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Made in jp
Proud Triarch Praetorian





If you ABSOLUTELY had to run a Battalion + 1 Detachment (probably Outrider, as our only decent stuff is in FA),
And you decided you were going to take three units of 10 Tes-Immortals for your required Troops choice,
What would be the best HQ to take as the three required ones?
I'm tossing up between 3 OLs (cheaper) and 3 CCBs (QS spam) to dish out MWBD.
Thing is, though, at the moment there's nothing else worth giving MWBD to that I can think of worth adding to a list like that (Scarabs, Wraiths, Tomb Blades, Annihilation Barges, etc).

This message was edited 1 time. Last update was at 2017/10/25 18:56:12


 
   
Made in us
Freaky Flayed One





New Westminster, BC - Canada

If you have Deathmarks on your list, they can benefit from MWBD to dish out extra MW from the extra successful hits.

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in us
Regular Dakkanaut




arhurt wrote:
If you have Deathmarks on your list, they can benefit from MWBD to dish out extra MW from the extra successful hits.


MWBD has no effect on the mortal wounds from deathmarks. It increases your hit rolls. Not your wound rolls. The mortal wounds trigger on wound rolls.
   
Made in us
Regular Dakkanaut




Bay area, CA

Inevitableq wrote:
arhurt wrote:
If you have Deathmarks on your list, they can benefit from MWBD to dish out extra MW from the extra successful hits.


MWBD has no effect on the mortal wounds from deathmarks. It increases your hit rolls. Not your wound rolls. The mortal wounds trigger on wound rolls.


I think his point was - more extra hits -> more potential MW.

I will try to run 6x10 warriors as troops, Ghost Ark, 2 Cryptecs as HQ, 3x8 scarabs, DDA, 2xStalker.

Spoiler:


++ Battalion +3 (Faction) (Necrons) [118 PL, 1991pts] ++

+ HQ [12 PL, 208pts] +

Cryptek [6 PL, 104pts]: Staff of Light [18pts]

Cryptek [6 PL, 104pts]: Staff of Light [18pts]

+ Troops [54 PL, 756pts] +

Necron Warriors [12 PL, 132pts]: 11x Necron Warrior [132pts]

Necron Warriors [12 PL, 132pts]: 11x Necron Warrior [132pts]

Necron Warriors [12 PL, 132pts]: 11x Necron Warrior [132pts]

Necron Warriors [6 PL, 120pts]: 10x Necron Warrior [120pts]

Necron Warriors [6 PL, 120pts]: 10x Necron Warrior [120pts]

Necron Warriors [6 PL, 120pts]: 10x Necron Warrior [120pts]

+ Elites [16 PL, 342pts] +

Triarch Stalker [8 PL, 171pts]: Heat Ray [54pts]

Triarch Stalker [8 PL, 171pts]: Heat Ray [54pts]

+ Fast Attack [18 PL, 312pts] +

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm [104pts]

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm [104pts]

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm [104pts]

+ Heavy Support [10 PL, 203pts] +

Doomsday Ark [10 PL, 203pts]

+ Dedicated Transport [8 PL, 170pts] +

Ghost Ark [8 PL, 170pts]

Created with BattleScribe

This message was edited 3 times. Last update was at 2017/10/25 20:26:03


 
   
Made in no
Grisly Ghost Ark Driver





Dew wrote:
So what's the optimal size? 15?
I have like 50 warriors in my army from 7th I'm working with, I have a lot of infantry and not a lot of vehicles. Trying not to buy anything until we see what happens with a codex and/or chapter approved so I'm just trying to get by with what I have for now


If you're going all in with warriors, then go with 20. Try to make the best of it with supporting HQs. Do you have a Ghost Ark? Might run that from time to time too (not as a transport but for the extra RP Roll). 3 or 4 large squads of warriors with scarab screen and supporting HQs certainly is a tough nut to crack.

Note that a lone Ghost Ark as your only vehicle would get singled out by enemies' heavier weapons.

The variant where you use the Deceiver to forward deploy is also quite strong. If you get 3 units, you could have a Ghost Ark with HQs of choice as the 3rd unit after 2x20 warriors

Illuminor Szeras to augment them would be good.

Speed and High Toughness targets will as always be your problems. If you don't have anti armor vehicles (Stalker/DDA/TA) then Heavy destroyers would be your last resort.


Automatically Appended Next Post:
 ArtyomTrityak wrote:
Inevitableq wrote:
arhurt wrote:
If you have Deathmarks on your list, they can benefit from MWBD to dish out extra MW from the extra successful hits.


MWBD has no effect on the mortal wounds from deathmarks. It increases your hit rolls. Not your wound rolls. The mortal wounds trigger on wound rolls.


I think his point was - more extra hits -> more potential MW.



If you punch the numbers in dice-hammer.com that I am linking to, and check "Sniper" for the MW on 6's, and toggle +1 to hit, it shows roughly 1 additional damage for the +1 to hit, more against weaker saves. Less (of course) outside rapid fire range.

This message was edited 2 times. Last update was at 2017/10/25 20:51:11


 
   
Made in us
Regular Dakkanaut






I think his point was - more extra hits -> more potential MW.

I will try to run 6x10 warriors as troops, Ghost Ark, 2 Cryptecs as HQ, 3x8 scarabs, DDA, 2xStalker.



I was simply trying to limit potential misinformation. Ive been told three times recently how good that combo is by people who thought it worked the same as tesla. Just want to help.
   
Made in no
Grisly Ghost Ark Driver





This is a good thread. I glanced through the other factions tactica threads and they all start around june/july, but nobody come near our post count. Apparently we have some serious tactical challenges to discuss in depth.
   
Made in ca
Stalwart Tribune






I'm wondering if everyone else agrees that anti-tank is our biggest weakness. The points investment to get ANY anti-tank at all is super high and if you miss 1-2 shots on any given turn that is a lot of wasted points. Whereas say, space marines, can take a lascannon for 25 points on a 13 point model. I personally think all our anti-tank should be a bit cheaper, and we should get an anti tank infantry unit.

All that aside, do you all think 2 triarch stalkers with heavy gauss cannons is a decent way to run anti tank? I like that they get 2 shots guaranteed. However, I have had terrible roles every time I have played them and have yet to destroy a leman russ with one.

I find the damage output from heavy destroyers to be far more reliable when there are 3 of them, but they always get focused down. Thoughts?


 
   
Made in us
Decrepit Dakkanaut




I'm more mad that Warriors can't fire out a Ghost Ark anymore. Ridiculous nerf that wasn't even needed.

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

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

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

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in jp
Proud Triarch Praetorian





torblind wrote:
This is a good thread. I glanced through the other factions tactica threads and they all start around june/july, but nobody come near our post count. Apparently we have some serious tactical challenges to discuss in depth.

Two reasons:
- we're waiting for the codex to come out before starting a new thread (as there will be enough new info to warrant a fresh new discussion).
- we're at a pretty decent disadvantage at the moment, so have had to go into detail discussing and testing all of our various combinations to see what works best. The process has taken a while... (still ongoing, really, but we've distilled it down enough to understand what more or less works for everyone).

TL;DR-
• Scarabs = good
• Tesla Immortals with MWBD = good
• big Gauss Pylon = good
• everything else = ranges from "not horrible" to "meh" to "god no"

 
   
Made in ca
Stalwart Tribune






 skoffs wrote:
torblind wrote:
This is a good thread. I glanced through the other factions tactica threads and they all start around june/july, but nobody come near our post count. Apparently we have some serious tactical challenges to discuss in depth.

Two reasons:
- we're waiting for the codex to come out before starting a new thread (as there will be enough new info to warrant a fresh new discussion).
- we're at a pretty decent disadvantage at the moment, so have had to go into detail discussing and testing all of our various combinations to see what works best. The process has taken a while... (still ongoing, really, but we've distilled it down enough to understand what more or less works for everyone).

TL;DR-
• Scarabs = good
• Tesla Immortals with MWBD = good
• big Gauss Pylon = good
• everything else = ranges from "not horrible" to "meh" to "god no"


I think the effect of all of this is exaggerated by how good some other factions have come out of 8th as well... *cough* Imperial Guard *Cough*


 
   
Made in no
Grisly Ghost Ark Driver





 walkiflalka wrote:
I'm wondering if everyone else agrees that anti-tank is our biggest weakness. The points investment to get ANY anti-tank at all is super high and if you miss 1-2 shots on any given turn that is a lot of wasted points. Whereas say, space marines, can take a lascannon for 25 points on a 13 point model. I personally think all our anti-tank should be a bit cheaper, and we should get an anti tank infantry unit.

All that aside, do you all think 2 triarch stalkers with heavy gauss cannons is a decent way to run anti tank? I like that they get 2 shots guaranteed. However, I have had terrible roles every time I have played them and have yet to destroy a leman russ with one.

I find the damage output from heavy destroyers to be far more reliable when there are 3 of them, but they always get focused down. Thoughts?


4 shots would be better than 3 though?
   
Made in ie
Deranged Necron Destroyer





Slayer-Fan123 wrote:
I'm more mad that Warriors can't fire out a Ghost Ark anymore. Ridiculous nerf that wasn't even needed.


Think about it though. If the GA was still open-topped and had a unit of Warriors then for the price of 290pts you would be getting 20 S4 -1 D1 shots within 24" standard and anything from 1-20 shots extra if in rapid fire range.

Also, if they left it open-topped then Characters would also be able to shoot out of it as well. Imagine Szeras in a GA popping his S8 Lance in the safety of a GA knowing he wouldn't be downed easily?

I personally wish they didn't change it but I feel as if people would have "abused" GAs this edition if left open topped. I personally would rather 20-40 S4 shots (with the possibility of swapping some warriors with Infantry Characters for better weapons) over 20 S4 shots and D3 S10 from a DDA and I think GW knew that based off of 7th edit.

This message was edited 1 time. Last update was at 2017/10/26 07:06:57


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in no
Grisly Ghost Ark Driver





 Odrankt wrote:
Slayer-Fan123 wrote:
I'm more mad that Warriors can't fire out a Ghost Ark anymore. Ridiculous nerf that wasn't even needed.


Think about it though. If the GA was still open-topped and had a unit of Warriors then for the price of 290pts you would be getting 20 S4 -1 D1 shots within 24" standard and anything from 1-20 shots extra if in rapid fire range.

Also, if they left it open-topped then Characters would also be able to shoot out of it as well. Imagine Szeras in a GA popping his S8 Lance in the safety of a GA knowing he wouldn't be downed easily?

I personally wish they didn't change it but I feel as if people would have "abused" GAs this edition if left open topped. I personally would rather 20-40 S4 shots (with the possibility of swapping some warriors with Infantry Characters for better weapons) over 20 S4 shots and D3 S10 from a DDA and I think GW knew that based off of 7th edit.



I dont know other codices, but are you saying those that have open topped transports don't have powerful shooting characters? (could be, I wouldnt know)

Also they took away the gauss ability to glance a vehicle to death, upgrading the Ghost Ark to a total gun bus wouldn't be an unreasonable compromise.

I would argue that fluffwise it could make sense though, and if you look at the model. I mean they are hanging there on hooks to get repaired, arms crossed. They are not standing by with guns raised aiming between the rips.
   
Made in ie
Deranged Necron Destroyer





I dont know other codices, but are you saying those that have open topped transports don't have powerful shooting characters? (could be, I wouldnt know)

Also they took away the gauss ability to glance a vehicle to death, upgrading the Ghost Ark to a total gun bus wouldn't be an unreasonable compromise.

I would argue that fluffwise it could make sense though, and if you look at the model. I mean they are hanging there on hooks to get repaired, arms crossed. They are not standing by with guns raised aiming between the rips.


I was trying to reference that in 7th the GA could only transport Warriors and was open-topped while in 8th it can now transport both Warriors and Infantry Characters but does not allow open-topped Shooting anymore. I think other Armies have ways of allowing models with high Strength guns to fire from inside vehicles but can not think of one to reference.

In 7th the GA was known as a mobile Infantry killer due to it's speed, number of shots via the Arrays and warriors and that it could glance on 6s against all enemies vehicles. Basically the opposite of what the GA was supposed to be used for. In 8th the GA now acts more "fluffy" instead of being a gun boat of death.

Based off of Fluff the GA is their as a "Support" vehicle. It holds broken/damaged warriors in it's "sockets", repairs them from top to bottom and then releases them to battle while another unit of damaged Warriors go Into it to get repaired for more battling. Rinse and repeat kinda situation which wasn't represented in 7th edit that well due to everyone using them as their "alpha" for killing Infantry and vehicle units.

Although, I do miss my match-up of GA and Tomb Blades from 7th. Those 2 units were always my MVPs due to how destructive they were.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Decrepit Dakkanaut




 Odrankt wrote:
Slayer-Fan123 wrote:
I'm more mad that Warriors can't fire out a Ghost Ark anymore. Ridiculous nerf that wasn't even needed.


Think about it though. If the GA was still open-topped and had a unit of Warriors then for the price of 290pts you would be getting 20 S4 -1 D1 shots within 24" standard and anything from 1-20 shots extra if in rapid fire range.

Also, if they left it open-topped then Characters would also be able to shoot out of it as well. Imagine Szeras in a GA popping his S8 Lance in the safety of a GA knowing he wouldn't be downed easily?

I personally wish they didn't change it but I feel as if people would have "abused" GAs this edition if left open topped. I personally would rather 20-40 S4 shots (with the possibility of swapping some warriors with Infantry Characters for better weapons) over 20 S4 shots and D3 S10 from a DDA and I think GW knew that based off of 7th edit.


Abused? Really?
You think someone would buy a Ghost Ark just for Illuminor to shoot from, and that Warriors would really be scary? No, it would make them maybe viable without the codex being needed at this point. 290 points is FAIR for that. It isn't like they were really abused or broken in 6th or 7th either. They had uses but they weren't broken. It's a bad excuse to defend them for this move.


Automatically Appended Next Post:
 Odrankt wrote:
I dont know other codices, but are you saying those that have open topped transports don't have powerful shooting characters? (could be, I wouldnt know)

Also they took away the gauss ability to glance a vehicle to death, upgrading the Ghost Ark to a total gun bus wouldn't be an unreasonable compromise.

I would argue that fluffwise it could make sense though, and if you look at the model. I mean they are hanging there on hooks to get repaired, arms crossed. They are not standing by with guns raised aiming between the rips.


I was trying to reference that in 7th the GA could only transport Warriors and was open-topped while in 8th it can now transport both Warriors and Infantry Characters but does not allow open-topped Shooting anymore. I think other Armies have ways of allowing models with high Strength guns to fire from inside vehicles but can not think of one to reference.

In 7th the GA was known as a mobile Infantry killer due to it's speed, number of shots via the Arrays and warriors and that it could glance on 6s against all enemies vehicles. Basically the opposite of what the GA was supposed to be used for. In 8th the GA now acts more "fluffy" instead of being a gun boat of death.

Based off of Fluff the GA is their as a "Support" vehicle. It holds broken/damaged warriors in it's "sockets", repairs them from top to bottom and then releases them to battle while another unit of damaged Warriors go Into it to get repaired for more battling. Rinse and repeat kinda situation which wasn't represented in 7th edit that well due to everyone using them as their "alpha" for killing Infantry and vehicle units.

Although, I do miss my match-up of GA and Tomb Blades from 7th. Those 2 units were always my MVPs due to how destructive they were.

It wasn't Gunboat of Death...it was gunboat. You're overstating the offensiveness of it, and the nerf was unnecessary.

Also it always allowed transporting of characters. It was just impossible to get Characters with the 7th edit to ride with Warriors because they went back to 10 minimum.

This message was edited 1 time. Last update was at 2017/10/26 09:08:25


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

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

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

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ie
Deranged Necron Destroyer





Maybe our metas were different in 7th and maybe our rolls were different but all my local Necron players always fielded GAs in 7th and always had great success till more powerful and broken list were able to be made.

I remembered the GA being a gun boat of death from my experiences of playing it and being played against it.

Also, I wasn't trying to say that people would specifically rock out a GA + Warriors + Szeras for his gun I was just saying that it would basically be a "worse" version off a DDA but with more volume of S4 shots.

I wasn't trying to make an excused either. I wish the GA had open-topped but because of it's fluff and main purpose (to repair and bring back warriors) I think it makes sense that they dropped the open-topped. The warriors inside are supposed to be broken, damage and non-functional so why would they be able to shoot out of the ark if they are in need of repair and/or being transported to another area of the table top.

We both probably have different views on how a GA is supposed to work but from my Point of View I can understand why GW dropped some of it's tricks.

Also, I jumped on this game at the end of 6th and properly started playing when I purchased the Necron Codex in 7th. So, I am sorry if you don't agree with some of my Information. Just giving my point of view and your entitled to disagree with the points I made. Not trying to bug anyone or cause a thread war.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in jp
Proud Triarch Praetorian





Ghost Arks could always carry HQ.
There was a time in 5th, when the Harbingers were around, that you could stick a single Harbinger Of Destruction into a GA and have a decent weapons platform. It was kind of a cool second use for them but it's not like people were spamming them because they were oh so OP or anything (that was reserved for Harbingers of the Storm hopping out of Night Scythes with Gauss Immortals to take down Landraiders in a single volley. That and Harbingers of Despair Veiling in with Deathmarks next to enemy elites to drop an AP1 flame template that wounded on a 2+. And Destroyer Lords granting Preferred Enemy to Wraiths to make Wraith Wings that could blend anything they came in contact with. And Cron-Air. And Mindshackle Scarabs... Ah, good times, good times...)

 
   
Made in nl
Longtime Dakkanaut




Would you take an open-topped ghost-ark even if it came with 1 less T at the same cost?
   
Made in no
Grisly Ghost Ark Driver





pismakron wrote:
Would you take an open-topped ghost-ark even if it came with 1 less T at the same cost?


wiht apropriately reduced cost, I'd say yes. 2-3 of them racing up the field to cause havoc while scarabs gather objectives would likely be a viable strategy, drizzle with heavy weapons as apropriate.
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

walkiflalka wrote:I'm wondering if everyone else agrees that anti-tank is our biggest weakness. The points investment to get ANY anti-tank at all is super high and if you miss 1-2 shots on any given turn that is a lot of wasted points. Whereas say, space marines, can take a lascannon for 25 points on a 13 point model. I personally think all our anti-tank should be a bit cheaper, and we should get an anti tank infantry unit.

All that aside, do you all think 2 triarch stalkers with heavy gauss cannons is a decent way to run anti tank? I like that they get 2 shots guaranteed. However, I have had terrible roles every time I have played them and have yet to destroy a leman russ with one.

I find the damage output from heavy destroyers to be far more reliable when there are 3 of them, but they always get focused down. Thoughts?


nope, our biggest weakness is our price. We lack anti tank if you dont go FW, there we have incredible options. The tesseract ark is one of the best units we have, very close to MWBD tesla immortals. destroyers just die to quickly, why have them when you can have the same firepower on a much more durable chassis? 2 stalkers are okay, but 1 TA is head and shoulders better.

skoffs wrote:
torblind wrote:
This is a good thread. I glanced through the other factions tactica threads and they all start around june/july, but nobody come near our post count. Apparently we have some serious tactical challenges to discuss in depth.

Two reasons:
- we're waiting for the codex to come out before starting a new thread (as there will be enough new info to warrant a fresh new discussion).
- we're at a pretty decent disadvantage at the moment, so have had to go into detail discussing and testing all of our various combinations to see what works best. The process has taken a while... (still ongoing, really, but we've distilled it down enough to understand what more or less works for everyone).

TL;DR-
• Scarabs = good
• Tesla Immortals with MWBD = good
• big Gauss Pylon = good
• everything else = ranges from "not horrible" to "meh" to "god no"


Scarabs are good, wraiths are good, tomb blades are v.good, tesla immortals with MWBD are v.good, big gauss pylon is okay, tesseract ark is v.good, nightbringer is good.

Destroyers are bad, anni barge is bad, DDA is okay, most hq's are okay, warriors are terrible, stalkers are okay.

Most of this could use a substantial price decrease, and then wed be pretty competitive.



Automatically Appended Next Post:
torblind wrote:
pismakron wrote:
Would you take an open-topped ghost-ark even if it came with 1 less T at the same cost?


wiht apropriately reduced cost, I'd say yes. 2-3 of them racing up the field to cause havoc while scarabs gather objectives would likely be a viable strategy, drizzle with heavy weapons as apropriate.


A T5 vehicle? thats very bad. suddenly its QS isnt protecting it and it is threatened by a plethora of weapons that were previously hurting it on 5's. No thank you. Keep it the way it is and give it open topped, its terrible as it stands.

This message was edited 1 time. Last update was at 2017/10/26 18:07:47


12,000
 
   
Made in us
Loyal Necron Lychguard




Curious, how are you equipping and using Tomb Blades that you rate them so highly? As 3 man suicide units with high damage? Big units to screen for C'tan/CCB? Small/Medium units just as general mobility?
   
Made in us
Regular Dakkanaut





I'd love just making ghost ark open topped and still like it is...

However if necessary I also wouldn't mind buying it in different modes.
Path 1 - Closed top and has repair bay (maybe say it cant transport unless a unit is missing models and can only spit them back out once squad is full or ghost ark explodes) but gets +1 toughness. (lightly armed ambulance)
Path 2 - Open top, can transport 10 man (maybe give it the option to drop the flayer arrays for 5 man 'seating' (imagining jumper vest locking around chest as they hang off the side) each for a max of 20 man transport), doesn't give second reprot, current toughness, perhaps give it a weapon options to replace flayer array with gauss blaster or tesla arrays. (gunboat / Firing platform)

This message was edited 5 times. Last update was at 2017/10/27 16:20:17


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Requizen wrote:
Curious, how are you equipping and using Tomb Blades that you rate them so highly? As 3 man suicide units with high damage? Big units to screen for C'tan/CCB? Small/Medium units just as general mobility?


Squads of 9, 5 vanes, 5 scopes. They regularly get into Rapid fire range, so they do the most damage of all the infantry guns. -2 helps in many cases as we spam tesla everywhere else. Having a mix of +/++ means they an have a better chance of surviving across a wider range of weapon profiles. I have been in tournaments where they would face high str tank guns some games, others games masses of shots from cheap hordes, having lots of saves on T5, 2W 14"M chassis reanimating vehicles is very nice. You have to be semi defensive with them, I normally run a bigger threat (pylon before, twin c'tan wraith bombs now) to draw focus away from them. They balance well with MWBD tesla immortals as very high quality infantry massed shooting, with this on the frontline, the immortals at the back lashing the lightning. They are fast too, so can race up, rapidfire, have good overwatch, withstand genestealer charges (esp with the mix of saves), only to reanimate, fly out of combat and blast again. Turbo boost to objectives late game, go where they please ignoring models. Way better than 5"M infantry with half the durability IMO

This message was edited 1 time. Last update was at 2017/10/27 17:42:03


12,000
 
   
Made in us
Regular Dakkanaut




Bay area, CA

4x10 warriors worked really bad. They just got 7-8 casualties and run away. Now i'm thinking of bringing 2x14 warriors and 1x10 Tesla immortals so they can potentially be reanimated.

2xStalkers were great. They did more damage than DDA.

This message was edited 1 time. Last update was at 2017/10/27 19:10:45


 
   
Made in us
Regular Dakkanaut





...I dont know why im focused on this idea but my brain keeps trying to assemble this and im not sure why cause it doesn't seem like it would be a good idea...

Spoiler:
2k - Outrider 2x, Spearhead 1

HQ - (deploy in ark behind mono)
Destroyer Lord 142
Cryptek 104
Overlord 119
Fast
Destroyer squad - 5x +1 Heavy = 390 (Hold in reserve, exit monolith gate.)
Scarabs 3 - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)

Heavy
Monolith - 381 (Place as wall for ghost ark. Grand Illusion target 1 - place 24 inches from enemies if you are first or 32 so you can move into range on your turn if the enemy doesn't on theirs.)

Canoptek spyder - Fab claw - 84 (Forward deployment edge - On 3 units Grand illusion behind mono as dedicated repair)
Canoptek Spyder - Particle & Fab claw - 94 Forward deployment edge
Canoptek Spyder - Particle & Fab claw - 94 Forward deployment edge

Elite
Ctan Deciever - 225 (Place accordingly. If 1 on grand illusion CP to reroll. Hopefully you get a 2+.)

Transport
Ghost Ark - 170 (Grand illusion target 2. Place to get leadership behind destroyer Line.)



Any suggestions on how to tweak this?

Basically the destroyers and monolith on this feel like they're a distraction while the scarabs gap close and while I think the spyders are in there to replensh scarabs if they get depleted but not wiped (cause you want many spyder squads cause it's based on number of them available and then at least 1 being close so that you can attempt to spawn) but if I remember right the difference in move becomes a bitch on this (6" to 10")...

Really wish there was a wargear option for Spyders so they gained movement for every scarab base in 1-3" or something with a maximum of 10" total movement. Then they could really serve this purpose...

This message was edited 1 time. Last update was at 2017/10/27 20:50:18


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in us
Regular Dakkanaut




Bay area, CA

Lothmar wrote:
...I dont know why im focused on this idea but my brain keeps trying to assemble this and im not sure why cause it doesn't seem like it would be a good idea...

Spoiler:
2k - Outrider 2x, Spearhead 1

HQ - (deploy in ark behind mono)
Destroyer Lord 142
Cryptek 104
Overlord 119
Fast
Destroyer squad - 5x +1 Heavy = 390 (Hold in reserve, exit monolith gate.)
Scarabs 3 - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)
Scarabs 3x - 39 (Place on front deployment limit)

Heavy
Monolith - 381 (Place as wall for ghost ark. Grand Illusion target 1 - place 24 inches from enemies if you are first or 32 so you can move into range on your turn if the enemy doesn't on theirs.)

Canoptek spyder - Fab claw - 84 (Forward deployment edge - On 3 units Grand illusion behind mono as dedicated repair)
Canoptek Spyder - Particle & Fab claw - 94 Forward deployment edge
Canoptek Spyder - Particle & Fab claw - 94 Forward deployment edge

Elite
Ctan Deciever - 225 (Place accordingly. If 1 on grand illusion CP to reroll. Hopefully you get a 2+.)

Transport
Ghost Ark - 170 (Grand illusion target 2. Place to get leadership behind destroyer Line.)



Any suggestions on how to tweak this?

Basically the destroyers and monolith on this feel like they're a distraction while the scarabs gap close and while I think the spyders are in there to replensh scarabs if they get depleted but not wiped (cause you want many spyder squads cause it's based on number of them available and then at least 1 being close so that you can attempt to spawn) but if I remember right the difference in move becomes a bitch on this (6" to 10")...

Really wish there was a wargear option for Spyders so they gained movement for every scarab base in 1-3" or something with a maximum of 10" total movement. Then they could really serve this purpose...


Monolith does not have Quantum Shielding so IMO does not worth points. Also it can be destroyed turn 1 and your Destroyers will be gone.
   
Made in us
Regular Dakkanaut





Arty - Yeah definetly that 50% chance there. If going first yeah it's an ok delivery method.

Yeah im hoping they start allowing Quantum shielding to be a purchasable wargear on models that dont get it already. *chuckle*


----
160

Hmm, maybe I should just focus on the 'Buzz buzz' factor...

Spoiler:

2k - 1x Outrider, 1x Spearhead
HQ -
Catacomb command Barge - 162 (tesla cannon + Warscythe)
Catacomb command Barge - 169 (Tesla cannon + staff)
Fast
Scarabs 8x - 104
Scarabs 8x - 104
Scarabs 8x - 104
Scarabs 8x - 104
Scarabs 8x - 104
Scarabs 8x - 104
Heavy
Canoptek spyder 3x - PB & 1x GP - 263 (GI target 1 to make up slower move rates somewhat...)
Canoptek spyder 3x - PB & 1x GP - 263 (GI target 2 to make up slower move rates somewhat...)
Canoptek spyder 3x - PB & 1x GP - 263 (GI target 3 to make up slower move rates somewhat...)
Elite
Ctan Deciever - 225

--------
Not sure if I should drop the deciever and instead spread the Spyders out to...

Canoptek spyder 2x - PB & 1x GP -177
Canoptek spyder 2x - PB & 1x GP -177
Canoptek spyder 2x - PB & 1x GP -177
Canoptek spyder 2x - PB & 1x GP -177
Canoptek spyder 2x - PB & 1x GP -177

+12x Scarabs = 155




I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonné waghh.  
   
Made in us
Regular Dakkanaut




Bay area, CA

Lothmar,

1 Spider poins = 6 scarabs points so you need 6 turns with potential d3 mortal wounds to generate more scarabs.

I don't think Spiders worth their points right now unless you have an idea how to use them.
   
Made in no
Grisly Ghost Ark Driver





one spyder unit can support unlimited scarab units, however if you manage to make them efficient, they likely are shot dead in an instant. I mean, 4W, T6 3+ is nothing but a speed bump
   
 
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