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Made in us
Regular Dakkanaut




Bay area, CA

And it's easier to bring another 6 scarabs instead of 1 spider
   
Made in no
Grisly Ghost Ark Driver





If you deep strike the Monolith, could you argue that it hasn't "moved" as such, and that you therefore can also deep strike the unit on the tomb world that same turn? Deep striking often counts as moving in terms of heavy weapons penalties.
   
Made in us
Regular Dakkanaut




Bay area, CA

torblind wrote:
If you deep strike the Monolith, could you argue that it hasn't "moved" as such, and that you therefore can also deep strike the unit on the tomb world that same turn? Deep striking often counts as moving in terms of heavy weapons penalties.


You deep strike Monolith "at the end of movement phase". And Gate works IN you movement phase. So when you deep strike Monolith your movement phase has already been finished.
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

yeah, scarabs dont actually do a hell of a lot of damage, neither do spyders. The first list had a squad of destroyers as the only damage dealers, second has even less.

12,000
 
   
Made in jp
Proud Triarch Praetorian





 Klowny wrote:
Requizen wrote:
Curious, how are you equipping and using Tomb Blades that you rate them so highly?
Squads of 9, 5 vanes, 5 scopes. [...] Having a mix of +/++ means they an have a better chance of surviving across a wider range of weapon profiles.

Did you mean 5x Shield Vanes and 5x Shadow looms?

 
   
Made in no
Grisly Ghost Ark Driver





Yes, one model would have both items, the rest only one
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 skoffs wrote:
 Klowny wrote:
Requizen wrote:
Curious, how are you equipping and using Tomb Blades that you rate them so highly?
Squads of 9, 5 vanes, 5 scopes. [...] Having a mix of +/++ means they an have a better chance of surviving across a wider range of weapon profiles.

Did you mean 5x Shield Vanes and 5x Shadow looms?


Haha yes, muscle memory made me type scopes, as that was what I always took in 7th, but now in 8th the shadowlooms are much better imo.

Thanks skoffs

12,000
 
   
Made in ie
Deranged Necron Destroyer





What do ye guys prefer?

Generic Overlord on it's own because of the 4+ invul for 104-119pts.? Cheap enough, gives MWBD to infantry units and has a general good stat line.

Or

Cryptek and CCB w/Tesla for 226pts to gain 3 extra wounds, +1 toughness, Quantum Shielding and a 5+ invul agaisnt Shooting attacks via the Cryptek? 2 HQs over one so could be a good for Battalion detachments. CCB stat line is a little bit better in terms of resilience, swaps the Olords 4+ invul for QS. Can potentially be a CC unit with Scarabs/Wraiths/Nightbringer. Crypteks 5+ invul makes the CCB even more resilient, also buffs RP to 4+ which gives more synergy to any infantry units around the 2 HQs.

I also have another enquiry.

Would ye guys think that a CCB, Kutlakh and Scythe-guard could be a good CC unit?

CCB can move 12" into position, Kutlakh can allow the guard to Advance and charge to gain extra movement as well as getting MWBD or CW to get +1 to them as well. We should be able to cover 10-12" inches before we do an charge rolls.

Several S7 -4 D2 Attacks should wreck any infantry units up as well as having Kutlakh as a back up incase the enemy units are still around. It would be quite expensive to field (around 600-700pts) but it does feel quite thematic imo. If we get a good points drop in Chapter Approved I might start making that my CC Core. Thoughts?

This message was edited 2 times. Last update was at 2017/10/30 06:40:20


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





I'd probably run a cryptek or orikan instead of a CCB with the scytheguard and Kutlakh, to improve survivability as they dart over the killing fields.

I'd probably even go for Anrakyr insetad of CCB as the second overlord, for that sweet +1A, though 2 overlords running with the scythguard is a heavy comitment.
   
Made in ie
Deranged Necron Destroyer





The only issue with Orikan is that he specifically buffs Sautekh Necrons while Kutlakh buffs Maynarkh. So, Orikan can't be buffed by advancing and charging and the Lychguard can't get the 5+ invul or +1 RP if they are Maynarkh. Generic Cryptek or Toholk are the only ways to buff a 5+ invul to all those units.

I think Anrakyr could work if paired with Kutlakh and 2 units of Scytheguard. He can't be buffed by Kutlakh due to him only able to buff Maynarkh infantry units. The CCB can be any Dynasty so I fell it is probably the best HQ to take with him.

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





Ah yes, Orikan wouldn't work.

Depending on what you are up against, sword and board might be an option, without a cryptek all together, would give your group 4++ all the way.

If you don't want to over-commit, CCB might be ok, as you could fly it back or elsewhere once it has done its job.

Kutlakh paired with +1 advance and charge means the lychguard has a threat range of 5 + 1 + 1 + d6 + 2d6 = 17.5", might save you a turn of incoming fire in the open.

This message was edited 1 time. Last update was at 2017/10/30 09:47:14


 
   
Made in us
Irked Necron Immortal





Jackson, TN

 Odrankt wrote:
What do ye guys prefer?

Generic Overlord on it's own because of the 4+ invul for 104-119pts.? Cheap enough, gives MWBD to infantry units and has a general good stat line.

Or

Cryptek and CCB w/Tesla for 226pts to gain 3 extra wounds, +1 toughness, Quantum Shielding and a 5+ invul agaisnt Shooting attacks via the Cryptek? 2 HQs over one so could be a good for Battalion detachments. CCB stat line is a little bit better in terms of resilience, swaps the Olords 4+ invul for QS. Can potentially be a CC unit with Scarabs/Wraiths/Nightbringer. Crypteks 5+ invul makes the CCB even more resilient, also buffs RP to 4+ which gives more synergy to any infantry units around the 2 HQs.

I also have another enquiry.

Would ye guys think that a CCB, Kutlakh and Scythe-guard could be a good CC unit?

CCB can move 12" into position, Kutlakh can allow the guard to Advance and charge to gain extra movement as well as getting MWBD or CW to get +1 to them as well. We should be able to cover 10-12" inches before we do an charge rolls.

Several S7 -4 D2 Attacks should wreck any infantry units up as well as having Kutlakh as a back up incase the enemy units are still around. It would be quite expensive to field (around 600-700pts) but it does feel quite thematic imo. If we get a good points drop in Chapter Approved I might start making that my CC Core. Thoughts?


Question: In your first set of questions, are you thinking that CCB has <Infantry> keyword?
   
Made in ie
Deranged Necron Destroyer





torblind wrote:
Ah yes, Orikan wouldn't work.

Depending on what you are up against, sword and board might be an option, without a cryptek all together, would give your group 4++ all the way.

If you don't want to over-commit, CCB might be ok, as you could fly it back or elsewhere once it has done its job.

Kutlakh paired with +1 advance and charge means the lychguard has a threat range of 5 + 1 + 1 + d6 + 2d6 = 17.5", might save you a turn of incoming fire in the open.


Problem with Sword and Board is that they are left at S5 rather then S7 which can make a huge difference in terms of dice rolls and damage out put. Maybe 1 unit of 10 Scytheguard, 1 unit of 10 Sword n' Board-guard, Kutlakh and a CCB might be useful? Have the SnB at the front to act as an Anti-charge units with the 4+ saves. As we get closer to the enemy you can charge with the Scytheguard and CCB 1st so you know your gonna do great damage. then use the SnB and Kutlakh as your "back up" to kill anything that survived. You could then consolidate infront of the Scytheguard (if possible) to get back into the original formation. Would that work?

I feel like 2 units of 10 Scytheguard with Kutlakh and a CCB would be an amazing CC unit for us going by your movement breakdown. The only issue would be lack of an invul though so it would probably be Destroyed a little bit easier... Could run 8 man units of Lychguard to save points and put a Cryptek in? Would be quite heavy CC unit with 3 HQs and all those Lychguard but it might be worth it if we get point decrease when CA is out in December.

@Draco765
Indeed I did. I realised it does not have it when I was over-looking it early. Prevents us from giving the CCB an iInvul save due to a Cryptek buffing Infantry units which I thought the CCB had.

The real question is that I have a tournament in 2 weeks and I am running a Overlord atm but I feel like for a few extra points the CCB would be better for it's stats and Quantum Shielding. The only issue is the lack of an Invul save which can't be given due to no Infantry keyword on the CCB. I'm kind of stumped as to what to do. While the CCB is more resistant then an Olord the 4+ invul gives the Olord a slight increase in my books over the CCB better stat line and QS.

This message was edited 1 time. Last update was at 2017/10/30 14:14:31


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
Regular Dakkanaut




Southern California

A lot of the ideas proposed above seem like good ideas to try but they are massive point sinks. Just the World Killer and 10 scythguard alone at 500 points just themselves. That's a quarter of your army right there.
We really need points drop
   
Made in ie
Deranged Necron Destroyer





Like you said, there only ideas. While they seem like they would work and cause great havoc the points cost is unreasonable. 500pts is a lot for 1 HQ and 1 Elite unit. Even if they are able to move, advance and charge it costs to much to be reliable.

If that core is dropped to 400-300pts then I would probably make it my main CC units. On paper it should shred nearly everything in their way besids anything with T8 or higher.

I hope our Points are lowered enough that we can be more flexible. Most of my lists have the same units (Tesla Immos, Triarch Stalker, Tesseract Ark etc) due to our points being high and usually picking the best model/unit per point and potential damage.

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
Regular Dakkanaut





torblind wrote:
If you deep strike the Monolith, could you argue that it hasn't "moved" as such, and that you therefore can also deep strike the unit on the tomb world that same turn? Deep striking often counts as moving in terms of heavy weapons penalties.


No but you can field a monolith and Grand illusion it up since that is before the first turn, then on the first turn you can move stuff out the monolith.

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

If only so I could begin the pardonnĂ© waghh.  
   
Made in no
Grisly Ghost Ark Driver





Lothmar wrote:
torblind wrote:
If you deep strike the Monolith, could you argue that it hasn't "moved" as such, and that you therefore can also deep strike the unit on the tomb world that same turn? Deep striking often counts as moving in terms of heavy weapons penalties.


No but you can field a monolith and Grand illusion it up since that is before the first turn, then on the first turn you can move stuff out the monolith.


Yes, but only if it's alive
   
Made in us
Regular Dakkanaut




Bay area, CA

Monolith does not worth it because it does not have QS
   
Made in us
Freaky Flayed One




Also the Monolith and N Scythe lack the Transport key word so no moving the troops you bring in with it... just trash over costed units.

2018 can't come soon enough.
   
Made in us
Loyal Necron Lychguard




Everything with RP needs to go down in points. They really overcosted RP, as if "shoot a single unit to death at a time" was a difficult counter that no enemy would ever figure out.

Vehicles are mostly fine, maybe could come down a smidge but mostly I think they just need to fudge some of the rules a bit.
   
Made in us
Pile of Necron Spare Parts




An alternative to reducing points on our reanimation protocol units that would be pretty fluffy would be to allow a few ways of returning destroyed units to the field. I think that if ghost arks or res orbs could allow for an emergency RP roll for a downed unit it would make our army much more durable as a whole.
   
Made in us
Regular Dakkanaut





Yeah my issue with rez orb is I tend to either use it too early and then regret it, or the unit is wiped entirely or fails its morale check before I would use it to the point that I sometimes die with it on my Hq.

Kind of wish if you hadn't dropped the rez orb when your Hq dropped it broke and the HQ got back up at either a d3 or full wounds, or a unit in range got an immediate RP. *chuckle*

Or alternatively it gave a passive bonus in addition to the one time use. Ex: +1 re prot / toughness to units within 1-3 inches. The carrier counts as a model in the unit RP'ing and therfor models can be placed around it as well so long as they remain in cohesion with the remainder of the unit as well.

I really wish there was a 'reinforcement relay' or some kind of wargear that basically allowed you to make RP for models that failed morale. Effectively the AI senses the depleted unit and Tp's in those missing models as it debugs them, or assigns a piecemail replacement and puts the cowards into another squad after it fixes their programing.

This message was edited 1 time. Last update was at 2017/10/31 15:36:19


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

If only so I could begin the pardonnĂ© waghh.  
   
Made in no
Grisly Ghost Ark Driver





The RP mechanic definitely needs some rethinking. It's been pointed out before, it's at its strongest when the unit has only one model left (the most RP dice being rolled), and on the same time at its weakest, since its only one model away from being wiped and having zero RP dice rolled
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Make it able to be rolled at the start of each players turn is a very easy way to make it significantly stronger, and give some dynasty a way to give it super buffs and we will be competitive again imo

12,000
 
   
Made in us
Freaky Flayed One




Having one model left sucks more than you think. You have to setup rezed models within 1 inch of that last model so only 5 or 6 max can use RP and if you are in melee you are really sad as they can not setup within 1 of an enemy as well...
   
Made in gb
Tail-spinning Tomb Blade Pilot




For an upcoming tournament. Rules effectively prohibit Large Gauss Pylon (wound count is too high) and only allow one outrider/spearhead/vanguard in the list:

Spoiler:

++ Patrol Detachment (Necrons) [38 PL, 750pts] ++

+ HQ +

Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

+ Troops +

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Antimatter Meteor

Triarch Stalker [8 PL, 181pts]: Twin Heavy Gauss Cannon

++ Spearhead Detachment +1CP (Necrons) [56 PL, 1248pts] ++

+ HQ +

(FW) Toholk the Blinded [8 PL, 165pts]

+ Fast Attack +

Tomb Blades [15 PL, 417pts]
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade
. . Two Gauss Blasters: 2x Gauss Blaster

+ Heavy Support +

(FW) Tesseract Ark [13 PL, 260pts]
. Two Gauss Cannons: 2x Gauss Cannon

Doomsday Ark [10 PL, 203pts]

Doomsday Ark [10 PL, 203pts]

++ Total: [94 PL, 1998pts] ++

Created with BattleScribe


Thoughts? Comments?
   
Made in fi
Freaky Flayed One





I don't think GW will make any changes to RP since it's very easy to sqew it in both directions.

Other ways to help RP is to improve resilience with dynasty traits such as "-1 to hit" or "always in cover". A general +1 save for all infantry models would be, yes please.

It's also likely that the Solar staff will be back as an artefact and that should give somekind of penalty to hit.

Stratagems will also be able to help out. Perhaps a variant of the Insane bravery stratagem (auto pass morale) that only costs 1CP would be fitting for Necrons.
   
Made in jp
Proud Triarch Praetorian





sieGermans wrote:
For an upcoming tournament. Rules effectively prohibit Large Gauss Pylon (wound count is too high) and only allow one outrider/spearhead/vanguard in the list:

Spoiler:

++ Patrol Detachment (Necrons) [38 PL, 750pts] ++

+ HQ +

Catacomb Command Barge [10 PL, 169pts]: Gauss Cannon, Warscythe

+ Troops +

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 230pts]: Power of the C'tan: Antimatter Meteor

Triarch Stalker [8 PL, 181pts]: Twin Heavy Gauss Cannon

++ Spearhead Detachment +1CP (Necrons) [56 PL, 1248pts] ++

+ HQ +

(FW) Toholk the Blinded [8 PL, 165pts]

+ Fast Attack +

Tomb Blades [15 PL, 417pts]
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade
. . Two Gauss Blasters: 2x Gauss Blaster

+ Heavy Support +

(FW) Tesseract Ark [13 PL, 260pts]
. Two Gauss Cannons: 2x Gauss Cannon

Doomsday Ark [10 PL, 203pts]

Doomsday Ark [10 PL, 203pts]

++ Total: [94 PL, 1998pts] ++

Created with BattleScribe


Thoughts? Comments?

I don't understand,
Why the Patrol?
Seems like you could fit all of that into the Outrider

 
   
Made in no
Grisly Ghost Ark Driver





 Cmdr_Sune wrote:
I don't think GW will make any changes to RP since it's very easy to sqew it in both directions.

Other ways to help RP is to improve resilience with dynasty traits such as "-1 to hit" or "always in cover". A general +1 save for all infantry models would be, yes please.

It's also likely that the Solar staff will be back as an artefact and that should give somekind of penalty to hit.

Stratagems will also be able to help out. Perhaps a variant of the Insane bravery stratagem (auto pass morale) that only costs 1CP would be fitting for Necrons.


Well, a right move would be to make wiping a unit less critical, because at the root of the problem, at near-wiped the unit's RP is either super powerful or completely worthless once the last model falls.

Some sort of recovery after a unit is wiped for example, would make opponents less set on wiping the unit, allowing the value of RP to be more consistent. And perhaps penalizing RP when model count gets low, to balance things out. or point adjust, just smooth out the RP value which rests on a peak essentially, either gamechanging or worthless as the game is currently being played.
   
Made in ca
Fresh-Faced New User




Requizen wrote:
Everything with RP needs to go down in points. They really overcosted RP, as if "shoot a single unit to death at a time" was a difficult counter that no enemy would ever figure out.

Vehicles are mostly fine, maybe could come down a smidge but mostly I think they just need to fudge some of the rules a bit.


I agree they value RP way too high, models with more attacks or hard hitting weapons are far cheaper but they value the RP chance at a cost way to high.

1)As you said people know how to counter RP.
2)A cheaper model in other units that is able to bring better firepower, either in terms of str, ap or dmg is undercosted even though it has an actual "in battle effect"
RP is an out of battle effect of sorts, as it can be countered and doesn't technically make the model kill more or survive more per say.

So would you pay +4 pts to kill an enemy easier or +4pts to perhaps maybe get a model or 2 back?
Or An Eldar with 3 T vs a necron vs 4...is the 4t really worth extra costs when most weapons (lets just say str 4) don't really equal out. In that the points paid for the model/cost to bring them down etc just don't equal out.

As people get more experienced the RP rolls are less and less and less, while cheaper models with more shots, more ap etc are valued more and more.

The thing with Necrons on a whole are how easily countered our bonus's are.
A monolith can repair..ok fine, it doesn't help it from killing more or taking less wounds, so you are paying for something that easily requires luck to come into play.
Compare to a Wave Serpent. A power to reduce the dmg by one EVERY SHOT is far more effective then just healing a wound next turn yet the healing variable costs more.

The point I am rambling on about is. The effective costs, A necron player paying 240 pts for 20 warriors that "maybe" can comeback brings a force that isn't the same as someone bringing maybe 30-40 Guardians with superior firepower for less cost etc.




   
 
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