. You cannot target flyers and you lose the 6 to glance i believe.

Hollismason wrote:You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.


That is an expensive trick that can be countered with deployment though. Eldar with wave serpent spam, tyranids, and missile heavy tau list would eat them for lunch. Would be decent against bike list though. Just be careful throwing that many points into that type of unit in a competitive environment against seasoned opponents.

Ejderhare wrote:
Hollismason wrote:
You should point out that the Scarabs and Spyders do have the unique ability to now get a first turn charge, which previously was only possible with rules shenanigans, now it's completely 100% possible because of the way the Spyders are able to move.


Really? Thats very interesting care to elaborate how that works? (first turn charge could be awesome to tarpit MC's right?)

Thx


See his link.

http://www.dakkadakka.com/dakkaforum/posts/list/1110/633321.page#7599794

Here this should help.


Thanks for the link... i can attach to the scarabs post with your permission.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Dakka Veteran





Nice review though i feel your under estemating d marks sure its a one turn 2+wound which is bad but useing there inception (on enemy deep strike) they are interceptor shots i've put them to good use crippleing/wiping podded stern gaurd/vangaurd etc i add at least one unit to all my lists.

This could just be my meta but they like pods around here.
   
 
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