Switch Theme:

Necrons NEW 8th ed. Codex tactica - [please post lists under spoilers]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Trazyn's Museum Curator





on the forum. Obviously

So then why would a -1 to hit stop you from getting mortal wounds in Kill Team?

This message was edited 1 time. Last update was at 2018/07/23 17:16:12


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Tough-as-Nails Ork Boy






Hey guys,

I'm planning to take Necrons to NOVA this year and I've been playing around with trying to make a list that a-- is not Vault Spam and b-- feels like it could actually do something other than fall apart miserably in the face of some more competitive stuff out there. The book feels like a hard slog uphill through a hailstorm in this regard, but I need a break from my regular army (Orks, still stuck in Index limbo) and I'm committed to giving the Necrons a try.

NOVA missions this year are really different from past iterations, and fall much more in line with regular ITC missions; the big differences in the missions are a-- player's choice between Progressive and End-of-Game Objectives for Primary, and b-- Engineer units for Secondary.

You can check them out in detail on the Nova Open's site, but just so you can understand one choice in the list, Engineer units are two units in your army that you pick before deployment; then, at the end of your movement phases, you can choose either or both of those units to "investigate" objectives within 3", giving you +1 point for the mission, but also preventing them from using psychic powers, shooting, or charging for the rest of your turn. As well, if they're characters, they become "targetable" until your next turn, as if they did not have that keyword.

Okay, so here's the list I've cooked up currently. I haven't played a ton of games with them yet so I'd appreciate any comments or pointers you guys could give!

NEPHREKH BATTALION
HQ: Catacomb Command Barge (Warscythe, Gauss Cannon) = 169
HQ: Overlord (Staff of Light) = 94
HQ: Cryptek (Chronometron) = 95
Troops: 5 Immortals (Tesla Carbines) = 85
Troops: 5 Immortals (Tesla Carbines) = 85
Troops: 5 Immortals (Tesla Carbines) = 85
FA: 9 Tomb Blades (Partical Beamers) = 216
HS: Canoptek Spyder (Gloom Prism) = 70
HS: Canoptek Spyder (Gloom Prism) = 70

NEPHREKH OUTRIDER
HQ: Destroyer Lord (Warlord: Skin of Living Gold, Warscythe, Phylactery, Relic: The Nightmare Shroud) = 131
FA: 6 Destroyers = 300
FA: 6 Destroyers = 300
FA: 6 Destroyers = 300

Points Total = 2,000
Power Level = 115
Command Points = 9


The Spyders are my choice for Engineers. They're T7 and get a 2+ save in cover, so they're fairly durable, as well as being cheap guys that don't really need to be doing much of anything else during my turns. Against some lists, they'll also be able to provide some Psychic defense.

I chose Nephrekh for two reasons: so as to be able to Reserve/Deep Strike the Destroyers in certain match-ups, and to ensure that trying to keep them within range of the Cryptek's auras doesn't slow them down. Mephrit won't really matter too much for them, honestly; -3 AP is just good enough, and doesn't depend on getting really close. Nephrekh provides tactical flexibility and makes every model in the army highly mobile. The Warlord trait is also really good!

I was toying around with a list that was basically just characters and canoptek stuff but I'm beginning to think this destroyer-based list is a better route. Any help you can give would be greatly appreciated!

 Adeptus Doritos wrote:

Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him.
 
   
Made in us
Decrepit Dakkanaut




Why bother with the Nightmare shroud instead of the Casket?

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 us
Tough-as-Nails Ork Boy






I'm back-and-forth on those two, for sure, and actually only just switched to the Shroud for a single game on Saturday. But if I understand the FAQ correctly, the Shroud adding +1 to saves means the D-Lord's Phase Shifter goes from a 4+ invul to a 3+ invul, which is a very nice upgrade. I can still use the Resurrection strat to bring him back if need be, so the advantages of the Casket become somewhat redundant and situational, whereas the Shroud bonus is constant and reliable and singular.

 Adeptus Doritos wrote:

Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him.
 
   
Made in no
Grisly Ghost Ark Driver





 orkdom wrote:
Hey guys,

I'm planning to take Necrons to NOVA this year and I've been playing around with trying to make a list that a-- is not Vault Spam and b-- feels like it could actually do something other than fall apart miserably in the face of some more competitive stuff out there. The book feels like a hard slog uphill through a hailstorm in this regard, but I need a break from my regular army (Orks, still stuck in Index limbo) and I'm committed to giving the Necrons a try.

NOVA missions this year are really different from past iterations, and fall much more in line with regular ITC missions; the big differences in the missions are a-- player's choice between Progressive and End-of-Game Objectives for Primary, and b-- Engineer units for Secondary.

You can check them out in detail on the Nova Open's site, but just so you can understand one choice in the list, Engineer units are two units in your army that you pick before deployment; then, at the end of your movement phases, you can choose either or both of those units to "investigate" objectives within 3", giving you +1 point for the mission, but also preventing them from using psychic powers, shooting, or charging for the rest of your turn. As well, if they're characters, they become "targetable" until your next turn, as if they did not have that keyword.

Okay, so here's the list I've cooked up currently. I haven't played a ton of games with them yet so I'd appreciate any comments or pointers you guys could give!

NEPHREKH BATTALION
HQ: Catacomb Command Barge (Warscythe, Gauss Cannon) = 169
HQ: Overlord (Staff of Light) = 94
HQ: Cryptek (Chronometron) = 95
Troops: 5 Immortals (Tesla Carbines) = 85
Troops: 5 Immortals (Tesla Carbines) = 85
Troops: 5 Immortals (Tesla Carbines) = 85
FA: 9 Tomb Blades (Partical Beamers) = 216
HS: Canoptek Spyder (Gloom Prism) = 70
HS: Canoptek Spyder (Gloom Prism) = 70

NEPHREKH OUTRIDER
HQ: Destroyer Lord (Warlord: Skin of Living Gold, Warscythe, Phylactery, Relic: The Nightmare Shroud) = 131
FA: 6 Destroyers = 300
FA: 6 Destroyers = 300
FA: 6 Destroyers = 300

Points Total = 2,000
Power Level = 115
Command Points = 9


The Spyders are my choice for Engineers. They're T7 and get a 2+ save in cover, so they're fairly durable, as well as being cheap guys that don't really need to be doing much of anything else during my turns. Against some lists, they'll also be able to provide some Psychic defense.

I chose Nephrekh for two reasons: so as to be able to Reserve/Deep Strike the Destroyers in certain match-ups, and to ensure that trying to keep them within range of the Cryptek's auras doesn't slow them down. Mephrit won't really matter too much for them, honestly; -3 AP is just good enough, and doesn't depend on getting really close. Nephrekh provides tactical flexibility and makes every model in the army highly mobile. The Warlord trait is also really good!

I was toying around with a list that was basically just characters and canoptek stuff but I'm beginning to think this destroyer-based list is a better route. Any help you can give would be greatly appreciated!


Since you're bringing spyders, why not bring vehicles they can fix too? A couple of DDAs?
   
Made in us
Fixture of Dakka





 orkdom wrote:
I'm back-and-forth on those two, for sure, and actually only just switched to the Shroud for a single game on Saturday. But if I understand the FAQ correctly, the Shroud adding +1 to saves means the D-Lord's Phase Shifter goes from a 4+ invul to a 3+ invul, which is a very nice upgrade.


Nightmare Shroud only improves Save characteristic, which is the armor save.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in de
Nihilistic Necron Lord






Germany

Spiders are only T6. Why do you need them as engineers ? You only have the CCB. 5 tesla immortals are wasted points, because they are very easy wiped out, no reanimation. Dont use the shroud on the dlord, use the casket and immortal pride for one free deny the witch. Lets you remove a spyder and gives you 70 pts. back which you can invest in larger immortal units.
   
Made in gb
Killer Khymerae



Oxfordshire, UK

 p5freak wrote:
Spiders are only T6. Why do you need them as engineers ? You only have the CCB. 5 tesla immortals are wasted points, because they are very easy wiped out, no reanimation. Dont use the shroud on the dlord, use the casket and immortal pride for one free deny the witch. Lets you remove a spyder and gives you 70 pts. back which you can invest in larger immortal units.


Did you read his post for what engineers mean in this case, cos it sounds like you didn't.

GK - 2k Points
IK - 3k Points
Tau - 2k Points

DR:80S++G++M+B+IPw40k00#+D++A++/sWD-R++T(T)DM+
 
   
Made in gb
Angelic Adepta Sororitas





momerathe wrote:
I have some questions to ask about MWBD coverage.

MWBD boost the damage output of tesla immortals by 50%. Great! However, an overlord costs 94-5 points, which is ~56% the price of another squad. Hmmm. Now, if you're using The Phaeron's Will stratagem, then it becomes clearly cost-effective - but what if you have a third squad? Do you spend the point to get a second overlord? Now admittedly, the overlord add some respectable counter-assault capability, and can be a caddy for Veil. But it's.. marginal.

However - it seems to me the real benefit of teslamortals+MWBD is negating penalties. If you've got a -1 from advancing (it chafes my britches that there's no "advance without penalty" dynastic code), or are shooting at Raven guard/Altaioc, then MWBD boosts tesla damage by a whopping 100%, which is well worth it by any metric.

So, should you/do you take enough overlords to buff all your units of tesla immortals every turn?


As promised Here is the Mathhammer for tesla immortals and with pretty much all variations of buff that seem interesting.

As before it's set up for maximum possible output, so max unit sizes and relevant buffs in effect I.E. Meph pick up the ap mod.
TLW is caclulated as (Chance to wound+((1/6)*Chance to wound) additionally to the formula described in my last post.

As far as analysis goes i'll leave that up to you guys to discuss.
   
Made in us
Tough-as-Nails Ork Boy






@torblind: I am really, really not sold on basically any Necron vehicle besides the CCB; the cost of the DDA is prohibitive for the actual, reliable measure of it's damage output, especially on the targets for which it is ostensibly designed. It's not efficient enough. So, the Spyders have their particular use, and maybe they can heal the CCB a bit too, which would be cool if it comes up.

@DarknessEternal: Yeah, going back and comparing it against the Bullgryn Slabshield, the particular wording seems to indicate your interpretation, which... stinks, haha. Casket is back to my #1 choice I guess.

@p5freak: Engineer is a particular sort of mission objective, nothing to do with repairing vehicles.

As for the Immortals, I find they're low on target priority so as long as I don't make them too obviously critical to my list they sort of hide in buildings and add their shots to plink away at different targets around the board. They'll die if they warrant solid attention, sure, but frequently the level of attention given means they survive a couple turns.

Which, on the subject of Engineers as a mission objective, is why I stopped using the Immortals for that rule; makes them important, makes them get shot, makes them die. And hence the addition of the Spyders. But maybe I cut one spyder and upgrade the Overlord to another CCB?

 Adeptus Doritos wrote:

Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him.
 
   
Made in no
Grisly Ghost Ark Driver





 orkdom wrote:
@torblind: I am really, really not sold on basically any Necron vehicle besides the CCB; the cost of the DDA is prohibitive for the actual, reliable measure of it's damage output, especially on the targets for which it is ostensibly designed. It's not efficient enough. So, the Spyders have their particular use, and maybe they can heal the CCB a bit too, which would be cool if it comes up.

@DarknessEternal: Yeah, going back and comparing it against the Bullgryn Slabshield, the particular wording seems to indicate your interpretation, which... stinks, haha. Casket is back to my #1 choice I guess.

@p5freak: Engineer is a particular sort of mission objective, nothing to do with repairing vehicles.

As for the Immortals, I find they're low on target priority so as long as I don't make them too obviously critical to my list they sort of hide in buildings and add their shots to plink away at different targets around the board. They'll die if they warrant solid attention, sure, but frequently the level of attention given means they survive a couple turns.

Which, on the subject of Engineers as a mission objective, is why I stopped using the Immortals for that rule; makes them important, makes them get shot, makes them die. And hence the addition of the Spyders. But maybe I cut one spyder and upgrade the Overlord to another CCB?


With Destroyers out deep striking the immortals likely will get some love and attention, after all he has to point his guns somewhere. -1 to hit, tough to wipe tomb blades might be saved for later.

Now how about anni barges? Not great sure, and they would be singled out as the only vehicle in the list which is also not great, but their damage output and resilience resemble their price worth of tomb blades. And they have quantum shielding. He might be reserving his D2 shots for the tomb blades.

What about the Tesseract Ark? Pricier than the DDA sure, but it has versatile alternative firing profiles, and potent additional side arms, T7, 3+, QS, and 5++.
   
Made in us
Fixture of Dakka





What's TLW?

Also, this chart is missing no-save mod Talent for Annihilation.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in no
Grisly Ghost Ark Driver





 DarknessEternal wrote:
What's TLW?

Also, this chart is missing no-save mod Talent for Annihilation.


For TA just add 1/6th damage flat, doesn't really change between combos.
   
Made in dk
Loyal Necron Lychguard






 Drider wrote:
momerathe wrote:
I have some questions to ask about MWBD coverage.

MWBD boost the damage output of tesla immortals by 50%. Great! However, an overlord costs 94-5 points, which is ~56% the price of another squad. Hmmm. Now, if you're using The Phaeron's Will stratagem, then it becomes clearly cost-effective - but what if you have a third squad? Do you spend the point to get a second overlord? Now admittedly, the overlord add some respectable counter-assault capability, and can be a caddy for Veil. But it's.. marginal.

However - it seems to me the real benefit of teslamortals+MWBD is negating penalties. If you've got a -1 from advancing (it chafes my britches that there's no "advance without penalty" dynastic code), or are shooting at Raven guard/Altaioc, then MWBD boosts tesla damage by a whopping 100%, which is well worth it by any metric.

So, should you/do you take enough overlords to buff all your units of tesla immortals every turn?


As promised Here is the Mathhammer for tesla immortals and with pretty much all variations of buff that seem interesting.

As before it's set up for maximum possible output, so max unit sizes and relevant buffs in effect I.E. Meph pick up the ap mod.
TLW is caclulated as (Chance to wound+((1/6)*Chance to wound) additionally to the formula described in my last post.

As far as analysis goes i'll leave that up to you guys to discuss.

Tesla works out like having BS 5+ with thrice as many shots, makes the math a little easier. Stacking buffs is a huge deal, it's much more important to have that second Overlord if you also have a Lord and a Triarch Stalker and the downside of not having anything to buff in the late game is mitigated if the rest of your army is Infantry instead of Bikes and Vehicles.

I don't think it's worth taking a second OL over a Lord unless you have 5 Infantry units, so I'd usually only go for the second Overlord if I have a Battalion and at least one other Detachment that needs an HQ slot filled, I'd get a Cryptek if I needed a fourth HQ, our HQ are too expensive if you're not getting CP for fielding them. I'm finding that 3 units of 10 is too many Tesla Immortals, two units of 10 Tesla Immortals is plenty and can be serviced by 1 OLord, I'd take a squad of 20 Warriors or 5 Gauss Immortals in a Mephrit Detachment and 5 Tesla Immortals if I were playing Sautekh.

I'm going to play in a bit of a weird tournament with a long list of house rules and I was wondering if any of you have any input on what might be good.
Spoiler:
The participants will be fielding - Space Wolves and most likely an Imperial Knight - Imperium (primarilly Imperial Guard or Mechanicus, but I wouldn't be too surprised if he brought a couple of shield captains, this guy will reveal his list before I have to post mine) - Aeldari - Chaos Space Marines (likes noise marines) - Chaos (Magnus, Mortarion, Abaddon or some other big baddy seems very likely for this player) - Space Marines (might be bringing Grey Knights instead, fielded two Fire Raptors last time before the nerf) - everyone knows I'll be playing Necrons, they know I own a commission painted Tesseract Vault, but they don't know I recently bought 12 Destroyers, first time I brought a Pylon, a bunch of Immortals and Heavy Destroyers and got first, second time I brought a bunch of Immortals, Wraiths and a couple of C'tan and got second, chances of my opponents bringing things to deal with Destroyers and a Tesseract Vault/Pylon are pretty good.

House Rules: nobody benefits from Dynasty Traits or Chapter Tactics, Space Wolves can use SM Stratagems switching out names where appropriate - rule of 2 instead of rule of 3 - max 1 LOW - you can DS outside your DZ on the first turn - you cannot consolidate into enemy units you did not charge on the first turn but you can pile into them - you need a pure Detachment to get access to a subfaction's Stratagem, so you can't just put a unit of Nephrekh Destroyers in a Sautekh Battalion.

A couple other ones I'm not sure about - you only get CP for one subfaction, I'm pretty sure this one is not going to be in effect - Macro weapons deal 1,5x damage to Titanic units instead of 2x - Primarchs cost an extra 50 pts - you get -1 BS on the first turn if you get the first turn, this might be replaced by ITC terrain rules.

The Ynnari player was very inexperienced last time, but if he has upped his game the fact he doesn't lose out on a Chapter Tactic makes his army pretty potent.

I'm thinking I want to field a Nephrekh Outrider with two units of Scarabs, two units of Destroyers, a Cryptek with a Canoptek Cloak. A Nihilakh Tesseract Vault. Sautekh Battalion with a bunch of Tesla Immortals and maybe one or two DDAs or maybe the Deceiver and/or the Nightbringer. The Destroyers, Tesla Immortals and Tesseract Vault don't really benefit from Dynasty Traits and instead rely on their Dynasty's Stratagems, tesla is also less affected by -1 BS on the first round. Depending on how things work I guess the Nihilakh Tesseract Vault won't be able to use the Nihilakh Stratagem, so maybe I'll make it Sautekh instead.
   
Made in gb
Angelic Adepta Sororitas





 DarknessEternal wrote:
What's TLW?

Also, this chart is missing no-save mod Talent for Annihilation.


The lord's will
   
Made in us
Stalwart Space Marine




 Drider wrote:
As promised Here is the Mathhammer for tesla immortals and with pretty much all variations of buff that seem interesting.

As before it's set up for maximum possible output, so max unit sizes and relevant buffs in effect I.E. Meph pick up the ap mod.
TLW is caclulated as (Chance to wound+((1/6)*Chance to wound) additionally to the formula described in my last post.

As far as analysis goes i'll leave that up to you guys to discuss.


So I think what this chart doesn't say is that if you have -1 to hit: it literally cuts tesla effectiveness in half. I think that counteracting these penalties is MWBD's hidden gem.

 vict0988 wrote:
Tesla works out like having BS 5+ with thrice as many shots, makes the math a little easier. Stacking buffs is a huge deal, it's much more important to have that second Overlord if you also have a Lord and a Triarch Stalker and the downside of not having anything to buff in the late game is mitigated if the rest of your army is Infantry instead of Bikes and Vehicles.

I don't think it's worth taking a second OL over a Lord unless you have 5 Infantry units, so I'd usually only go for the second Overlord if I have a Battalion and at least one other Detachment that needs an HQ slot filled, I'd get a Cryptek if I needed a fourth HQ, our HQ are too expensive if you're not getting CP for fielding them. I'm finding that 3 units of 10 is too many Tesla Immortals, two units of 10 Tesla Immortals is plenty and can be serviced by 1 OLord, I'd take a squad of 20 Warriors or 5 Gauss Immortals in a Mephrit Detachment and 5 Tesla Immortals if I were playing Sautekh.


I think stacking buffs is the only reason to ever take a Lord - it's so hard to make his points back otherwise. A "re-roll 1" is a flat 14% bonus, which means that to be cost effective he needs to be buffing 6-times his value. That's something on the order of 480 point's worth of immortals. Two full squads pre-buffed with MWBD make it worth it. The more buffs you can apply the more worth it it becomes. Honestly, I think the character buffs are marginal for most armies - MWBD stands out as being much better than average. Of course, you've got to take one or more HQs anyway, so, eh.

I'm interested you say that 3x10 teslamortals are too much. Are your opponents particularly tank-heavy/horde-light?
   
Made in no
Grisly Ghost Ark Driver





momerathe wrote:
 Drider wrote:
As promised Here is the Mathhammer for tesla immortals and with pretty much all variations of buff that seem interesting.

As before it's set up for maximum possible output, so max unit sizes and relevant buffs in effect I.E. Meph pick up the ap mod.
TLW is caclulated as (Chance to wound+((1/6)*Chance to wound) additionally to the formula described in my last post.

As far as analysis goes i'll leave that up to you guys to discuss.


So I think what this chart doesn't say is that if you have -1 to hit: it literally cuts tesla effectiveness in half. I think that counteracting these penalties is MWBD's hidden gem.

 vict0988 wrote:
Tesla works out like having BS 5+ with thrice as many shots, makes the math a little easier. Stacking buffs is a huge deal, it's much more important to have that second Overlord if you also have a Lord and a Triarch Stalker and the downside of not having anything to buff in the late game is mitigated if the rest of your army is Infantry instead of Bikes and Vehicles.

I don't think it's worth taking a second OL over a Lord unless you have 5 Infantry units, so I'd usually only go for the second Overlord if I have a Battalion and at least one other Detachment that needs an HQ slot filled, I'd get a Cryptek if I needed a fourth HQ, our HQ are too expensive if you're not getting CP for fielding them. I'm finding that 3 units of 10 is too many Tesla Immortals, two units of 10 Tesla Immortals is plenty and can be serviced by 1 OLord, I'd take a squad of 20 Warriors or 5 Gauss Immortals in a Mephrit Detachment and 5 Tesla Immortals if I were playing Sautekh.


I think stacking buffs is the only reason to ever take a Lord - it's so hard to make his points back otherwise. A "re-roll 1" is a flat 14% bonus, which means that to be cost effective he needs to be buffing 6-times his value. That's something on the order of 480 point's worth of immortals. Two full squads pre-buffed with MWBD make it worth it. The more buffs you can apply the more worth it it becomes. Honestly, I think the character buffs are marginal for most armies - MWBD stands out as being much better than average. Of course, you've got to take one or more HQs anyway, so, eh.

I'm interested you say that 3x10 teslamortals are too much. Are your opponents particularly tank-heavy/horde-light?


"Damage density" (in lack of a better word) is seldom discussed. And near impossible to point quantify. Winning their points back in an isolated setting is hardly a fair nor a realistic mark.

You might not have room for another unit of immortals, and you need to take a HQ. That helps making Lords etc affordable.

A unit requires infrastructure, you may have the Veil planned to bring 10 immortals to the optimal position. A new 5 man immortal unit that isolated is worth more than the Lord that veils the first ten, are still left way back, not hitting the favorable target. The 10 that got veiled, and 14% buffed, now increase in performance more than 5 left behind immortals offer you. The same argument goes for LOS, range etc, factors that support buffing dongle models instead of adding more models. With 5" movement we have limited options to adjust for optimal shooting angles turn after turn.

MWBD increases Tesla immortals by 50%. Adding 14% on top of that gives you another 20% effectively. If Lord buffs two MWBD units, he has almost made a 5 man immortal unit back in one turn of shooting. Being a character he is also way more persistent than a 5 man infantry unit (and can keep on buffing 14% flat turn after turn)
   
Made in gb
Angelic Adepta Sororitas





torblind wrote:

"Damage density" (in lack of a better word) is seldom discussed. And near impossible to point quantify. Winning their points back in an isolated setting is hardly a fair nor a realistic mark.


I agree with this. Mathhammer is a tool to help figure out unit potential, but you have to consider other factors.Such as, mobility, survive-ability , points, how much support it needs. It could be that you find something that's absolutely amazing at one job, but you have to build you're whole list around it, thereby making it an unattractive investment. On the other hand, you might find that something you hadn't considered before actually has above average potential.

It's kinda like Destroyers and EP, which everyone knows is good, but just how good? You can only give 1 unit EP per turn, so is it really worth bringing 2? Maybe as a spare so that you are always hitting EP with as full a unit as possible. Is it worth bringing 3 units or would it be better to put those 300 points into something else and if so, then what else? What if I told you that there is a unit in the codex that can do more damage to a to a knight than max buffed Destroyers, but in order to make it work you're talking about 700 points and relies on a chance effect would it be worth building for that, or would it be worth building for something a bit more 'reliable'?

This message was edited 1 time. Last update was at 2018/07/24 21:24:23


 
   
Made in gb
Stalwart Space Marine




torblind wrote:
"Damage density" (in lack of a better word) is seldom discussed. And near impossible to point quantify. Winning their points back in an isolated setting is hardly a fair nor a realistic mark.

You might not have room for another unit of immortals, and you need to take a HQ. That helps making Lords etc affordable.

A unit requires infrastructure, you may have the Veil planned to bring 10 immortals to the optimal position. A new 5 man immortal unit that isolated is worth more than the Lord that veils the first ten, are still left way back, not hitting the favorable target. The 10 that got veiled, and 14% buffed, now increase in performance more than 5 left behind immortals offer you. The same argument goes for LOS, range etc, factors that support buffing dongle models instead of adding more models. With 5" movement we have limited options to adjust for optimal shooting angles turn after turn.

MWBD increases Tesla immortals by 50%. Adding 14% on top of that gives you another 20% effectively. If Lord buffs two MWBD units, he has almost made a 5 man immortal unit back in one turn of shooting. Being a character he is also way more persistent than a 5 man infantry unit (and can keep on buffing 14% flat turn after turn)


I don't disagree. What I will say though is that to make those buffs work you need to be confident you can get all your ducks in a row, and the more buffs you have the harder that gets after you contact the enemy.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

Having this kind of breakdown for Sentry Pylons would be super helpful.

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in gb
Angelic Adepta Sororitas





 Blndmage wrote:
Having this kind of breakdown for Sentry Pylons would be super helpful.




It's fairly obvious that I've done the basics but not filled out all the variables.
I could add in MD and TFA but it would be low impact. Bare in mind though that if you are starting them in reserve and bring them on via Teleportation Matrix, Sentry Pylon's weapons are Heavy so will be -1 to hit and be less effective. (MD would offset this.)
The gauss pylon's guass annihilator focused beam, is +1 to hit fly and -1 to hit ground, so the BS2 assumes that MD is offsetting this
The flux arc is also heavy so also would get the -1 to hit on the turn it arrives form reserve.

This message was edited 2 times. Last update was at 2018/07/24 22:07:15


 
   
Made in de
Nihilistic Necron Lord






Germany

If the sentry pylon has the DYNASTY keyword it wouldnt suffer -1 to hit with sautekh when it arrives from deepstrike.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

 p5freak wrote:
If the sentry pylon has the DYNASTY keyword it wouldnt suffer -1 to hit with sautekh when it arrives from deepstrike.


They do indeed have the DYNASTY keyword!


Automatically Appended Next Post:
 Drider wrote:
 Blndmage wrote:
Having this kind of breakdown for Sentry Pylons would be super helpful.


[image clipped for loading]

It's fairly obvious that I've done the basics but not filled out all the variables.
I could add in MD and TFA but it would be low impact. Bare in mind though that if you are starting them in reserve and bring them on via Teleportation Matrix, Sentry Pylon's weapons are Heavy so will be -1 to hit and be less effective. (MD would offset this.)
The gauss pylon's guass annihilator focused beam, is +1 to hit fly and -1 to hit ground, so the BS2 assumes that MD is offsetting this
The flux arc is also heavy so also would get the -1 to hit on the turn it arrives form reserve.


Thank you!
Looks like I was right to pick all 6 as Heat Cannons!

This message was edited 1 time. Last update was at 2018/07/25 06:39:06


213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in no
Grisly Ghost Ark Driver





 Drider wrote:
 Blndmage wrote:
Having this kind of breakdown for Sentry Pylons would be super helpful.




It's fairly obvious that I've done the basics but not filled out all the variables.
I could add in MD and TFA but it would be low impact. Bare in mind though that if you are starting them in reserve and bring them on via Teleportation Matrix, Sentry Pylon's weapons are Heavy so will be -1 to hit and be less effective. (MD would offset this.)
The gauss pylon's guass annihilator focused beam, is +1 to hit fly and -1 to hit ground, so the BS2 assumes that MD is offsetting this
The flux arc is also heavy so also would get the -1 to hit on the turn it arrives form reserve.


Would it be possible to add color shading to the cells to better visualize the differences?
   
Made in dk
Loyal Necron Lychguard






torblind wrote:
I think stacking buffs is the only reason to ever take a Lord - it's so hard to make his points back otherwise. A "re-roll 1" is a flat 14% bonus, which means that to be cost effective he needs to be buffing 6-times his value. That's something on the order of 480 point's worth of immortals. Two full squads pre-buffed with MWBD make it worth it. The more buffs you can apply the more worth it it becomes. Honestly, I think the character buffs are marginal for most armies - MWBD stands out as being much better than average. Of course, you've got to take one or more HQs anyway, so, eh.

I'm interested you say that 3x10 teslamortals are too much. Are your opponents particularly tank-heavy/horde-light?

17% for the Lord. I haven't had trouble with horde Nids or Orks, Tesla is okay against Knights, MEQ and DE vehicles but it's useless against TEQ and heavy vehicles and very poor against big Plaguebearer blobs and Magnus if you're not playing Sautekh and even then it's not great. Except when I'm bringing a Gauss Pylon I'm always regretting bringing too few anti-vehicle weapons, I don't remember a single game where I brought too few tesla weapons. I played games where I couldn't deal with all my opponent's chaff, like a 30 man Horror squad, but no amount of Tesla would have fixed that problem and a game against a huge Cultist blob I couldn't remove until the final turn, but it was actually more important that I had the anti-vehicle firepower to deal with all his vehicles than removing his cultists. You can go through my messages and see all my losses against Knights, it's not just that I lost, it's that I had 0 chance of winning because my army was far too anti-infantry heavy, I just don't see many scenarios where that'll happen especially in tournaments going forward where chess-clocks will punish anyone silly enough to bring 180 Boys.
   
Made in de
Regular Dakkanaut




Is there ANY reliable way to get NOVOKH Lychguard into combat?
Buffed they do so much damage and one could punish deployment mistakes with them (if they can simply move from combat to combat). Its just that I dont see a way HOW to get them to the other side of the board?
They are slow af...
Deciver —> cannot charge, have to hide
Veil —> 9“ charge and Im not the lucky one with dice
The only way I thought of would be by 3Scythes and hoping one survives...
If you somehow manage to take them up the table you have to think of Anrakyr whos one slow mafukka too...
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

ImPhaeronWeasel wrote:
Is there ANY reliable way to get NOVOKH Lychguard into combat?
Buffed they do so much damage and one could punish deployment mistakes with them (if they can simply move from combat to combat). Its just that I dont see a way HOW to get them to the other side of the board?
They are slow af...
Deciver —> cannot charge, have to hide
Veil —> 9“ charge and Im not the lucky one with dice
The only way I thought of would be by 3Scythes and hoping one survives...
If you somehow manage to take them up the table you have to think of Anrakyr whos one slow mafukka too...


I think the intent isn't that they are assault units, but counter charge units.
Historically necrons have problems against heavy assaults, such as a frontal charge by berserkers. Lychguard would help deter that.
If you want an assault unit, use wraiths and scarabs. Or even praetorians. To me though it seems that the idea with lychguard is that they are defensive, not offensive. Hence the guard in the name.

But if you really want to be aggressive with them, veil, grand illusion and scythes are your only options.

This message was edited 1 time. Last update was at 2018/07/25 23:57:29


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

ImPhaeronWeasel wrote:
Is there ANY reliable way to get NOVOKH Lychguard into combat?
Buffed they do so much damage and one could punish deployment mistakes with them (if they can simply move from combat to combat). Its just that I dont see a way HOW to get them to the other side of the board?
They are slow af...
Deciver —> cannot charge, have to hide
Veil —> 9“ charge and Im not the lucky one with dice
The only way I thought of would be by 3Scythes and hoping one survives...
If you somehow manage to take them up the table you have to think of Anrakyr whos one slow mafukka too...



That's the thing. Honestly. Veil + MWBD is your best bet. 8 inch charge...with a command point reroll....probably a little better than 50/50...
Trust me, if there was a better way than that, I'd love to hear it. Using the Deceiver to move a monolith out to 12 inches, disembark 3+5 inches, MWBD, makes for a 4 inch charge with potential rerolls.

This message was edited 1 time. Last update was at 2018/07/26 01:51:12


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
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 at
Tail-spinning Tomb Blade Pilot





ImPhaeronWeasel wrote:
Is there ANY reliable way to get NOVOKH Lychguard into combat?
Buffed they do so much damage and one could punish deployment mistakes with them (if they can simply move from combat to combat). Its just that I dont see a way HOW to get them to the other side of the board?
They are slow af...
Deciver —> cannot charge, have to hide
Veil —> 9“ charge and Im not the lucky one with dice
The only way I thought of would be by 3Scythes and hoping one survives...
If you somehow manage to take them up the table you have to think of Anrakyr whos one slow mafukka too...


There is, but it requires a monolith, so... youre kinda handicapping yourself.
Basically, youll need:
Deceiver
Monolith
Assault unit of choice.

You grand illusion the monolith to the enemy front lines and then gate the unit to the monolith. Using the stratagem to draw them across also allows them to move after disembarking, if you want to be really sure they make the charge.

Outside of that, Nightscythes are another option, but... yeah. Similar problem to the veil. Though you can take multiples at least, if necessary.
   
Made in us
Freaky Flayed One




Also you can use our crazy Grandpa Zanny and his care taker Obyron.

Just get a cryptek with the Vail to pop the old man at 9.01 away then his boy Obyron and lytchguard crew right in front of the enemy at nearly impossible to fail charge range. Not the right dynasty but hey having My Will Be Done on them maths out to be about the same as the Novok trait.
   
 
Forum Index » 40K General Discussion
Go to: