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Use grand deception to deploy the nightscythes up field, turn one drop out zandrekh and a squad of lychguard, ghost walk up obyron and the other lychguard infiltrate the flayed ones then go hard as you can on opponents. Spend a command point if needed to try and make sure you get what you need out of grand deception.
Still doesn't get the Flayed Ones closer. If there were a way to reliably get them into combat after they hit the table it would change everything. Until that way is figured out, not sure how well they'd work in this case, apart from psychological effect of having a bunch of CC guys real close to you that will probably require you attention (thus distracting attention away from the Lychguard).
Realistically, with all of the options, it looks like you can only get two CC units into that Alpha strike on average* (using a CP to reroll if 1). The only difference is the kind of support you want to go with them... and honestly, if you're using two Night Scythes, you might not even need N.Z and V.O (just have the Lychguard step out and walk up). Those HQ are not contributing much to that initial charge/attack as far as buffs go, so you could probably save a lot of points there by omitting them.
*If you manage a 3 for Grand Illusion, bring a shooty unit.
No doubt there is more efficient but nemesor and obyron can go after seperate charges themselves it depends or not if you want to commit to a full on assault army. I don't think any unit is proof from failing charges. If your willing to spend a CP though it does increase your chances significantly.
Automatically Appended Next Post: Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.
This message was edited 1 time. Last update was at 2017/06/11 08:43:43
Nebulas1 wrote: Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.
Umm, Deathmarks must be at least 9" away from enemies when they hit the table. That's the same as Flayed Ones, so they're just as likely to fail their charge.
And for reference, as far as "[not] any unit is proof from failing charges", the most extreme version of the Deceiver Bomb puts any one unit within 1" of a chosen enemy.
Check this out-
Spoiler:
Zhandrekh in a Ghost Ark. Obyron next to Lychguard somewhere on the table. Deceiver anywhere.
Use Deceiver to stick Ghost Ark 12" away from enemy, with it's side facing the target.
Turn 1, movement phase, pivot the Ghost Ark so the front is now pointing at target. This will have gained you an inch or two. Disembark Zahndrekh 3", so that's about 5" closer, now. Walk him up, so that's 10". End of movement phase Obyron and Lychguard Ghostwalk within 6" of Zahndrekh... which gives you like 16" of total distance from where you first set up with the Deceiver... who was only 12" away from the enemy... you've still gotta be 1" away from enemy, but it's now impossible to fail the charge.
Actually, this would depend on whether pivoting a vehicle counts as moving it. If it does, then Zahndrekh just gets out without the extra 2" the pivot would have gotten you... which still gives you 14" of distance when you only needed 11".
This message was edited 1 time. Last update was at 2017/06/11 09:14:40
2017/06/11 09:11:35
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Something else entirely - you can use the Ghost Ark's repair barge ability on one and the same warrior unit more than once on a single unit a turn, right? If you bring two or more arks I mean.
Nebulas1 wrote: Heck you could use anrakyr and death marks, drop them in fire off a bunch of shots then attempt to assault with Anrakyr giving them 2 attacks each. Probably not the same output as flayed ones but more reliable.
Umm, Deathmarks must be at least 9" away from enemies when they hit the table. That's the same as Flayed Ones, so they're just as likely to fail their charge.
And for reference, as far as "[not] any unit is proof from failing charges", the most extreme version of the Deceiver Bomb puts any one unit within 1" of a chosen enemy.
Check this out-
Spoiler:
Zhandrekh in a Ghost Ark. Obyron next to Lychguard somewhere on the table. Deceiver anywhere.
Use Deceiver to stick Ghost Ark 12" away from enemy, with it's side facing the target.
Turn 1, movement phase, pivot the Ghost Ark so the front is now pointing at target. This will have gained you an inch or two. Disembark Zahndrekh 3", so that's about 5" closer, now. Walk him up, so that's 10". End of movement phase Obyron and Lychguard Ghostwalk within 6" of Zahndrekh... which gives you like 16" of total distance from where you first set up with the Deceiver... who was only 12" away from the enemy... you've still gotta be 1" away from enemy, but it's now impossible to fail the charge.
Actually, this would depend on whether pivoting a vehicle counts as moving it. If it does, then Zahndrekh just gets out without the extra 2" the pivot would have gotten you... which still gives you 14" of distance when you only needed 11".
If you bring in Orikan too for 5++ in CC then you could perhaps go warscythes on the lychguard, it'd be nice to see how long that wreckingball rolls before it stops.
Automatically Appended Next Post: Of course with the ghost ark, 10 lychguard, 3 HQs and the deceiver, most of your army is now committed, so the prospect of it stopping is a gloomy one
This message was edited 2 times. Last update was at 2017/06/11 10:11:40
2017/06/11 10:22:32
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
5.) living metal is surprisingly meh, when I've had a vehicle or character die it's been the result of sudden concentrations of fire not as a result of ongoing damage. I was mad at first that only d-lords can take a phylactery now I don't even bother with it. Our opponents are not dumb, they know the best way to kill something is to overkill it. Living metal only works against incidental damage, and it doesn't really make our characters tougher. I've spent some time thinking on this, and the only way to make necron characters feel as tough as the rest of the army is to give them more wounds, and they are understandably reluctant to do that.
You know, I mentioned this point when the Necron stuff was first leaked and all I got was a lot of people telling me I was stupid and that Necron characters were more durable than they'd ever been in the history of 40k.
Anyway, instead of giving them more wounds, what if they allowed them to benefit from a special version of RP? Maybe they can only revive if there's a unit of Necrons within 3" of where they died? Or they can always revive, but only on a 6?
As it is, it's really weird that our basic infantry can revive any number of times but our HQ's revival circuits are all completely broken.
Wishlisting aside, if you're not taking a Phylactery on the Destroyer Lord, do you think it's worth getting a Resurrection Orb instead? Also, given their relative fragility, what weapons would you suggest on our HQs?
This message was edited 1 time. Last update was at 2017/06/11 10:23:28
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.
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.
2017/06/11 10:24:24
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Halfpast_Yellow wrote: Eh, I don't know about that. 10 Gauss Immortals dropping out of a NightScythe can wipe out a full Tactical Squad in cover in one turn. You can kite them with 10 Tesla Immortals at 24" but you're only plinking 2 out a turn with their 2+ cover saves. I can see a reason to take Gauss in some lists.
Isn't it 20 shots, 13.33 hits, 8.88wounds, 4.44 failed saves so about 4 or 5 dead in that scenario rather than a full 10? Also i said 2+ saves is specifically what gauss is better at and with the new terrain rules making you fit all models of a unit inside cover to get the armor bonus i don't think it will be totally ubiquitous. Meanwhile tesla is flat even with averaged gauss against 3+ saves, better against 4+ and much better at 5+ and 6+. With targeting relay and MWBD gauss is still better against 2+ saves but now tesla is better even against 3+ saves as well as all the higher saves.
I think if you get 5 down off the rapid fire you can charge for an extra 1, and/or find Tesla off a Nightscythe for 1, so either way you get 6+ casualties in the turn forcing a pretty tough Morale test even for SM with their reroll.
Instead of Nightscythe+10 Gauss Immortals you might have 20 Tesla Immortals for the same points, and it takes them 3 turns to blast them out.
It's different tools, Tesla Immortals are going to be great for clearing screens and swarms and the like, but I can see the point to fast deploy Gauss Immortals for 'take and hold' scenarios.
2017/06/11 10:35:35
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy)
So
2017/06/11 10:39:16
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board.
Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy)
So
Except that you have to place them "more than 9" away" (emphasis mine).
If they are exactly 9" away, then they have been placed illegally.
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.
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.
2017/06/11 10:53:25
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
The damage characteristic doesn't do anything against single wound models like nids, orks, genestealers? Damage only removes multiple wounds from models with multiple wounds, as in monsters and vehicles and sometimes heavier infantry like bikes and terminators
Good point. Over looked that a small bit.
Getting to double your hits against blobs is a nice bonus that lets the ark be more flexible in what it can shoot at to make up for how inflexible it is at moving which is a big point in its favor vs heavy destroyers who can do very little against something like a genestealer swarm. I also really hope the low power shot gets errata'd to also become a d6 against 10+ model units because it's really not a half bad front line tank in a pinch with those flayer arrays even with the negative hit modifier, and the low power shot was always the same large blast template size as the full power shot and most of the other cannons that have translated into d6 hit profiles.
When I 1st read the description I honestly thought it affected both till I re-read it yesterday. It would be a really good buff as the DDA will be a good "horde" control unit in both long and medium/short range.
I think i am going to place my DDA last on the table when I set up games so I can position the DDA in the safest and most destructive way possible.
A moving DDA is really good imo. its damage output suffers a small bit but its still reliable with its 2 Gauss Flayer Arrays.
I am also starting to like the Anni Barge. If equipped with both "Two Tesla Destructors" and "Tesla Cannon" it puts out a lot of shots that will also be good against horde armies. I would take the Gauss Cannon but it costs a bit more then the tesla so im stuck between which to use. The Gauss cannon is good with ap - 3 and its d3 wounds. But, its also Heavy 2 so if you move you will have to hit with -1 modifier.
I think Tesla Cannon is the better option with it being Assault and having the chance to do 3 hits on a every 6+.
This message was edited 1 time. Last update was at 2017/06/11 10:55:27
skoffs wrote: The main thing keeping me from trying Flayed Ones is the difficulty in trying to get them to charge the same turn the appear on the board. Like I said above, an 8" charge is quite a risk, especially with no way to increase it through buffs.
It's actually 9".
You place them 9" away, but they only need to charge 8" (end within 1" of enemy) So
Except that you have to place them "more than 9" away" (emphasis mine). If they are exactly 9" away, then they have been placed illegally.
Egad!
(regardless, it's still too far to reliably risk trying to charge the turn they come in. You can try, but that's a pretty big gamble for what could possibly be quite an expensive unit)
This message was edited 1 time. Last update was at 2017/06/11 10:56:05
2017/06/11 10:55:05
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
You could do both:
A unit of 10 Deathmarks at 10-11" away, with a unit of 10+ Flayed Ones at 9.01" to act as a very intimidating screen.
Rapid fire into whatever and then maybe attempt to charge... if you're feeling daring.
2017/06/11 11:08:48
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
If the flayed ones fail the charge, and next turn get shot at, then charged themselves, the deathmarks suffer a big risk of being sucked into that cc through pile ins etc.
But for a flanking operation, against weak spots in the enemy defense line, this could perhaps be a nice card to keep up the sleeve till when the game opens up after a few turns.
Quick list I drafted after reading all the suggestions here:
Spoiler:
2000 points Supreme Command Detachment - Nemesor Zandrekh [in Ghost Ark]
- Vargard Obyron
- Destroyer Lord [Hyperphase Swords]
- C'Tan Shard of the Deceiver
Spearhead Detachment - Anrakyr the Traveller
- 10 Lychguard [Warscythe]
- 3 Heavy Destroyers
- 3 Heavy Destroyers
- 3 Heavy Destroyers
Total: 1995 pts, 5 CP
Classic Deceiver bomb: the Ark gets moved by the Deceiver, Anrakyr too with a 2 on the D3.
If Anrakyr remains where he is deployed, he uses MWBD on the Lychguard
Start of the turn, Zandrekh disembarks and gets 3" closer (9,01" now). Everyone (C'Tan, Ark, Zandrekh and, if present, Anrakyr) moves closer (4,01" now).
Obyron teleports him and the Lychguard to Zandrekh, within 6" of him (1,01").
Everyone shoots, the C'Tan uses its power, Anrakyr uses his Tachyon Arrow regardless of his position and if he is close he uses Mind in the Machine.
Lychguards charge, characters charge or perform an Heroic Intervention. The Lychguards either have 30 Attacks (if Anrakyr is there) or WS 2+ (if he is not and he used MWBD), with S7 Ap-4 D2 there are few units who would survive this alpha strike.
I could drop a pair of Heavy Destroyers for some Scarabs or Wraiths as a screen for enemy deepstriking units.
If you're crazy you could go for an all out, "every single thing you have hits their side of the table" first turn Alpha strike.
It would involve some (but not all, that's way too expensive):
- Deceiver
- Night Scythes/Monolith(s)
- Lychguard
- Deathmarks
- Flayed Ones
- Doomsday Arks (not physically ON that side of the table, but their guns could reach it)
- Heavy Destroyers/HGC Stalkers (maybe. They're fast enough, and their guns might just be able to reach, so 46" threat range)
Pretty much devote everything in hopes of causing enough damage in that one turn that your opponent won't be able to recover... high risk, but high reward.
All In - v.1:
With that second one only having 8 units, you're pretty much guaranteed to have to first turn initiative (... unless they seize, like Reecius did to Frankie, in which case it'll be an utter disaster)
2017/06/11 13:47:48
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Destroyer Lord w/ Warscythe, Phylactery
Cryptek
15 Warriors
15 Warriors
10 Immortals
3 Destroyers + Heavy Destroyer
3 Destroyers + Heavy Destroyer
That comes to 1332pts
The D. Lord goes with the Destroyers, the Cryptek goes with the Warriors and Immortals.
My question is, how do you think I should finish this list off?
I could add any one of the following:
- Anrakyr the Traveller
- A regular Overlord (maybe with a few scarabs to fill in the points)
- A Triarch Stalker
- 4 Wraiths
Basically, I'm not sure whether to add another buff to the central Warrior/Immortal block (and if so, which one) or whether to take something like Wraiths to give me an independent unit.
Also, would you recommend Gauss or Tesla on the Immortals?
Advice would be most welcome.
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.
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.
2017/06/11 14:15:24
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
vipoid wrote: Chaps, I've got this in mind for a 1500pt list:
Spoiler:
Destroyer Lord w/ Warscythe, Phylactery Cryptek 15 Warriors 15 Warriors 10 Immortals 3 Destroyers + Heavy Destroyer 3 Destroyers + Heavy Destroyer
That comes to 1332pts
The D. Lord goes with the Destroyers, the Cryptek goes with the Warriors and Immortals.
My question is, how do you think I should finish this list off?
I could add any one of the following: - Anrakyr the Traveller - A regular Overlord (maybe with a few scarabs to fill in the points) - A Triarch Stalker - 4 Wraiths
Basically, I'm not sure whether to add another buff to the central Warrior/Immortal block (and if so, which one) or whether to take something like Wraiths to give me an independent unit.
Also, would you recommend Gauss or Tesla on the Immortals?
Advice would be most welcome.
Looks decent. - No dedicated CC guys so Anrakyr not really as great without them. - You've got a lot of points in Destroyers so Stalker's buff isn't as effective. - Wraiths miiiiight be okay. - If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.
Tesla Immortals probably better here. Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over). Alternatively, you could give the D.Lord a Sword and get your Immortals a Night Scythe... not as good an idea as the Overlord + Scarabs, but it's an option.
This message was edited 1 time. Last update was at 2017/06/11 14:18:27
2017/06/11 14:21:54
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.
Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).
With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?
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.
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.
2017/06/11 14:36:54
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.
Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).
With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?
It's not a BAD idea, it's just not as good as sticking him with dedicated CC units, where that extra attack he gives out will really shine.
Quickly throwing together a list based on yours, yeah, it looks like it will make a decent lower points level TAC army.
Remember, one of the nice things about the Deceiver is that you just redeploy him plus 1d3. They don't have to go together, and they don't have to go exactly 12" away. You can use it to just redeploy Gauss Immortals in ruins in the middle of the map, or shift a unit out of Line of Sight from something that counterdeployed.
If he doesn't use the redeploy himself, he can also charge, so you can also leave him in your DZ with some Wraiths and Scarabs to follow up the redeploy with melee.
As for general deployment shenanigans, the Night Scythe can be a tricky low-drop tool. Think about this: put 2 Night Scythes on the table, 4 Immortal units on the Tomb World. On T1, before moving, just plop 2 units of Tesla Immortals in Ruins on your side of the map. You just saved 2 Deployment drops and got the same result as deploying them.
Since Heavy Destroyers are also Infantry and generally just set up in the backfield, you can put them up in the Tomb World and then drop them out of whichever Scythe is best on T1.
2017/06/11 16:14:42
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
skoffs wrote: Looks decent.
- No dedicated CC guys so Anrakyr not really as great without them.
- You've got a lot of points in Destroyers so Stalker's buff isn't as effective.
- Wraiths miiiiight be okay.
- If I was playing this, I'd definitely go for a regular Overlord with Scarabs. MWBD is borderline required, as are screening units.
Tesla Immortals probably better here.
Oh, and a Res Orb somewhere (probably with the D.Lord, as he's going to be babysitting some very expensive guys. Just one of them coming back with it will have paid for itself twice over).
Thanks for the advice. I'll do what you suggest and get a regular Overlord with scarabs. Also, that's a good point regarding the cost of a Resurrection Orb vs the cost of a Destroyer. Bit of a shame though - I wanted to give Phylactery a try (though, admittedly, the model does have the Orb).
With regard to Anrakyr, I thought he might be useful defensively - if my Warriors or Immortals got charged. I take it this isn't a good idea?
It's not a BAD idea, it's just not as good as sticking him with dedicated CC units, where that extra attack he gives out will really shine.
Quickly throwing together a list based on yours, yeah, it looks like it will make a decent lower points level TAC army.
torblind wrote: Don't reserves count towards the unit deployment drop?
Not when you put them in the Scythe. You can deploy as many units on the Tomb World as you want at the same time that you put down the flyer (or Monolith for that matter)
2017/06/11 16:34:50
Subject: New Necron Tactica Thread - 8th ed. leak discussion pg.25 / new stats mathhammer pg.29
You could probably swap the Overlord's staff out for a Warscythe here, if you wanted.
What would you recommend for a 1000 point list in this style?
Depends, what do you want it to do?
Normally TAC lists want to fulfill certain requirements:
- fast objective capturers
- durable units
- anti-horde
- anti-elite
- anti-vehilce/monster
- anti-characters (previously anti-deathstars)
With only a thousand points, it's going to be almost impossible to check everything off the list.
So really, at that point level you probably have to pick two or three things and commit to them.
You'd be able to make a smaller version of the above, but it wouldn't really excel at anything, just be average-
You could replace the Tomb Blades with a Night Scythe if you drop another Warrior as well. You'll be able to upgrade the Overlord with a Warscythe then, too.
Issue then will be less shots, but more powerful.
After my game against a good Yannari player today (victory!) I think I'm just going to double down on what works. Crypteks, warriors blobs (15 seems to be the magic number), doomsday arks, annihilation barges. Overlord and MYBD is great but I just don't think it's great enough over all a cryptek offers. The adds are to support those units which are triarch stalkers and I'm thinking praetorians for counter charge. List I'm thinking of now.
Spoiler:
HQ: 351
Orkian (143)
Cryptek (104)
Cryptek (104)
Elites: 607
Triarch Stalker (181): Dual heavy Gauss
Triarch Stalker (181): Dual heavy Gauss
7 Praetorians (245): Rods
Instead of building lists that try to maximize the chances of first turn assaults and alpha strikes, has anyone attenpts to build a two phase hammer and anvil strategy?
Peering into other tactics threads and it seems alpha is the desired go to. I was thinking of maybe working on a list that bets to recieve alpha strike attempts on my anvil and then deepstrikes the hammer in behind the alpha strike. Catching it on a two front attack.
I don't know enough about the future 8th meta to understand if that could ever work though.
A unit of Deathmarks could deepstrike after a droppod arrived on the battlefield but, according to the rules, they could only shoot on the droppod itself, not the unit that disembarked from the vehicle.
Do I understand the rules correctly? Is this merely an oversight (and could be clarified in an upcoming FaQ) or intended?