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Made in ru
Been Around the Block





 iGuy91 wrote:
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.

Technically in its current wording disembarking from monolith is the same as deepstriking. So its suffers from beta rules - you can't do it outside your deploy turn one; you can't move after you disembark (warptime deepstrike nerf). Monolith is a crappy crap.

Already mentioned, i have used sautekh lychguard with obyron. That was nice till i faced reapers and obliterators who... obliterated them very easily. Current meta have a lot of damage 2 guns with high number of shots, its too easy to kill lichguards for their cost.
   
Made in nl
Regular Dakkanaut





Pyrothem wrote:
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.


Yea sounds good, but that’s +-400 points just to give Lychguard a guarenteed charge. Those 3 characters aren’t going to do too much besides that.

I’d like to try the following for melee-Crons:

Novokh Vanguard detachment

Cryptek /w Chrono, Veil. Warlord (trait, re-roll charges)

10x Lychguard /w Scytches

20x Flayed ones
20x Flayed ones


For the low price of 1075 points, You can stuff a buttload of models right in front of your opponent. The Lychguard can go for a big target and the Flayed Ones for anything else. Novokh ups the damage output of all these units, while the Cryptek increases their survivability and gives them more reliable charges.

This message was edited 3 times. Last update was at 2018/07/26 07:10:38


 
   
Made in no
Grisly Ghost Ark Driver





Doctoralex wrote:
Pyrothem wrote:
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.


Yea sounds good, but that’s +-400 points just to give Lychguard a guarenteed charge. Those 3 characters aren’t going to do too much besides that.

I’d like to try the following for melee-Crons:

Novokh Vanguard detachment

Cryptek /w Chrono, Veil. Warlord (trait, re-roll charges)

10x Lychguard /w Scytches

20x Flayed ones
20x Flayed ones


For the low price of 1075 points, You can stuff a buttload of models right in front of your opponent. The Lychguard can go for a big target and the Flayed Ones for anything else. Novokh ups the damage output of all these units, while the Cryptek increases their survivability and gives them more reliable charges.


Also those HQs won't work with Novokh


Automatically Appended Next Post:
-Sentinel- wrote:
 iGuy91 wrote:
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.

Technically in its current wording disembarking from monolith is the same as deepstriking. So its suffers from beta rules - you can't do it outside your deploy turn one; you can't move after you disembark (warptime deepstrike nerf). Monolith is a crappy crap.

Already mentioned, i have used sautekh lychguard with obyron. That was nice till i faced reapers and obliterators who... obliterated them very easily. Current meta have a lot of damage 2 guns with high number of shots, its too easy to kill lichguards for their cost.


They won't be coming from the tomb world but from an already deployed unit (using the stratagem)

This message was edited 1 time. Last update was at 2018/07/26 07:27:35


 
   
Made in ru
Been Around the Block





torblind wrote:

They won't be coming from the tomb world but from an already deployed unit (using the stratagem)
They are placed and they not on board before that. Just like deep strike. Units which are on table before deepstrike can ignore that (veil of darkness, on wings of fire of BA), so if you somehow could redeepstrike Monolith, he could be placed anywhere.

I agree that most likely its not intended nerf of Monolith. But it is a nerf. And it has to be clarified.

This message was edited 2 times. Last update was at 2018/07/26 08:10:31


 
   
Made in no
Grisly Ghost Ark Driver





-Sentinel- wrote:
torblind wrote:

They won't be coming from the tomb world but from an already deployed unit (using the stratagem)
They are placed and they not on board before that. Just like deep strike. Units which are on table before deepstrike can ignore that (veil of darkness, on wings of fire of BA), so if you somehow could redeepstrike Monolith, he could be placed anywhere.

I agree that most likely its not intended nerf of Monolith. But it is a nerf. And it has to be clarified.


Are we takling about the same thing?

1. Deploy Lychguard normally

2. Deceivery the Monolith upfield

3. Turn 1 movement phase stratagem transport the lychguard through the monolith , move LG and charge something ill deployed

   
Made in de
Regular Dakkanaut




Pyrothem wrote:
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.


But like that theyre SAUTEKH not NOVOKH. Thats probably one of the best and easiest possibilities to bring them up front BUT its SAUTEKH only (useless dynasty for lychguard).




Automatically Appended Next Post:
 CthuluIsSpy wrote:
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.


Id go with shield lychguard for countercharge but warscythe Lychguard? What are they countercharging? Knights?

I know its probably meant that way but i personally still find it stupid.

This message was edited 1 time. Last update was at 2018/07/26 11:17:44


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, it does seem that scythguard are supposed to engage vehicles that get too close, such as dreadnaughts. How they are supposed to survive shooting is something you'll have to figure out. I guess that's what the chronometron is for, or just hide them behind a block of cover.

This message was edited 2 times. Last update was at 2018/07/26 11:47:46


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 ru
Been Around the Block





torblind wrote:
-Sentinel- wrote:
torblind wrote:

They won't be coming from the tomb world but from an already deployed unit (using the stratagem)
They are placed and they not on board before that. Just like deep strike. Units which are on table before deepstrike can ignore that (veil of darkness, on wings of fire of BA), so if you somehow could redeepstrike Monolith, he could be placed anywhere.

I agree that most likely its not intended nerf of Monolith. But it is a nerf. And it has to be clarified.


Are we takling about the same thing?

1. Deploy Lychguard normally

2. Deceivery the Monolith upfield

3. Turn 1 movement phase stratagem transport the lychguard through the monolith , move LG and charge something ill deployed

You still limited in placing units from reserves in your deployment turn 1. Using stratagem doesn't help with that. Things that helps here is having unit on a table before you 'redeepstrike' it. Such as veil of darkness, or on wings of fire.

Anytime i think you would prefer deceiver more lychguard over having Monolith which not worth its points.
   
Made in no
Grisly Ghost Ark Driver





-Sentinel- wrote:
torblind wrote:
-Sentinel- wrote:
torblind wrote:

They won't be coming from the tomb world but from an already deployed unit (using the stratagem)
They are placed and they not on board before that. Just like deep strike. Units which are on table before deepstrike can ignore that (veil of darkness, on wings of fire of BA), so if you somehow could redeepstrike Monolith, he could be placed anywhere.

I agree that most likely its not intended nerf of Monolith. But it is a nerf. And it has to be clarified.


Are we takling about the same thing?

1. Deploy Lychguard normally

2. Deceivery the Monolith upfield

3. Turn 1 movement phase stratagem transport the lychguard through the monolith , move LG and charge something ill deployed

You still limited in placing units from reserves in your deployment turn 1. Using stratagem doesn't help with that. Things that helps here is having unit on a table before you 'redeepstrike' it. Such as veil of darkness, or on wings of fire.

Anytime i think you would prefer deceiver more lychguard over having Monolith which not worth its points.


Sure.. but what reserves? Lychguard are not in reserves. They are already on the table. That's exactly why the stratagem helps.
   
Made in ru
Been Around the Block





torblind wrote:


Sure.. but what reserves? Lychguard are not in reserves. They are already on the table. That's exactly why the stratagem helps.
Yep, my bad. Forgot that monolith can teleport unengaged stuff via stratagem. Thought you mention stratagem that allows you deploy 2 units in a turn.

Thats technically possible. But still, if you lose monolith your lychguard won't get anywhere.
   
Made in no
Grisly Ghost Ark Driver





-Sentinel- wrote:
torblind wrote:


Sure.. but what reserves? Lychguard are not in reserves. They are already on the table. That's exactly why the stratagem helps.
Yep, my bad. Forgot that monolith can teleport unengaged stuff via stratagem. Thought you mention stratagem that allows you deploy 2 units in a turn.

Thats technically possible. But still, if you lose monolith your lychguard won't get anywhere.


Don't think I mention any such stratagem.

Most importantly this strategy would want to go first, before your enemy covers the ground between it and the Monolith with schaff which you don't want to get your LG entangled in.

Also the Monolith should survive enemy shooting turn 1, it's not the worst of things to gamble on. Regardless you should have the Veil in range for emergency teleporting upfield. More realisticly have the wraiths on enemy's face for more imediate threats. That likely diverts firepower from the Monolith
   
Made in us
Freaky Flayed One




Lol if you are facing an army that can NOT pop a Monolith in one turn you are playing a fluffy narrative game.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

So I'm working on my first ever competitive list. I've only ever been a casual/narrative player.

We've got a monthly 1750 tourney, using ITC combined arms missions. I've never even seen ITC stuff before, I've heard about it on forums, but never had to deal with tit.

While I want to be competitive, I also can't afford anything new, so I have to work with what I have:

Spoiler:
models I have:

2x Destroyer Lords.
1x lord, with orb
1x cryptek on foot

59x Warriors

34x Scarabs
1x Destroyer
6x Wraiths, old metal, so basic.

2x Spyders, one with a Beamer, the other all CC.
6x Sentry Pylons with Heat Cannon.


Here's the list I'd like to make:

Spoiler:

Spearhead Detachment
Dynasty: Novokh

Warlord: Destroyer Lord with Voidblade, phylactary and Nanoscarab Casket, Novokh Warlord trait.

8x Scarabs
6x Wraiths

1x Spyder with Fabricator Claw
1x Spyder with Fabricator Claw
3x Sentry Pylons with Heat Cannon
3x Sentry Pylons with Heat Cannon

Total, 1750 dead on!
CP: 3 for Battleforged plus 1 for Spearhead = 4


Run the D Lord, Wraiths, wrapped by Scarabs as a massive distraction from the Pylons, while the Spyders run repair.

This message was edited 1 time. Last update was at 2018/07/28 06:52:34


213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Regular Dakkanaut





I would cut the spiders and run 2 spearheads with a cryptek+ cloak and a lord so you have all buffs covered.

   
Made in ca
Discriminating Deathmark Assassin





Stasis

COLD CASH wrote:
I would cut the spiders and run 2 spearheads with a cryptek+ cloak and a lord so you have all buffs covered.



Why the Lord?
I have nothing he can buff.
Each Spyder heals one Pylon for d3+1 for living metal, a single cryptek with cloak only heals one pylon for d3.

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in de
Nihilistic Necron Lord






Germany

 Blndmage wrote:
COLD CASH wrote:
I would cut the spiders and run 2 spearheads with a cryptek+ cloak and a lord so you have all buffs covered.



Why the Lord?
I have nothing he can buff.
Each Spyder heals one Pylon for d3+1 for living metal, a single cryptek with cloak only heals one pylon for d3.


Use gloom prisms on your spiders for deny the witch. Do you know you can use both the spider repair ability and the cryptek cloak ability to regain wounds on your vehicles ? The spider says repair and the cryptek says regain, its not the same, two different rules.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

 p5freak wrote:
 Blndmage wrote:
COLD CASH wrote:
I would cut the spiders and run 2 spearheads with a cryptek+ cloak and a lord so you have all buffs covered.



Why the Lord?
I have nothing he can buff.
Each Spyder heals one Pylon for d3+1 for living metal, a single cryptek with cloak only heals one pylon for d3.


Use gloom prisms on your spiders for deny the witch. Do you know you can use both the spider repair ability and the cryptek cloak ability to regain wounds on your vehicles ? The spider says repair and the cryptek says regain, its not the same, two different rules.


I've tried Gloom Prisms in the past, but with only one deny per Spyder, they've never really been helpful. You'd think that the things that can deny in our forces, would deny more than once.

I know that Spyders and Cloak Crypteks stack, but I don't have any of the new Cloak models from forgebane, my current Cryptek is a kitbashing from my bits box.

Would it be better for me to split the Sentry Pylons into three sets of two, so I can deploy them differently, of keep then with two units of three to try and get the +1 for first turn?

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 Blndmage wrote:
 p5freak wrote:
 Blndmage wrote:
COLD CASH wrote:
I would cut the spiders and run 2 spearheads with a cryptek+ cloak and a lord so you have all buffs covered.



Why the Lord?
I have nothing he can buff.
Each Spyder heals one Pylon for d3+1 for living metal, a single cryptek with cloak only heals one pylon for d3.


Use gloom prisms on your spiders for deny the witch. Do you know you can use both the spider repair ability and the cryptek cloak ability to regain wounds on your vehicles ? The spider says repair and the cryptek says regain, its not the same, two different rules.


I've tried Gloom Prisms in the past, but with only one deny per Spyder, they've never really been helpful. You'd think that the things that can deny in our forces, would deny more than once.

I know that Spyders and Cloak Crypteks stack, but I don't have any of the new Cloak models from forgebane, my current Cryptek is a kitbashing from my bits box.

Would it be better for me to split the Sentry Pylons into three sets of two, so I can deploy them differently, of keep then with two units of three to try and get the +1 for first turn?


I'd keep them in 2x3 squads.

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 ie
Deranged Necron Destroyer





Hey everyone. Have not posted here in awhile, Been busy doing up other armies and terrain.

So, a Custode player from my local has challenged me to a 3.5k game vs my Necrons (I'm the only person to beat him since he started Custodes so has a Vendetta against them).

I know the best way to kill Custodes is to keep back from charge range and to spam MWs. in regards to that I will definitely bring a T. C'tan w/ Cosmic Tyrant (2 powers) and the Deceiver. Question is what C'tan powers should I bring? Was thinking of giving the T. C'tan Antimatter and Trans Thunder while the Deceiver has Times Arrow and Falling Stars (incase he is able to put a good few units around 16" away from me).

I don't have a T Vault either btw.

Cheers.

This message was edited 1 time. Last update was at 2018/07/29 20:01:42


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

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

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

Troops

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

Elites

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

Fast Attack

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

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

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





 Odrankt wrote:
Hey everyone. Have not posted here in awhile, Been busy doing up other armies and terrain.

So, a Custode player from my local has challenged me to a 3k game vs my Necrons (I'm the only person to beat him since he started Custodes so has a Vendetta against them).

I know the best way to kill Custodes is to keep back from charge range and to spam MWs. in regards to that I will definitely bring a T. C'tan w/ Cosmic Tyrant (2 powers) and the Deceiver. Question is what C'tan powers should I bring? Was thinking of giving the T. C'tan Antimatter and Trans Thunder while the Deceiver has Times Arrow and Falling Stars (incase he is able to put a good few units around 16" away from me).

I don't have a T Vault either btw.

Cheers.


Perhaps bring the nightbringer instead of the Deceiver? If he comes to you, there might be little point in re-deploying ahead in the battlefield?
   
Made in us
Freaky Flayed One




Our MVP unit the destroyer pack will be key as well and at that high of a point game you might want to look at bringing the Stormlord. His call the storm (great Smight) has excellent range and does not need line of sight.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

torblind wrote:
 Odrankt wrote:
Hey everyone. Have not posted here in awhile, Been busy doing up other armies and terrain.

So, a Custode player from my local has challenged me to a 3k game vs my Necrons (I'm the only person to beat him since he started Custodes so has a Vendetta against them).

I know the best way to kill Custodes is to keep back from charge range and to spam MWs. in regards to that I will definitely bring a T. C'tan w/ Cosmic Tyrant (2 powers) and the Deceiver. Question is what C'tan powers should I bring? Was thinking of giving the T. C'tan Antimatter and Trans Thunder while the Deceiver has Times Arrow and Falling Stars (incase he is able to put a good few units around 16" away from me).

I don't have a T Vault either btw.

Cheers.


Perhaps bring the nightbringer instead of the Deceiver? If he comes to you, there might be little point in re-deploying ahead in the battlefield?

Yeah, I'd go Nightbringer with Antimatter Meteor. Use the entropic strike strategem to kill a custode since he'll get a 6+ armor save, and no invuln vs 1 attack....decent odds.
Otherwise, yeah, T-ctan with cosmic tyrant, times arrow, and antimatter meteor.

Unrelated. Does anyone with the Kill team box set know if necrons will benefit from their Dynasty Codes? (Mephrit -1, Nephrehk auto advance 6, or Nihilahk reroll 1s if you didn't move come to mind as exceptional if they do.)
Otherwise, no worries if they do not.

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 ie
Deranged Necron Destroyer





torblind wrote:
 Odrankt wrote:
Hey everyone. Have not posted here in awhile, Been busy doing up other armies and terrain.

So, a Custode player from my local has challenged me to a 3k game vs my Necrons (I'm the only person to beat him since he started Custodes so has a Vendetta against them).

I know the best way to kill Custodes is to keep back from charge range and to spam MWs. in regards to that I will definitely bring a T. C'tan w/ Cosmic Tyrant (2 powers) and the Deceiver. Question is what C'tan powers should I bring? Was thinking of giving the T. C'tan Antimatter and Trans Thunder while the Deceiver has Times Arrow and Falling Stars (incase he is able to put a good few units around 16" away from me).

I don't have a T Vault either btw.

Cheers.


Perhaps bring the nightbringer instead of the Deceiver? If he comes to you, there might be little point in re-deploying ahead in the battlefield?


Idea with the Deceiver is that Depending on which deployment is used ill use the Deceiver to move my DDAs (bringing 3) as far as way as possible so that if he wants them killed he has to go after them. Otherwise they will do too much damage to him as the game goes on. I was thinking about the Nightbringer but issue the Custodes saves. Wounding on 2+ is great but if that wound is saved its kind of a waste. Plus the deceiver is flat 3 dmg which is more reliable that D6 in my books.


Automatically Appended Next Post:
Pyrothem wrote:
Our MVP unit the destroyer pack will be key as well and at that high of a point game you might want to look at bringing the Stormlord. His call the storm (great Smight) has excellent range and does not need line of sight.


Stormlord would be good for free MWs but its the "on a roll of 6" to do d3 MW to other units that makes me hesitant on his 200pt cost for this game. with regards to all yer help this is the list I plan on bringing. C&C away lads

Spoiler:

++ Battalion Detachment +5CP (Necrons) [71 PL, 1385pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nihilakh

+ HQ +

Illuminor Szeras [8 PL, 143pts]
. Warlord: Warlord Trait (Codex 3): Immortal Pride

Lord [5 PL, 83pts]: Staff of Light

+ Troops +

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Necron Warriors [12 PL, 240pts]: 20x Necron Warrior

+ Heavy Support +

Doomsday Ark [10 PL, 193pts]

Doomsday Ark [10 PL, 193pts]

Doomsday Ark [10 PL, 193pts]

++ Outrider Detachment +1CP (Necrons) [110 PL, 2106pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 85pts]: Canoptek Cloak, Staff of Light

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Sky of Falling Stars, Power of the C'tan: Time's Arrow

+ Fast Attack +

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 117pts]: 9x Canoptek Scarab Swarm

Destroyers [18 PL, 300pts]
. 6x Destroyer: 6x Gauss Cannon

Destroyers [18 PL, 300pts]
. 6x Destroyer: 6x Gauss Cannon

Tomb Blades [14 PL, 360pts]
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster

+ Heavy Support +

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

Transcendent C'tan [12 PL, 225pts]: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Transdimensional Thunderbolt

++ Total: [181 PL, 3491pts] ++


@iGuy91 - We have no Dynasties in Killteam nor do any other armies have anything like that. Maybe in the future but Killteam is at "index" phase at the moment until more news is announced.

This message was edited 1 time. Last update was at 2018/07/29 20:00:52


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 lt
Mysterious Techpriest






Best Necron result in BAO is 3:3. Feels bad man.

Top 2 lists have pylon

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 ru
Been Around the Block





Can you post link to all lists?
   
Made in lt
Mysterious Techpriest






Best Coast Pairings app on phone. Free to see the lists for now

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
Loyal Necron Lychguard





 rvd1ofakind wrote:
Best Necron result in BAO is 3:3. Feels bad man.

Top 2 lists have pylon

Man, I was really excited for what we got when the Necron codex came out, but I just can't argue with results. When much better players than me are getting their teeth kicked in trying to play this army I kinda have to just admit that the bonuses we got did not succeed in patching over the army's fundamental problems.
   
Made in jp
Proud Triarch Praetorian





 rvd1ofakind wrote:
Best Necron result in BAO is 3:3.

Squarely mid tier.
Disappointing but not exactly surprising.

Here's hoping we're somewhat decent in Kill Team?

 
   
Made in de
Regular Dakkanaut




 skoffs wrote:
 rvd1ofakind wrote:
Best Necron result in BAO is 3:3.

Squarely mid tier.
Disappointing but not exactly surprising.

Here's hoping we're somewhat decent in Kill Team?


As of now I dont think we will be?

I think all shown specialist traits (on WH40k FB Page) are not good for necrons as they always have some special we dont benefit from (e.g. hits on flamers or no penalty for heavy weapons etc.)
also necrons dont have squad „leaders“ where as almost all other factions do have one? Which means chosing one random model (looking the same) to be the leader.
AND one of the biggest adverts for Kill Team customization is almost non-available for necrons and prob. the only customization option we have is Tesla or Gauss but with Kill Teams -1 to hit system (cover, injuries etc.) Tesla is useless.

I dont own Kill Team so this is just my salty impression.
   
Made in lt
Mysterious Techpriest






3:3 as the best result is low tier imo. Any low tier army can get some good match-ups and win 3 games. Mid-tier should be 5:1 for their best result.

This isn't some scrub playing Necrons. It's Jessica Bowman, who's played them for years and consistently tops necron charts. She should be able to do better than 3:3 with a mid-tier army.

IMO, necrons are trash tier in a meta with so many knights. Sadly that's just the truth. Like what is a worse codex army in this meta? Grey Knights?

This message was edited 1 time. Last update was at 2018/07/30 09:21:27


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  
   
 
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