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Made in de
Fresh-Faced New User



Switzerland

Hi everyone!

looking to the new Monolith I just came out with this idea:

we need at least those models:

1x Command barge with war scythe
1x Deciver
2x Monolith
2x 20 Warriors units

The idea is to keep the 2x 20 warriors units in the "Tomb World", deploy the 2 monolith, deciver and command barge on the battlefield and using the deciver power to re-deploy the 2 monolith (and in case the command barge) near the enemy (at least 12").
Then in the first turn use the "Eternity gate" of the monolith to "throw up" the 2 units of warriors that can shoot in rapid fire. In the meanwhile you keep the monolith save from charges (they have to "run" in the horde of warriors) and the command barge behind can help with the globe of ressurrection and charge vehicles and other big stuff from the next turn (because he moved with the C'tan skill)

In the first shooting turn you have:
2x particle whip ( heavy 6, S 7, ap -2 D 1d3)
2x4 arc flux (heavy 3, S 5, ap -2, D 1)
40x (or 80x in rapid fire) gauss ( S 4, ap -1, D 1 )

Pros:
A lot of dice in the first turn
Tactics of the other player are ruined, because they didn't expect the Necron Rush
2x warriors units that can reanimate forever

Cons:
Dice of the deciver, if need to move at least 2 units.. but in this case you can use a CP to reroll the first dice.
You are in charge range
If the other player have some meltas... well.. you are in short range with the monolith

This trick can be customized, instead of the 2x 20 warriors you can use 2x 10 Necrons with tesla.. doing 40x S 5 shots (and maybe more if you are lucky with the dices)

Let me know your feedbacks!

This message was edited 1 time. Last update was at 2017/07/17 18:26:50


 
   
Made in no
Grisly Ghost Ark Driver





I think the consensus is that units cannot move after coming out of the monolith
   
Made in sg
Humorless Arbite





Hull

This is basically the tactic I use with my Necrons (maximum mobility).

Waiting on the codex for 8th but in 7th I used:
Veil of Darkness Teleport a unit (Immortals for me usually)
Vargard Obyron Teleport a unit (Lychguard)
Deceiver Shard to 'Fake Deploy' up to 3 units.
Tomb Blades and Praetorians for normal mobility.
Monolith for extracting a unit from trouble..... but nowadays I suppose a Monolith for deepstrike and advance

   
Made in ch
Fresh-Faced New User



Switzerland

torblind wrote:
I think the consensus is that units cannot move after coming out of the monolith


And why they can't move? Rules says that you can place a unit from the tomb world in 3" distance from the monolith..
   
Made in no
Grisly Ghost Ark Driver





Furek wrote:
torblind wrote:
I think the consensus is that units cannot move after coming out of the monolith


And why they can't move? Rules says that you can place a unit from the tomb world in 3" distance from the monolith..


Page 177 in the rule book, it says that this kind of arrival means they cannot move or advance




Automatically Appended Next Post:
GW had the chance to add the transport keyword or in other ways clear the monolith (and night scythe) of this ruling in the FAQ, but actively did not.

Also the numbers in the monolith's rules follow the normal pattern of forcing a >9" distance of units "deep striking"
[Thumb - Screenshot_20170717-185648.png]

This message was edited 1 time. Last update was at 2017/07/17 17:04:54


 
   
Made in ch
Fresh-Faced New User



Switzerland

torblind wrote:
Furek wrote:
torblind wrote:
I think the consensus is that units cannot move after coming out of the monolith


And why they can't move? Rules says that you can place a unit from the tomb world in 3" distance from the monolith..


Page 177 in the rule book, it says that this kind of arrival means they cannot move or advance




Automatically Appended Next Post:
GW had the chance to add the transport keyword or in other ways clear the monolith (and night scythe) of this ruling in the FAQ, but actively did not.

Also the numbers in the monolith's rules follow the normal pattern of forcing a >9" distance of units "deep striking"


But they are not considered as disembarked from vehicle? The rule you attached is relative to units coming at the end of the turn (so the monolith can move and allow double movement) but this ability activate BEFORE moving the monolith.

The rule of the monolith says that they are "transported" to the battlefield, not teleported or in other "exotic" ways

EDIT:
Just checked again, the way of disembark from the monolith is the same of the disembark rule in the rulebook..

AND watch out, I'm NOT talking to move units AFTER a monolith deep strike, but after the deciver re-deploy the unit.
The deciver says that BEFORE ANY TURN you can setup 1d3 units 12" from an enemy and this unit cannot CHARGE in the first turn. So the monolith is considered "not moved"..

This message was edited 3 times. Last update was at 2017/07/17 17:25:40


 
   
Made in us
Wicked Canoptek Wraith





Nope, units coming out of the eternity gate are being 'set up' off the table and coming in from reserves as reinforcements the same as if they were deep striking. The monolith doesn't have the 'transport' keyword and no transport capacity so units can't embark or disembark from it. The monolith can move after the grand illusion moves it but the warriors coming out of the eternity gate cannot.

You'll still get the 20 warriors in rapid fire range though, there's just enough room for all 20 to fit within 3" of the monolith's forward face, which puts them 9-11" from the opponent.
   
Made in ch
Fresh-Faced New User



Switzerland

Ok I will fix my answer

Anyway the shooting turn is correct, and are a lot of dices against units / tanks
   
Made in us
Longtime Dakkanaut




 Actinium wrote:
Nope, units coming out of the eternity gate are being 'set up' off the table and coming in from reserves as reinforcements the same as if they were deep striking. The monolith doesn't have the 'transport' keyword and no transport capacity so units can't embark or disembark from it. The monolith can move after the grand illusion moves it but the warriors coming out of the eternity gate cannot.

You'll still get the 20 warriors in rapid fire range though, there's just enough room for all 20 to fit within 3" of the monolith's forward face, which puts them 9-11" from the opponent.


Well, you can set them up 1" from the enemy, so 1-3" from the opponent.
   
Made in no
Grisly Ghost Ark Driver





No, the monolith starts 12" away after grand illusion
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Hopefully the codex makes it less clunky, right now it's too expensive for what it offers

12,000
 
   
Made in no
Grisly Ghost Ark Driver





Furek wrote:
torblind wrote:
Furek wrote:
torblind wrote:
I think the consensus is that units cannot move after coming out of the monolith


And why they can't move? Rules says that you can place a unit from the tomb world in 3" distance from the monolith..


Page 177 in the rule book, it says that this kind of arrival means they cannot move or advance




Automatically Appended Next Post:
GW had the chance to add the transport keyword or in other ways clear the monolith (and night scythe) of this ruling in the FAQ, but actively did not.

Also the numbers in the monolith's rules follow the normal pattern of forcing a >9" distance of units "deep striking"


But they are not considered as disembarked from vehicle? The rule you attached is relative to units coming at the end of the turn (so the monolith can move and allow double movement) but this ability activate BEFORE moving the monolith.

The rule of the monolith says that they are "transported" to the battlefield, not teleported or in other "exotic" ways

EDIT:
Just checked again, the way of disembark from the monolith is the same of the disembark rule in the rulebook..

AND watch out, I'm NOT talking to move units AFTER a monolith deep strike, but after the deciver re-deploy the unit.
The deciver says that BEFORE ANY TURN you can setup 1d3 units 12" from an enemy and this unit cannot CHARGE in the first turn. So the monolith is considered "not moved"..



Believe me I badly want this to be the case, but as you can see, the rules as written easily covers this way of entering the board, and monoliths and night scythes do not have any models embarked and don't have the Transport keyword, that much is clear. It is clearly stated that the rules of embarking and disembarking apply to models with the Transport keyword.
   
 
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