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2017/07/02 01:57:22
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Has noone seen Kutlakhs stats? I mean Lychguard are getting hella stick BUT this guy lets them move, advance and charge all in one turn if he's close enough to the unit. He can then give them +1 to advances and charges and +1 to hit. That's hitting on 2+. I know warscythes + kutlakh is then 500 points but 20 hits on 2+ and then most probably 3+ (for the majority of infantry) with -4AP is sick right? Plus he makes them moveable.
Let's then throw Anrakyr in giving them an extra attack plus another warsythe and the use of an enemy vehicle weapon for added memes. 33 warsythe attacks and kutlakhs obsidiax x3. You're probably looking at hitting 30 of these in total doing 2 wounds -4 AP for the scythes and D3 -3 for Kutlakh. This even eats hordes.
Expensive combo at >660 points but could be the new death star when you think that Kutlakh and Anrakyr can walk in front of the Lychguard and soak up fire. Especially Kutlakh with 2+ 4++. He regains D3 from living metal and if a wound goes through of >2 damage just let one of the Lychguard intercept it and simply take 1 mortal wound instead. If you add a cryptek here we are then also looking at 4+ reanimation making for ever more memes.
Surely this has to be one of the best combos we can see which is relatable to Lychguard+royal court from 7e?
Thoughts?
2017/07/02 02:08:47
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Maelstrom808 wrote:2500 point games so higher than the standard 2k. The last couple of lists had zero troop units. One had a couple of CCBs and a couple of stalkers because it was a 100% QS list. It was mostly an experiment. Currently playing around with a list with 6 DDAs, 1 TS, 3 wraith units, nightbringer, and a couple of destroyer lords. It's done pretty well so far. I've got a team game in a days that is 1500 points per player so I'm considering how I want to down size. Even at 2k, it should be entirely possible to run 5-6 DDAs without too much fuss.
Maelstrom808 wrote: I've been running lists utilizing several DDAs (6-8) and have gotten some of my best use out of them by moving 2-3 to bring flayer arcs into rapid fire range to delete units, while leaving a few back to drop long range anti tank fire. Next turn I move the ones that stayed still and hold the ones that moved. In this manner you can leap frog around the board in a manner of speaking. You can still almost always find good targets for the low powered shots.
Six to eight? What size games are these or are you running min size immortals to fit within 2k?
His sig says he has 5600 points of Necron, so I'm guessing pretty big ones!
The strategy sounds pretty solid. I never even thought about trying to get the barge into Rapid Fire range. But 20 shots of Str 4. AP -1 is nothing to be taken lightly! And the mobility from 12" movement, and the Fly keyword to exit CC is awesome. DDarks are so tough, they actually make a decent front-liner for any size army...
Nice. I'm sure my opponents are going to greatly dislike those.
Lol, I forgot that was even there since I don't see sigs on my phone. It hasn't been updated since early 6e. I've added to it and I'm sure with 8e points it will go up a bit
Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.
GhostRecon wrote:Remembering a comment made earlier in the thread about the ITC first turn rule; didn't see it mentioned but you can't use a CP to seize the initiative under the ITC format. Or in the first battle round. Far more balanced that way.
Oh okay yea I haven't seen the ruling from ITC, just what has been said piecemeal on the boards. That sounds much better then overall.
ski107 wrote:People that are playing Deathmarks - are you usually going for just the 5 or a full 10?
Depends, 10 is better for ensuring a HQ is dead, (5 couldn't kill a puny Guard HQ in two turns ><, but had bad rolling) and also reduces unit numbers, but2x 5 are better for DS retaliation on things like scions. Depends on what your vs'ing.
Spoiler:
Automatically Appended Next Post:
CharlieTheMelon wrote:Hey, first time poster here.
Has noone seen Kutlakhs stats? I mean Lychguard are getting hella stick BUT this guy lets them move, advance and charge all in one turn if he's close enough to the unit. He can then give them +1 to advances and charges and +1 to hit. That's hitting on 2+. I know warscythes + kutlakh is then 500 points but 20 hits on 2+ and then most probably 3+ (for the majority of infantry) with -4AP is sick right? Plus he makes them moveable.
Let's then throw Anrakyr in giving them an extra attack plus another warsythe and the use of an enemy vehicle weapon for added memes. 33 warsythe attacks and kutlakhs obsidiax x3. You're probably looking at hitting 30 of these in total doing 2 wounds -4 AP for the scythes and D3 -3 for Kutlakh. This even eats hordes.
Expensive combo at >660 points but could be the new death star when you think that Kutlakh and Anrakyr can walk in front of the Lychguard and soak up fire. Especially Kutlakh with 2+ 4++. He regains D3 from living metal and if a wound goes through of >2 damage just let one of the Lychguard intercept it and simply take 1 mortal wound instead. If you add a cryptek here we are then also looking at 4+ reanimation making for ever more memes.
Surely this has to be one of the best combos we can see which is relatable to Lychguard+royal court from 7e?
Thoughts?
He is good, but you have to remember that that combo is incredibly slow. A cryptek would also be good in there so the lychguard can absorb the abuse, have a 5++ and a 4+ RP. Then you need some way of getting them where they need to be. Deceiver and HQ's in a GA is probably the cheapest but they have to absorb around of shooting before they can do anything. Or 3-4 night scythes, or monoliths etc. if the other army is coming to you this is less of a problem, but if you have to go to them then the combo easily starts hitting north of 1k
rvd1ofakind wrote: Ok, let's look at the tournament results. Top 3:
harlequins
fliers marines.
Which fliers?
All fliers?
BA marine flyer spam, he is in my local meta, kind of a douche. I expressed my dislike of how cheesy that was, and my skepticism that lists like it would finish within shooting distance of the top table in a real tournament, we'll just say my FB group was less than thrilled with my analysis. it, I call em like I see em. Six flyers, with a unit of tac marines and a captain.
Yea I feel pylons are going to be in most comp necron list. Wether it's the big gun, which is awesome and will wreck a flyer a turn at minimum (puts out 3d6 tesla shots too) and buffs the rest of the army while also hard countering knight lists. Alternatively you could have a sentry pylon matrix for cheaper and blow them out of the sky very fast.
This message was edited 4 times. Last update was at 2017/07/02 02:23:03
12,000
2017/07/02 02:25:01
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.
2017/07/02 02:27:50
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
On the topic of sentry pylon loadout, heat cannons or gauss exterminators? I feel even against that BA flyer spam the heat cannon will be better, as it is only on a -1 vs the GE, but it's D6 shots vs 2. Both are at -4 ap, the gauss is wounding on 3's the heat on 4's but the cannon has the melta rule, so unless his flyers are sitting backfield all game the heat rays should come out on top in a firefight vs flyers compared to the GE. But in a competition they also perform much better against all other targets.
12,000
2017/07/02 02:31:06
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Marshal_Gus wrote: I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.
Flayed ones seem sooooo overpriced for what they can do. They DS, soak shooting a turn, then charge and do their damage. Which is formidiable at full strength.
But compare them to scarabs.
For the same price you get 33 scarab bases, who also have 4 attacks, so scarabs put out more attacks. They have double the movement, so are more flexible with what they can do during the game. Have 99 wounds vs 20. Can threaten big stuff better than flayed ones. Also 33 scarabs is 4 units meaning they can tie up more stuff, grab more objectives etc.
FO have a higher S & T, and shred on their weapon and a better save. But I don't think a better save and higher toughness counteracts having 5x less wounds.
Imohtekh buffs the FO (he has to be aggressive and can't deepstrike so it's kinda hard for him to give the buff to them), but a spyder buffs scarabs exponentially more, for cheaper than Imotekh, and can repair vehicles, and can deny the witch.
I really love my flayed ones, but I don't think I can justify them when you compare them to scarabs in this edition. They're just waaaaay too expensive for what they bring.
Spoiler:
Automatically Appended Next Post:
col_impact wrote: I think for the best lists you just want to spam the good stuff and the most efficient stuff.
Something along the lines of this . . .
Battalion - 3 CPs
HQ Overlord w SoL - 119
Cryptek - 104
Troops
5x Tesla Immortals - 85
5x Tesla Immortals - 85
20x Warriors - 240
I agree with this for the most part, however I don't think we need to stick to a battalion to be competitive. IMO I feel heat cannon sentry pylons are better than the sentinels. They have 1 less wound but for the most part do more damage than the sentinels, considering the sentinel will always be moving and hitting with a -1. Yes they're better in melee but if you get them there they ain't shooting again until the combat is over, while 36" melta means the pylons have a larger threat radius.
This message was edited 2 times. Last update was at 2017/07/02 02:48:45
12,000
2017/07/02 02:50:39
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
The gauss pylon's tesla arc is a pistol, so it can't shoot that and the gauss annihilator in the same turn, and horde spam lists will probably just stay 18+ inches away after it lands to make it near useless so you probably will never shoot the tesla arc.
I'm not 100% sold on sentry pylons. They don't have their big brother's macro typing so they get the -1 to hit the turn they come in from reserves. They also lack the 'immobile' special rule which means if you do whiff on making their points back in their alpha strike turn then they can be really easily shut down by an assault or high damage weapons. I am however tickled by the idea that sentry pylons are technically capable of making an advance move up to 9". Does it slowly hover like a monolith? No, the true headcannon is that there are dozens of tiny robot feet hidden under the platform.
This message was edited 1 time. Last update was at 2017/07/02 02:51:03
2017/07/02 03:02:46
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Actinium wrote: The gauss pylon's tesla arc is a pistol, so it can't shoot that and the gauss annihilator in the same turn, and horde spam lists will probably just stay 18+ inches away after it lands to make it near useless so you probably will never shoot the tesla arc.
I'm not 100% sold on sentry pylons. They don't have their big brother's macro typing so they get the -1 to hit the turn they come in from reserves. They also lack the 'immobile' special rule which means if you do whiff on making their points back in their alpha strike turn then they can be really easily shut down by an assault or high damage weapons. I am however tickled by the idea that sentry pylons are technically capable of making an advance move up to 9". Does it slowly hover like a monolith? No, the true headcannon is that there are dozens of tiny robot feet hidden under the platform.
Yep I forgot about pistol rule. It's obviously for cc then as that is a nasty counter assault. I've found just deploying the pylons t1 is good. Still can threaten a lot of the board from our deployment zone
12,000
2017/07/02 03:14:49
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.
I am playing around with the TA in my next large game. I don't feel that it is quite the direct replacement for the mass flayer shots of the DDAs as I've been facing a lot of invulnerable saves lately (Tau shield generators, Harlequins, etc.) and when trying to bust through them, having guns with better AP is not nearly as useful as making them roll a ton of saves. I still like the TA as I think it's a better tank hunter and can do great as a mobile backfield guardian, but I think the DDAs will function better in the midfield role when used en masse, especially when you look at the points you save.
11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
2017/07/02 04:20:50
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Try proxying your midfield DDA as tesseract arks. Have an invuln, big tesla cannons, fleshbane flamer for overwatch and a big cannon like the DDA. I feel these are better suited for scooting about as they don't lose the big profile after moving, it's just heavy so at -1. Their secondary profile is assault too so it has a lot more flexibility. Finally both assault and heavy profiles are D6 instead of D3, ensuring more damage done overall.
I am playing around with the TA in my next large game. I don't feel that it is quite the direct replacement for the mass flayer shots of the DDAs as I've been facing a lot of invulnerable saves lately (Tau shield generators, Harlequins, etc.) and when trying to bust through them, having guns with better AP is not nearly as useful as making them roll a ton of saves. I still like the TA as I think it's a better tank hunter and can do great as a mobile backfield guardian, but I think the DDAs will function better in the midfield role when used en masse, especially when you look at the points you save.
Wouldn't 20/40 warriors backed by a GA be a better option then? I suppose the durability coupled with the flayer and big gun that is better than a straight 100 gauss shots? If your looking for massed shots on a durable chassis have you tried the TV? I know it's expensive but it has a metric ton of wounds, puts out 20 tesla shots a turn as well as mortal wounds. It's comparable in points, firepower and wounds as DDA
Edit: nope just realised it's nowhere near comparable kek
This message was edited 3 times. Last update was at 2017/07/02 04:28:24
12,000
2017/07/02 04:47:40
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?
??% horde control ??% anti vehicle (including flyers) ??% objective capture/control etc.
And what units accomplish what jobs best?
Also, was the Skyshield Landing Pad worth considering for a weapons platform? Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection. Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)
This message was edited 2 times. Last update was at 2017/07/02 04:56:22
2017/07/02 06:39:35
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
skoffs wrote: What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?
??% horde control
??% anti vehicle (including flyers)
??% objective capture/control
etc.
And what units accomplish what jobs best?
Also, was the Skyshield Landing Pad worth considering for a weapons platform?
Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)
Perhaps amount of firepower would be a better measure, eg:
Horde control: equivalent of 40 BS3+ S5 tesla shots
anti vehicle: equivalent of 6 HGC shots
objecive control: at least 2 units with 4+ models that have 8" or more in move
The DDA would then be able to contribute in multiple slots, even HDs could be in reserve for objective duty.
2017/07/02 10:31:08
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
skoffs wrote: What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?
??% horde control
??% anti vehicle (including flyers)
??% objective capture/control
etc.
And what units accomplish what jobs best?
Also, was the Skyshield Landing Pad worth considering for a weapons platform?
Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)
Yeah it's a bit hard to quantify as most things will fill multiple roles. There's not many dedicated anything units that I can think of straight away.
Sky shield and void shield take up a whole detachment slot, and arks are very durable as is. If a detachment is free a sky shield would be good for DDA to give LOS.
The unfurled regen the pad gives is actually really good, keep it up initially for the invuln, then drop it down to regen back up. It's cheap too! In fact, it's better in every way than a VSG, the invuln is better on the generator when it's above half wounds, but it doesn't have a regen option and is more expensive.
This message was edited 2 times. Last update was at 2017/07/02 10:35:24
12,000
2017/07/02 12:38:12
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
skoffs wrote: What percent of our lists should we be devoting to certain jobs, now that we have a better idea of what the meta is like?
??% horde control
??% anti vehicle (including flyers)
??% objective capture/control
etc.
And what units accomplish what jobs best?
Also, was the Skyshield Landing Pad worth considering for a weapons platform?
Stick a bunch of DDAs or Sentry Pylons on top of that thing and they'll have a clear shot to most of the table with extra added protection.
Or would a Void Shield Generator be better? (4++ but no elevated position for better line of sight)
Yeah it's a bit hard to quantify as most things will fill multiple roles. There's not many dedicated anything units that I can think of straight away.
Sky shield and void shield take up a whole detachment slot, and arks are very durable as is. If a detachment is free a sky shield would be good for DDA to give LOS.
The unfurled regen the pad gives is actually really good, keep it up initially for the invuln, then drop it down to regen back up. It's cheap too! In fact, it's better in every way than a VSG, the invuln is better on the generator when it's above half wounds, but it doesn't have a regen option and is more expensive.
Well wound healing is for flyer battlefield roles only, and our fliers cant stay still for a turn, so that part of the plan probably wouldn't work. But the invul is nice, though QS already helps in that department
Automatically Appended Next Post: What about a bunker for our heavy destroyers?
This message was edited 1 time. Last update was at 2017/07/02 12:48:14
2017/07/02 13:15:30
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
torblind wrote: What about a bunker for our heavy destroyers?
I'd thought about that, too, but they typically want to be pretty mobile to get line of sight on their targets (going after/sitting on objectives).
Also, yeah, Sky Shield regens things that are flyers, not just things with <flying>. Still a decent way to give DDAs an invuln as well as a better vantage point on the table.
Any other fortifications worth considering?
Automatically Appended Next Post: Also, I can't remember what we concluded: Was it more effective to take a HGC Stalker + DDA or just pay 22 extra points to take 2x DDAs? (I have a feeling it was the latter, but can't be certain)
This message was edited 2 times. Last update was at 2017/07/02 16:47:12
2017/07/02 17:00:02
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
I don't think you can go wrong with either one. Stalker would be more helpful for hordes because you can buff shooting against them, but when you're facing heavier targets you're simply better off with the second Ark.
Marshal_Gus wrote: I agree that Pylons are going to be ubiquitous. I'm thinking 2 Pylons, 20 Flayed Ones, Imotekh, and a bunch of Scarabs is going to be the list I plan to build.
Flayed ones seem sooooo overpriced for what they can do. They DS, soak shooting a turn, then charge and do their damage. Which is formidiable at full strength.
But compare them to scarabs.
For the same price you get 33 scarab bases, who also have 4 attacks, so scarabs put out more attacks. They have double the movement, so are more flexible with what they can do during the game. Have 99 wounds vs 20. Can threaten big stuff better than flayed ones. Also 33 scarabs is 4 units meaning they can tie up more stuff, grab more objectives etc.
FO have a higher S & T, and shred on their weapon and a better save. But I don't think a better save and higher toughness counteracts having 5x less wounds.
Imohtekh buffs the FO (he has to be aggressive and can't deepstrike so it's kinda hard for him to give the buff to them), but a spyder buffs scarabs exponentially more, for cheaper than Imotekh, and can repair vehicles, and can deny the witch.
I really love my flayed ones, but I don't think I can justify them when you compare them to scarabs in this edition. They're just waaaaay too expensive for what they bring.
Spoiler:
Automatically Appended Next Post:
col_impact wrote: I think for the best lists you just want to spam the good stuff and the most efficient stuff.
Something along the lines of this . . .
Battalion - 3 CPs
HQ Overlord w SoL - 119
Cryptek - 104
Troops
5x Tesla Immortals - 85
5x Tesla Immortals - 85
20x Warriors - 240
I agree with this for the most part, however I don't think we need to stick to a battalion to be competitive. IMO I feel heat cannon sentry pylons are better than the sentinels. They have 1 less wound but for the most part do more damage than the sentinels, considering the sentinel will always be moving and hitting with a -1. Yes they're better in melee but if you get them there they ain't shooting again until the combat is over, while 36" melta means the pylons have a larger threat radius.
Yeah, Flayed Ones are one of the few units I think are super bizarrely priced. They're maybe worth 15 total.
This message was edited 1 time. Last update was at 2017/07/02 17:01:15
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2017/07/02 17:16:58
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
So what is the ideal thing to accompany the CCB, now?
Ideally something fast to keep up with them.
They can still only give out its MWBD ("Command Wave") to <DYNASTY> INFANTRY units, so Tomb Blades and Praetorians aren't benefiting from it. The Canopteks, too.
Destroyers, maybe?
Actually, it kinda looks like the CCB and the Destroyer Lord are pretty close.
- RP reanimated models have to be placed in coherence with models that did not reanimate this turn. I guess that limits its effectiveness a bit.
- RP reanimated models return with full wounds!
- CCB have the Character keyword.
- Imotekh has Ld 10.
- Quantum Shielding cannot save Mortal Wounds since they are single damage wounds (duh!)
- C'Tan's Time's Arrow looks at the highest Wounds characteristic in the target unit.
2017/07/02 18:10:01
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
The minor differences in their stat line probably don't matter. I think there might be something to be said for bringing a gauss cannon on the CCB, even if it is 34 more points than a d.lord and doesn't re-roll 1s that's still almost half the cost of a whole destroyer for the same gun.
I think a CCB is better for 1 unit of destroyers but the destroyer lord is probably better for 2 or more, because Command Wave still only effects 1 unit a turn while United in Hatred is an aura.
2017/07/02 18:15:39
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Actinium wrote: The minor differences in their stat line probably don't matter. I think there might be something to be said for bringing a gauss cannon on the CCB, even if it is 34 more points than a d.lord and doesn't re-roll 1s that's still almost half the cost of a whole destroyer for the same gun
The difference there being that Destroyers don't get the -1 to hit for firing their Heavy weapons, where as the CCB does, reducing its effectiveness (same reason why the Assault Tesla Cannon tends to be the better choice on Annihilation Barges).
2017/07/02 18:16:24
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / Combos discussion p.75
Well, there is the added flexibility in that it can move 12" to buff any unit that needs buffing.
Furthermore it brings a nice underslung gun that hits on 2+, and a very nice CC weapon that hits on 2+, and he can move to add some bang where needed. I'd say its a relevant choice.
And it offers variety, which eventually makes possible more fun! (don't forget the fun!)
2017/07/02 18:20:03
Subject: Re: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
The barge is bs2+ so moving and shooting the gauss cannon is a 3+ same as destroyers. You could take a 2+ tesla but if its job is to follow destroyers around i figure having the same ideal shooting targets is a boon.
2017/07/02 18:21:37
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
I actually like both the CCB and Destroyer lord now. Probably going to run both in my lists. CCB with immortals and D.L with destroyers seems like a strong core to a list.
I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.
Psienesis wrote: While that's possible, it's also stupid to build your game around your customers being fething morons
2017/07/02 18:24:20
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
Punisher wrote: I'm interested to see if the change to RP makes 20man blobs of warriors worse. Since it'll be harder to reanimate now if you have to remain in coherency with existing models.
That didin't change though?
2017/07/02 18:27:57
Subject: Necron 8th Tactica - Unit grading in OP / Forge World analysis p.69 / New FAQ discussion p.81
So I guess our Prets, Stalker and The Traveler stay Dynestyless. Sigh, poor Traveler stuck at a sad 5" move and no spider rep love for the Stalker. So now a year+ wait for our codex.