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Made in us
Been Around the Block




I find the CC threat range they put out allows more flexibility in board control then an equitable investment in more troops would provide. I also like the fact that, provided ample CP support, the Flayed Ones can take on just about anything.

They are aggressive area denial that can DS and do it quite well.
   
Made in lt
Mysterious Techpriest






So the newly ranked #1 necron player placed 6th in the most recent GT (slugga):
4W 1L
Mephrit Outrider:
Destroyer Lord
Deceiver
3x6 Destroyers

Mephrit Batallion
Cryptek veil, chronometron
Lord staff, immortal pride(WL)
3x16 warriors(15 in one)

So uh... that's kinda weird.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in no
Grisly Ghost Ark Driver





 Brymm wrote:
That can't be right. The emergency beam has to over ride that as intended I'm sure, does it state in that Faq specifically the emergency invasion beam?


Right or not, it's the current wording of the FAQ.

Invasion beam is not mentioned explicitly.
   
Made in us
Auspicious Aspiring Champion of Chaos






That's why it's a beta rule. Make sure to send in the feedback to GW so they can be sure to clarify it when it becomes official.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Been Around the Block




So, wait....Mephrit, the DLord, and Warriors aren't the worst most useless things in the history of 40k?

That is weird. It's almost like the 6 weeks since the Dex dropped wasn't nearly enough time to collect evidence to make demonstrative statements about the units/dynasties within. Almost...
   
Made in us
Numberless Necron Warrior




I don't see why we're comparing FO vs. Wraith against GEQ/MEQ. I expect FO to win every time because that is their prime target; it makes no sense to point a S6 -2AP 2dmg weapon at a T3/4 target with only a single wound...

A better comparison would be delivery and what they bring to the table.

For delivery, FO with DS will require 9" charge. Even with a warlord nearby with RR failed charge and command reroll a die, your odds aren't very great. Nephrekh Wraiths (what I run them as) have a 18" + 2D6" threat range using 1CP to charge.

I think most people agree that Necrons don't have that much for AV. My strat has always been to lock up vehicles that aren't being targeted by Destroyers/DDA. And what better unit than Wraiths with their massive movement and fly to bypass screens.

FO fill a slot, and unreliably so, that is better off done by immortals or warriors if you're targeting GEQ/MEQ. And if trying to lock up other things, well they don't have fly, so good luck getting them past the screens. If you're looking for area denial and more lockup, then a better unit would be scarabs/Wraiths. If you're holding on to them til T2/3 since there won't be as much dakka on the field, then you're just playing to Necrons RP weakness, allowing them to focus fire other units down with no punishment. Anyway, I just don't see a slot they fill that can't be done better by another unit.
   
Made in lt
Mysterious Techpriest






/shrug
It still lost in the end.
I always admited that Mephrit was good with warriors and tomb blades.
Mephrit Destroyers and the mass of warriors is what's weird.

DLord is an enigma to me. I haven't bothered looking at it much as I see other factions having similar better things

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Been Around the Block




If you're looking for area denial and more lockup, then a better unit would be scarabs/Wraiths.


I think that's two different roles, the latter of which I agree scarabs and Wraiths are more suited towards.

FOs excel at area denial because they legitimately threaten anything. Wraiths/Sacrabs are a tar pit that can get tar pitted themselves because they simply don't hit that hard. Novohk FOs can literally kill just about anything in the game. Bubble wrap is close to useless against FOs as they can quite readily chop right through it.

I think that's what most people aren't realizing. This is probably the hardest hitting unit in the entire Codex. You have to invest some CP to unlock its full potential, but that goes for most units in 8th. I haven't even mentioned the Novohk WL trait yet.

This is the kind of potential numbers you can see out of 20 FOs if you combine it all together (Novohk, Crimson Haze WL trait, MWBD, DF, BR):

Against T8 3+:
25.81 wounds.
Against MEq:
41.29
Against TEq:
20.64
Against GEq:
61.93

Granted, I'm just doubling the numbers for Blood Rites to simplify the scenario, you will likely take some casualties, but this is primarily to illustrate properly buffed FOs hit really really hard. Also, they do so through the flexibility of WL traits and stratagems. This important because if you need to pull back with them they have the full propensity to do so. You have tremendous amount of control over their damage output allowing you to frequently execute the ideal "kill them on their turn in CC" strat.


   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 rvd1ofakind wrote:
So the newly ranked #1 necron player placed 6th in the most recent GT (slugga):
4W 1L
Mephrit Outrider:
Destroyer Lord
Deceiver
3x6 Destroyers

Mephrit Batallion
Cryptek veil, chronometron
Lord staff, immortal pride(WL)
3x16 warriors(15 in one)

So uh... that's kinda weird.


Either Deceiver the Warriors up to rapid fire, or deceiver the destroyers into firing position or cover turn 1. That's a neat concept. The mephrit on destroyers is a little odd...but I actually kind of like the list. I get that the warrior blocks are fearless from IP, so they are probably sticking tight in a block with the chronotek

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The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in de
Nihilistic Necron Lord






Germany

Shadar_Logoth wrote:
So, wait....Mephrit, the DLord, and Warriors aren't the worst most useless things in the history of 40k?

That is weird. It's almost like the 6 weeks since the Dex dropped wasn't nearly enough time to collect evidence to make demonstrative statements about the units/dynasties within. Almost...


Thats why he only ranked 6th. If he had read this thread, knowing that those units are the worst, and choose other better ones mentioned here, he would have won

This message was edited 2 times. Last update was at 2018/06/14 19:21:16


 
   
Made in lt
Mysterious Techpriest






He ranked 6th due to battle points. There were 5:0 people bellow him.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Lone Wolf Sentinel Pilot






Texas


Spoiler:

Slayer-Fan123 wrote:
 iGuy91 wrote:
 Dynas wrote:
Has anyone tried Kutlakh the World Killer from the FW range. He has an interesting rule where you can charge and advance for all friendly infantry within 12" thats crazy. Perhaps this could be an alternative to get Flayed ones into CC. Really though I see 2 or maybe even 3 blobs of Praetoreans with hypherphase swords, with Anarkyr nearby to get +1 attack to at least 2 units, MWBD for extra range and hitting power, maybe even have 3 units depending on positioning. Add a Chrono Cryptek with 5++ invul and you got some nastyness.


What about Tolohk the Blinded, his D3 Living metal to friendly vehicles seems good as well. Park him next to a DDA, Monolith, TV, etc... But the icing on the cake, he gets two chances to seize initiative. We all know how important going first is.



In regards to 'big K', I think that the issue is still footslogging. With Lychguard or FO, you're looking at an average move of...5+1 (for mwbd) + d6 = 9.5 inches, which isn't that impressive sadly.
I'm of the opinion at this point, Night Scythes are the safest and most reliable way to deliver one of those squads for a charge with the stratagem to beam them down, or otherwise keep them safe should the scythe pop.

As far as Toholk goes, a cloak cryptek can do that same d3 living metal trick. The seize trick is handy, true.


That's unless you treat him as Nephrekh. That's basically an 11" move for Flayed Ones and Lychguard.


Automatically Appended Next Post:
 rvd1ofakind wrote:
Yes, I will let others do the thinking for me in some cases. I can only play about a game a week. They can and DO play 10+ a week against other players that also do the same. I can't compete with that.
What I can do is create a spreadsheet that tells me that Flayed Ones suck.
Then I can look at top necron lists and see 0 Flayed Ones there. Those players would crush you turn 3 three. Because compared to them, you probably suck. And that's not your fault. It's just that they spend a ludicrous amount of time playing the game every week. Fact is - they probably know better than you.

Now let's put 2 and 2 together:
Bad on paper (mathammer)
Bad on the table (tournament results)
=
BAD

The fact that you compare them to wraiths but add a bunch of buffs to Flayed Ones and call it "fair". Why not add the amount of points the character takes up? Why not add the fact that they will get wiped turn 1 so they don't get RP. If 20 T4 5++ 5+++ genestealers always die in 1 turn - so will 20 flayed ones. Nothing will stay on the table for more than a turn or two if your opponent focuses it in 8th edition. If he wants that unit to die - it will die unless he brought a garbage list.

I'm not discussing this any further: I've said my part. It's as clear cut as you can get.

Except Flayed Ones aren't bad mathematically. Please prove it by all means.

They don't get used because of mobility issues.




Are you able to treat Kultakh as a Nephrekh? If so that is definite the way to go.

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*I'm on Bartertown as Dynas 
   
Made in nz
Regular Dakkanaut





 Brymm wrote:
That can't be right. The emergency beam has to over ride that as intended I'm sure, does it state in that Faq specifically the emergency invasion beam?


Its a teleport type. Therefore it doesn't work 1st turn if the scythe is gunned down. The scythe isn't a transport its a teleport node as is very apparent from how it functions in the codex.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 rvd1ofakind wrote:
So the newly ranked #1 necron player placed 6th in the most recent GT (slugga):
4W 1L
Mephrit Outrider:
Destroyer Lord
Deceiver
3x6 Destroyers

Mephrit Batallion
Cryptek veil, chronometron
Lord staff, immortal pride(WL)
3x16 warriors(15 in one)

So uh... that's kinda weird.


I don't think it's that Weird. There's 18 Destroyers, almost half the list is the best unit in the codex. The rest of the list seems built to support them in an interesting way. How do you stop someone from killing those Destroyers? Use the Deceiver and Veil to shove 47 Warriors in their face. To deal with the Warriors you need to focus down whole units to deny RP- not the hardest thing in the world to do, but it still requires considerable effort, effort that is not being directed at destroyers. If the opponent targets the destroyers early, it will be a lot harder to focus down the warriors in later turns.

As ever with the Deceiver, the list is a lot less impressive going second, the general idea still works, but hitting someone with 94 S4 AP-2 shots and 18 Destroyers before they get to respond is pretty massive.



On an unrelated note:

Has anyone had to deal with one of the new Knights? If my last opponent was playing correctly, you can take one Knight as a superheavy Auxiliary in an imperium list, make it the Warlord and use a combo of relics and stratagems to give it a 3++ vs shooting. I could not deal with that. It's firepower was enough that I couldn't ignore it but I don't see a way to kill it efficiently. Grabbing it with a unit of Wraith might work.

This message was edited 1 time. Last update was at 2018/06/15 11:24:17


 
   
Made in de
Nihilistic Necron Lord






Germany

Surround the Knight with wraith and he can't fall back because he cannot move over them. They are neither INFANTRY nor SWARM. Unless you have enough deceivers to mortal wound the knight to death wraiths and destroyers with MD are our most effective weapons i think.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 p5freak wrote:
Surround the Knight with wraith and he can't fall back because he cannot move over them. They are neither INFANTRY nor SWARM. Unless you have enough deceivers to mortal wound the knight to death wraiths and destroyers with MD are our most effective weapons i think.


That was my thinking with the Wraith, I'm not sure how long they can hold it or if they can get to it though. Tanks/MCs with invuls are always a problem for my crons, but a 3++ Knight takes that to the extreme. I reckon massed tesla is about as effective as our anti tank vs that.


edit: yep 10 Tesla Immortals do more damage than a DDA vs T8 3++.

This message was edited 1 time. Last update was at 2018/06/15 12:46:45


 
   
Made in us
Unteroffizier




Moosatronic Warrior wrote:
On an unrelated note:

Has anyone had to deal with one of the new Knights? If my last opponent was playing correctly, you can take one Knight as a superheavy Auxiliary in an imperium list, make it the Warlord and use a combo of relics and stratagems to give it a 3++ vs shooting. I could not deal with that. It's firepower was enough that I couldn't ignore it but I don't see a way to kill it efficiently. Grabbing it with a unit of Wraith might work.



Nope. You only make a knight a character if it's part of an IK super heavy detachment. Not an auxiliary detachment. If it's not a character, you can't make it a warlord and can't give it relics. The only way is if he took Canis Rex, but that severely limits his firepower. Canis Rex also has a predetermined Warlord trait and can't be given heirlooms (relics).

This message was edited 3 times. Last update was at 2018/06/15 14:52:15


 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Skhmt wrote:
Moosatronic Warrior wrote:
On an unrelated note:

Has anyone had to deal with one of the new Knights? If my last opponent was playing correctly, you can take one Knight as a superheavy Auxiliary in an imperium list, make it the Warlord and use a combo of relics and stratagems to give it a 3++ vs shooting. I could not deal with that. It's firepower was enough that I couldn't ignore it but I don't see a way to kill it efficiently. Grabbing it with a unit of Wraith might work.



Nope. You only make a knight a character if it's part of an IK super heavy detachment. Not an auxiliary detachment. If it's not a character, you can't make it a warlord and can't give it relics. The only way is if he took Canis Rex, but that severely limits his firepower. Canis Rex also has a predetermined Warlord trait and can't be given heirlooms (relics).


Oooh, are you sure? Is it a stratagem to make it a character? I think Superheavy Auxiliaries still unlock stratagems. This thing definitely had a relic, it was an "I delete QS vehicles" flamethrower.


Edit: Thanks for snuffing out hope p5freak. I'm sure you miss out on some aspect of the rules with a Superheavy Auxiliary but I can't remember what.

This message was edited 2 times. Last update was at 2018/06/15 15:48:33


 
   
Made in de
Nihilistic Necron Lord






Germany

Skhmt wrote:
Moosatronic Warrior wrote:
On an unrelated note:

Has anyone had to deal with one of the new Knights? If my last opponent was playing correctly, you can take one Knight as a superheavy Auxiliary in an imperium list, make it the Warlord and use a combo of relics and stratagems to give it a 3++ vs shooting. I could not deal with that. It's firepower was enough that I couldn't ignore it but I don't see a way to kill it efficiently. Grabbing it with a unit of Wraith might work.



Nope. You only make a knight a character if it's part of an IK super heavy detachment. Not an auxiliary detachment. If it's not a character, you can't make it a warlord and can't give it relics. The only way is if he took Canis Rex, but that severely limits his firepower. Canis Rex also has a predetermined Warlord trait and can't be given heirlooms (relics).


You are wrong. You can do it like the way he did. There was a post in YMDC I believe answering that question, if you can include a knight in a auxiliary detachment. Yes you can.
   
Made in gb
Fresh-Faced New User



Ayrshire,Scotland

Spoiler:
Slayer-Fan123 wrote:
 iGuy91 wrote:
 Dynas wrote:
Has anyone tried Kutlakh the World Killer from the FW range. He has an interesting rule where you can charge and advance for all friendly infantry within 12" thats crazy. Perhaps this could be an alternative to get Flayed ones into CC. Really though I see 2 or maybe even 3 blobs of Praetoreans with hypherphase swords, with Anarkyr nearby to get +1 attack to at least 2 units, MWBD for extra range and hitting power, maybe even have 3 units depending on positioning. Add a Chrono Cryptek with 5++ invul and you got some nastyness.


What about Tolohk the Blinded, his D3 Living metal to friendly vehicles seems good as well. Park him next to a DDA, Monolith, TV, etc... But the icing on the cake, he gets two chances to seize initiative. We all know how important going first is.



In regards to 'big K', I think that the issue is still footslogging. With Lychguard or FO, you're looking at an average move of...5+1 (for mwbd) + d6 = 9.5 inches, which isn't that impressive sadly.
I'm of the opinion at this point, Night Scythes are the safest and most reliable way to deliver one of those squads for a charge with the stratagem to beam them down, or otherwise keep them safe should the scythe pop.

As far as Toholk goes, a cloak cryptek can do that same d3 living metal trick. The seize trick is handy, true.



That's unless you treat him as Nephrekh. That's basically an 11" move for Flayed Ones and Sorry I am not familiar with the ForgeWorld rules so can you make him any dynasty does he not have one of his own? How is he in CC better than the Traveller?

Spoiler:
Automatically Appended Next Post:
 rvd1ofakind wrote:
Yes, I will let others do the thinking for me in some cases. I can only play about a game a week. They can and DO play 10+ a week against other players that also do the same. I can't compete with that.
What I can do is create a spreadsheet that tells me that Flayed Ones suck.
Then I can look at top necron lists and see 0 Flayed Ones there. Those players would crush you turn 3 three. Because compared to them, you probably suck. And that's not your fault. It's just that they spend a ludicrous amount of time playing the game every week. Fact is - they probably know better than you.

Now let's put 2 and 2 together:
Bad on paper (mathammer)
Bad on the table (tournament results)
=
BAD

The fact that you compare them to wraiths but add a bunch of buffs to Flayed Ones and call it "fair". Why not add the amount of points the character takes up? Why not add the fact that they will get wiped turn 1 so they don't get RP. If 20 T4 5++ 5+++ genestealers always die in 1 turn - so will 20 flayed ones. Nothing will stay on the table for more than a turn or two if your opponent focuses it in 8th edition. If he wants that unit to die - it will die unless he brought a garbage list.

I'm not discussing this any further: I've said my part. It's as clear cut as you can get.

Except Flayed Ones aren't bad mathematically. Please prove it by all means.

They don't get used because of mobility issues.
   
Made in us
Unteroffizier




 p5freak wrote:
Skhmt wrote:
Moosatronic Warrior wrote:
On an unrelated note:

Has anyone had to deal with one of the new Knights? If my last opponent was playing correctly, you can take one Knight as a superheavy Auxiliary in an imperium list, make it the Warlord and use a combo of relics and stratagems to give it a 3++ vs shooting. I could not deal with that. It's firepower was enough that I couldn't ignore it but I don't see a way to kill it efficiently. Grabbing it with a unit of Wraith might work.



Nope. You only make a knight a character if it's part of an IK super heavy detachment. Not an auxiliary detachment. If it's not a character, you can't make it a warlord and can't give it relics. The only way is if he took Canis Rex, but that severely limits his firepower. Canis Rex also has a predetermined Warlord trait and can't be given heirlooms (relics).


You are wrong. You can do it like the way he did. There was a post in YMDC I believe answering that question, if you can include a knight in a auxiliary detachment. Yes you can.


The question isn't if you can use a knight in an auxiliary detachment.

But yeah I forgot about the Exalted Court stratagem.
   
Made in us
Wicked Canoptek Wraith



United States

Slightly off topic, but does anyone know (roughly) where in this thread some ideas for the gauss mechanic were proposed?

I remember reading about a few suggestions on how gauss could work, rather than the flat ap value. I was hoping to review what some of those proposed changes were
   
Made in dk
Loyal Necron Lychguard






 Dynas wrote:
Are you able to treat Kultakh as a Nephrekh? If so that is definite the way to go.

If you use a Dynasty other than one of the ones listed you get to choose a Dynastic Code, your units are still Maynarkh in this case, but they benefit from Translocation Beams. I posted short thoughts on my two battles with Kutlakh, one with Nephrekh, one with Maynarkh. Nephrekh game was against a massive screen of Pink Horrors, 3+ invul beats AP-4. I lost 3 characters and 20 Lychguard in a turn. In the Novokh game I went up against 40 Genestealers and the named Hive Tyrant and a bunch of artillery. I was able to beat his melee units, but with Novokh I was too slow to get to his artillery. I don't think Kutlakh works, foot-slogging Lychguard are terrible, Kutlakh needs to be quite OP to make up for that fact, he is not. Deceiver + Novokh is probably the way to go for LG.
   
Made in no
Grisly Ghost Ark Driver





punisher357 wrote:
Slightly off topic, but does anyone know (roughly) where in this thread some ideas for the gauss mechanic were proposed?

I remember reading about a few suggestions on how gauss could work, rather than the flat ap value. I was hoping to review what some of those proposed changes were


It would probably have been discussed before the cidex dropped, so perhaps in the old tactica thread
   
Made in us
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In My Lab

Pink Horrors only have a 4+ Invuln, unless he's popping a strat on them.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Fresh-Faced New User




Hey everyone, I'm going to be playing in a fun league and am looking for your help to flesh out the rest of my list. I want to keep the melee Novokh outrider, is there any changes you would make to the battalion? The idea is Novokh units advance up the board with the tesla immortals following behind trying to get into rapid fire range for that ap-1. I'll either veil up the destroyers or telsa immortals depending on how well I can hide the destroyers.

A cool interaction is wraiths can fall out of combat and let my immortals fire away at the unit if needed and then charge back in. Seem like a fun list to play against?

Spoiler:

++ Battalion Detachment +5CP (Necrons) [49 PL, 895pts] ++

+ No Force Org Slot +

Dynastic Heirlooms: Dynastic Heirlooms: 1 Extra Artefact (-1CP)

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Cryptek : Artefact: The Veil of Darkness, Staff of Light

Overlord : Voidblade

+ Troops +

Immortals : 10x Immortal, Tesla Carbine

Immortals : 10x Immortal, Tesla Carbine

Immortals : 5x Immortal, Tesla Carbine

+ Fast Attack +

Destroyers
. 6x Destroyer: 6x Gauss Cannon

++ Outrider Detachment +1CP (Necrons) [61 PL, 1105pts] ++

+ No Force Org Slot +

[Reference] Powers of the C'tan (All)

Dynasty Choice: Dynasty: Novokh

+ HQ +

Destroyer Lord Artefact: The Nanoscarab Casket, Phylactery, Warscythe
. Warlord: Warlord Trait (Codex 5): Implacable Conqueror

+ Elites +

C'tan Shard of the Nightbringer

+ Fast Attack +

Canoptek Scarabs : 8x Canoptek Scarab Swarm

Canoptek Wraiths : 6x Canoptek Wraith

Canoptek Wraiths : 6x Canoptek Wraith

Created with BattleScribe

   
Made in au
Battle-tested Knight Castellan Pilot





Perth

So I've been playing with variations of D/Cult lists, I've found 3 squads, even though I usually only lose 1 squad a game, is too many. I find either one squad is out of range or a bunch from each unit are out of range. This is due to having to chain them around the cryptek to keep 5++ and RP.

I feel 2x 6 man squads is much more managable than 3x5 etc.

On the FO topic, yes I agree, they put out prodigious damage, but they are t4 4+ 1w infantry that deepstrike/usually are not supported, and if they are supported by a cryptek, they are slow as hell and not eating anything...

Wraiths on the other hand are ludicrously hard to kill, insanely fast and still put out respectable damage against most units. 3 attacks each on a squad of 6 is still 18 attacks, vs drukhari they wound on 4's with 2d, really eat venoms and ravagers alike.

Getting T1 charges off fairly reliably is still way more beneifical than DS'ing, hoping to make a 9" charge or else youll lose the squad.

I love FO, but on a competitive setting I find them underwhelming due to their significant drawbacks in comparison to the other CC unit we have.

(For reference the only other CC units i realistically count on to do any actual work in a game is a C'tan shart, usually the nightbringer. 8"M with fly, T7 4++ and terrifying within 12" means he gets to where he needs to be, stays there as long as possible and eats things alive).

12,000
 
   
Made in dk
Loyal Necron Lychguard






thisgui wrote:
Hey everyone, I'm going to be playing in a fun league and am looking for your help to flesh out the rest of my list. I want to keep the melee Novokh outrider, is there any changes you would make to the battalion? The idea is Novokh units advance up the board with the tesla immortals following behind trying to get into rapid fire range for that ap-1. I'll either veil up the destroyers or telsa immortals depending on how well I can hide the destroyers.

A cool interaction is wraiths can fall out of combat and let my immortals fire away at the unit if needed and then charge back in. Seem like a fun list to play against?

Spoiler:

++ Battalion Detachment +5CP (Necrons) [49 PL, 895pts] ++

+ No Force Org Slot +

Dynastic Heirlooms: Dynastic Heirlooms: 1 Extra Artefact (-1CP)

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Cryptek : Artefact: The Veil of Darkness, Staff of Light

Overlord : Voidblade

+ Troops +

Immortals : 10x Immortal, Tesla Carbine

Immortals : 10x Immortal, Tesla Carbine

Immortals : 5x Immortal, Tesla Carbine

+ Fast Attack +

Destroyers
. 6x Destroyer: 6x Gauss Cannon

++ Outrider Detachment +1CP (Necrons) [61 PL, 1105pts] ++

+ No Force Org Slot +

[Reference] Powers of the C'tan (All)

Dynasty Choice: Dynasty: Novokh

+ HQ +

Destroyer Lord Artefact: The Nanoscarab Casket, Phylactery, Warscythe
. Warlord: Warlord Trait (Codex 5): Implacable Conqueror

+ Elites +

C'tan Shard of the Nightbringer

+ Fast Attack +

Canoptek Scarabs : 8x Canoptek Scarab Swarm

Canoptek Wraiths : 6x Canoptek Wraith

Canoptek Wraiths : 6x Canoptek Wraith

Created with BattleScribe


I think you'll get more mileage out of other WL traits. Enduring Will or Crimson Haze would be my best bet, you won't get a first turn charge regardless and you're moving 24+3D6" in the first two turns so getting in will be easy T2 in my estimation. I'd get a warscythe on the OLord, when you need extra attacks then the 1 attack is nice, but when you need D2 then D1 is real bad. Removing a Scarab Swarm makes your list better for ITC because Scarabs usually end up dying and the 8th one is going to die from morale anyways (I know you're probably not playing ITC, that's just how I'd get the 5 pts for the warscythe, having a list that's good in more formats also means you won't have to design a new list for each type of game you want to play). I'd also try Sautekh Battalion if you're willing to make your OLord your WL, hyperlogical strategist is definitely better than Implacable Conqueror and almost certainly also my other suggestions. As has been discussed trying to achieve Mephrit is dangerous, Sautekh is a lot more safe. If you face a list like I did with 30 Plaguebearers with -2 to hit until they get cut down to 20, then I think you'll regret taking Mephrit.

I tried out the DLord for the first time since the codex dropped, failed the 4+ to come back at the bottom of turn 2 with the nanoscarab casket and also failed my command re-roll. I was tabled by Tau on turn 6 in a CA Maelstrom game, I had 11 VP my opponent had 5 at the end of turn 5 but the game continued so I was wiped and suffered a crushing defeat.
Spoiler:

42 Models Sautekh Flyer-Wing + Sautekh Battalion 8 CP 1999

1 Night Scythe 160

1 Night Scythe 160

1 Night Scythe 160

1 Cryptek (staff of light + canoptek cloak) Relic (Veil of Darkness) 85

1 Destroyer Lord (warscythe + resurrection orb + phylactery) Warlord (Hyperlogical Strategist) Relic (Nanoscarab Casket) 171

8 Immortals (tesla carbines) 136

5 Immortals (tesla carbines) 85

5 Immortals (tesla carbines) 85

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

1 Heavy Destroyer (heavy gauss cannon) 57

I put all the Destroyers and my characters in a ruin, the rest of my units were on the Tomb World. The Night Scythes did rather poorly because I had no targets to use the Sautekh strat on, I ended up shooting single drones several times with 8 shots so my Destroyers could hit his Broadsides, here some Tomb Blades would have done a ton better. The mobility wasn't a very big deal against a gunline like the one I faced, more Troops would probably have done better, but then I did achieve 11 VP to my opponent's 5. My opponent was really far back and my Destroyers were in a huge blob meaning I only got to shoot 7 of them turn 1, that was a big mistake. For the Tau I think I would need more smaller units to get around their stratagems and markerlights to have a better chance. I don't think Night Scythes are the right supplement for a Destroyer Harvest except in a few circumstances, a Destroyer Harvest likely already has a good enough chance against melee foot-slogging list already. I might try stuffing the Night Scythes with Lychguard, but neither Novokh Nightscythes or Sautekh/Mephrit Lychguard appeal to me. Heavy Destroyers go very well with Night Scythes I think, so maybe I'll try running 3 squads of 3 HDestroyers and cut out 12 of the normal Destroyers, replace the DLord with a Lord.

This message was edited 2 times. Last update was at 2018/06/17 16:31:33


 
   
Made in de
Nihilistic Necron Lord






Germany

 vict0988 wrote:

I tried out the DLord for the first time since the codex dropped, failed the 4+ to come back at the bottom of turn 2 with the nanoscarab casket and also failed my command re-roll. I was tabled by Tau on turn 6 in a CA Maelstrom game, I had 11 VP my opponent had 5 at the end of turn 5 but the game continued so I was wiped and suffered a crushing defeat.
Spoiler:

42 Models Sautekh Flyer-Wing + Sautekh Battalion 8 CP 1999

1 Night Scythe 160

1 Night Scythe 160

1 Night Scythe 160

1 Cryptek (staff of light + canoptek cloak) Relic (Veil of Darkness) 85

1 Destroyer Lord (warscythe + resurrection orb + phylactery) Warlord (Hyperlogical Strategist) Relic (Nanoscarab Casket) 171

8 Immortals (tesla carbines) 136

5 Immortals (tesla carbines) 85

5 Immortals (tesla carbines) 85

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

1 Heavy Destroyer (heavy gauss cannon) 57

I put all the Destroyers and my characters in a ruin, the rest of my units were on the Tomb World. The Night Scythes did rather poorly because I had no targets to use the Sautekh strat on, I ended up shooting single drones several times with 8 shots so my Destroyers could hit his Broadsides, here some Tomb Blades would have done a ton better. The mobility wasn't a very big deal against a gunline like the one I faced, more Troops would probably have done better, but then I did achieve 11 VP to my opponent's 5. My opponent was really far back and my Destroyers were in a huge blob meaning I only got to shoot 7 of them turn 1, that was a big mistake. For the Tau I think I would need more smaller units to get around their stratagems and markerlights to have a better chance. I don't think Night Scythes are the right supplement for a Destroyer Harvest except in a few circumstances, a Destroyer Harvest likely already has a good enough chance against melee foot-slogging list already. I might try stuffing the Night Scythes with Lychguard, but neither Novokh Nightscythes or Sautekh/Mephrit Lychguard appeal to me. Heavy Destroyers go very well with Night Scythes I think, so maybe I'll try running 3 squads of 3 HDestroyers and cut out 12 of the normal Destroyers, replace the DLord with a Lord.


That is a weird list. Three night scythes ? What a waste of points. No overlord to buff the tesla immortals ? No destroyer unit on the tombworld ? Get a DDA instead of 3 Hdestroyers, you get more firepower, more range, more durability.
   
Made in dk
Loyal Necron Lychguard






 p5freak wrote:
 vict0988 wrote:
Spoiler:

42 Models Sautekh Flyer-Wing + Sautekh Battalion 8 CP 1999

1 Night Scythe 160

1 Night Scythe 160

1 Night Scythe 160

1 Cryptek (staff of light + canoptek cloak) Relic (Veil of Darkness) 85

1 Destroyer Lord (warscythe + resurrection orb + phylactery) Warlord (Hyperlogical Strategist) Relic (Nanoscarab Casket) 171

8 Immortals (tesla carbines) 136

5 Immortals (tesla carbines) 85

5 Immortals (tesla carbines) 85

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

6 Destroyers (gauss cannons) 300

1 Heavy Destroyer (heavy gauss cannon) 57


That is a weird list. Three night scythes ? What a waste of points. No overlord to buff the tesla immortals ? No destroyer unit on the tombworld ? Get a DDA instead of 3 Hdestroyers, you get more firepower, more range, more durability.


One Night Scythe isn't useful for bringing in more than one unit, I wanted to be able to put my troops on the TW so I could grab objectives with them, hence 3 Night Scythes. An Overlord to buff 5 Immortals? What a waste of points. I had a 60% chance of going first, if I put a unit on the Tomb World it would be useless turn 1 guarenteed, I thought I'd be able to get in range with all 18 of them, but yeah, that turned out to be a mistake. Whether I had 12 or 18 on the board my opponent was going to pop a squad each turn (although he was unlucky and left one alive turn 2).

3 HDDs within 6" of a Lord have more anti-vehicle fire-power than a DDA does, they can also deploy on the TW, which is kind of the point of bringing 3 Night Scythes, to reliably get units out of the Tomb World, if I didn't make a list using that ability then 3 Night Scythes would indeed be a waste of points. I suppose I should say I'm trying to find the best Necron list with 3 or more Flyers.

This message was edited 1 time. Last update was at 2018/06/17 18:12:58


 
   
 
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