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 fi
Locked in the Tower of Amareo





 CthuluIsSpy wrote:
Darsath wrote:
Shaelinith wrote:
The new tactical reserves rule also mean that you can't even use the Emergency Invasion Beam stratagem in the first turn.


This is probably something that a lot of people will overlook. Single Night Scythes are much riskier now.


Yeah, I think that might get patched in the chapter approved. The FAQ team would have be informed.


Too bad CA is probably already on printers in China. Albeit doesn't prevent new FAQ update or post in FB to fix it.

2024 painted/bought: 109/109 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 p5freak wrote:
 CthuluIsSpy wrote:

No it isn't.
We have 5.
One is on an vehicle.
The other is on an expensive vehicle that no one takes
Another is on surprisingly fragile infantry.
One is on a flyer that can't even shoot at full accuracy.
One is on a walker.


Wrong. We have these units with S8+ guns :

Anrakyr
Tomb sentinel
Triarch stalker
Heavy destroyer
DDA
Monolith
Sentry Pylon
Gauss Pylon
Tesseract ark
Doom scythe

Yes, they are expensive, which can be fixed with point drops. We dont lack AT.

Four of those are Forge World and one of those is single shot weapon. Not everyone has access to Forge World nor is willing to pay for model + yet another rulebook, and I don't consider a single use weapon that can fail to be viable anti-tank.
And that still doesn't change the fact that nearly every other army can take heavy weapons on more than 1 specific type of unit.

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
Freaky Flayed One




 rvd1ofakind wrote:
You need 2 max anti-tank units. If the unit was doing insane damage and had insane survivability- you just need one. It all comes back to points cost as long as you have inefficient anti-tank units. If DDAs cost 120 points each and destroyers cost 30 pts each, necrons would have great antitank.


You are not wrong here, but with the current points values of our anti-tank, it really leaves a lot to be desired, also I do not want necrons to be OP or anything, I feel that only a few things really need point reductions (transports mostly) and the rest could stand to get a little bump in the rules. A DDA for example having 3-4 shots instead of random would be amazing, 3 shots on the doom scythe always, perhaps QS on our flyers, ETC.
   
Made in de
Nihilistic Necron Lord






Germany

 CthuluIsSpy wrote:

Four of those are Forge World and one of those is single shot weapon. Not everyone has access to Forge World nor is willing to pay for model + yet another rulebook, and I don't consider a single use weapon that can fail to be viable anti-tank.
And that still doesn't change the fact that nearly every other army can take heavy weapons on more than 1 specific type of unit.


That doesnt change the fact that we have sufficient numbers of AT guns. I would even consider imotekhs storm ability an AT gun. One shot only, but highly unlikely to fail, with a command re-roll. Same for the ctans, their powers deal MW, perfect AT. Very, very few vehicles have a FNP ability.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 p5freak wrote:
 CthuluIsSpy wrote:

Four of those are Forge World and one of those is single shot weapon. Not everyone has access to Forge World nor is willing to pay for model + yet another rulebook, and I don't consider a single use weapon that can fail to be viable anti-tank.
And that still doesn't change the fact that nearly every other army can take heavy weapons on more than 1 specific type of unit.


That doesnt change the fact that we have sufficient numbers of AT guns. I would even consider imotekhs storm ability an AT gun. One shot only, but highly unlikely to fail, with a command re-roll. Same for the ctans, their powers deal MW, perfect AT. Very, very few vehicles have a FNP ability.


Just because they exist doesn't mean they're good, or can be fielded in sufficient quantities.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in de
Nihilistic Necron Lord






Germany

 JNAProductions wrote:

Just because they exist doesn't mean they're good, or can be fielded in sufficient quantities.


Once they get point drops they can be fielded in sufficient quantities.


Did anyone realize that wraith got nerfed even more by the new FLY movement rule ? They arent infantry, so they cant charge through walls of ruins, like infantry can do. They have to fly inside the ruin in the movement phase, delaying their charge another turn.

This message was edited 1 time. Last update was at 2018/09/30 16:44:00


 
   
Made in no
Grisly Ghost Ark Driver





 p5freak wrote:
 JNAProductions wrote:

Just because they exist doesn't mean they're good, or can be fielded in sufficient quantities.


Once they get point drops they can be fielded in sufficient quantities.


Doesn't change that the mechanic is entirely different.

Tac Marines for example get to update a model with a heavy weapon. We have to add a destroyer body.

Tac Marines get to remove bolter models when they take casualties, we get to remove said destroyer body when we do.

AM has multiple cheap Las cannons that are doubled in effectiveness with a cheap HQ that gets to buff two units.

Never will we have a point adjustments to let us match that level of damage output and resilience.

It's not like we're seeing 15 pt heavy destroyers any time soon in units of ten.

This message was edited 1 time. Last update was at 2018/09/30 16:48:09


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

How do Guard double effectiveness?

The only order I can think of, off-hand, that helps Lascannons is reroll 1s. (Reroll all if Cadian and standing still.) Which isn't a doubling.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Decrepit Dakkanaut




Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.


Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.

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
Humming Great Unclean One of Nurgle





In My Lab

Slayer-Fan123 wrote:
Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.


Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.


S4 in 7th wounded T7 on a 6.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in no
Grisly Ghost Ark Driver





 JNAProductions wrote:
Slayer-Fan123 wrote:
Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.

More importantly the vehicles didn't have saves, whereas things with toughness did. Making it a vehicle killer.

Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.


S4 in 7th wounded T7 on a 6.



Automatically Appended Next Post:
 JNAProductions wrote:
How do Guard double effectiveness?

The only order I can think of, off-hand, that helps Lascannons is reroll 1s. (Reroll all if Cadian and standing still.) Which isn't a doubling.


Doubling was unfair, they get to reroll misses with the right regiment and order

This message was edited 1 time. Last update was at 2018/09/30 17:55:45


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Anyway, thought I might as well give some feed back about the game I had against nids -

Mission was Contact Lost, Deployment was Vanguard strike.
Game was 1250 points.

My list - Novokh Dynasty
Lord (Lord of War with immortal pride, warscythe)
Cryptek (Veil of Darkness carrier, canoptek cloak)
15 warriors
Ghost Ark
5 scytheguard
5 shieldguard
3 destroyers
3 scarabs
3 scarabs
5 tesla immortals
6 gauss immortals

His list - Hive Kraken
Tyrant with Cameleonic Mutation, heavy venom cannon, 2 deathspitters with slimer maggots (Forgot his trait. I think it was synaptic lynchpin.)
Two Thornbacks with that -1 to hit biomorph, stranglethorn cannon and more deathspitters with slimer maggots (or maybe they were just carnifexes. There's like, 3 entries for them now. Nids are weird, it was so simple in 4th ed. Just one entry and you could kit them how you want)
27 hormagants
17 termagants, all with devourers.
I think at least 10 genestealers
Broodlord
3 Hive Guard with impaler cannons (hate these bloody things. You will learn to hate them)

It was a close match, but in the end it was a Necron victory, at about 10-6 by turn 6. Can't really give a true turn by turn report as a lot of stuff happened, but here's a brief summary -

Immortal Pride is still useless at dispelling

Ghost Arks are surprisingly good anti-infantry.
Warriors are also pretty good anti-infantry.

Always have some sort of deepstrike unit to get rid of annoying artillery like units, such as hive guard.

Monsters no longer ignore armor in 8th unless they have equipment that does that. This is huge, as it means that depending on your opponent's load out, you could totally get into combat with destroyers and not worry about losing them in a single turn. His tyrant was built for shooting and did not have wings, which means that charging him with destroyers means that he can't shoot if he leaves, and he can't deal much damage in CC due to the lack of AP and multiple damage. Likewise with dakka-fexes.
You could even do the same with scytheguard.

Remember that psykers can't cast the same power in a turn, and that the rules for that are in the psychic section. He didn't, I knew about but couldn't find it (thought it was in the matched game rules), and lost my scytheguard for my trouble to smite spam.

If your opponent is fielding any sort of weapon that has multiple shots on their basic infantry en masse, be very wary and try to reduce their numbers. I underestimated how dangerous devourer gaunts are and lost my warriors. At least they killed his broodlord though.

When fighting against fast buggers like tyranids, always be aware of the possibility of a turn one charge. Hormagants and Genestealers can totally do that, though in my case I got lucky with the genestealers.

Maelstrom can be fickle and cruel. First 2 turns the objectives I got were terrible, but then it swung in my favor and my opponent got the terrible objectives.

Always try to get bonus VP missions. Killing his Hive Tyrant and reaching his back deployment zone gave me extra VP.
If you get the Dust and Ashes mission, put it on your fastest character and hide him. Easy VP.

I think he may have flubbed some rules, because when trying to find the names of their equipment, I couldn't find anything that the termagants could take that can reduce armor by one, or anything that thornbacks could take that confers a -1 to hit modifier against them.
Edit : Ah no, now that I think of it, the thornbacks might have just been generic carnifexes. So the -1 modifier from the spore cysts would make sense.

This message was edited 13 times. Last update was at 2018/10/01 14:24:13


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
Regular Dakkanaut





 CthuluIsSpy wrote:

Remember that psykers can't cast the same power in a turn, and that the rules for that are in the psychic section. He didn't, I knew about but couldn't find it (thought it was in the matched game rules), and lost my scytheguard for my trouble to smite spam..

Smite is exempt from this, each smite needs +1 to cast (5 for first, 6 next, etc. while still doing D6 on 11 or 12)

and yes it should be in the matched play section as it's not a rule for Narrative.

otherwise well played, especially vs the HiveGuard .. trying to get around them is a trick in itself, the damn things are nasty.

Kraken Genestealers are amazing .. pick best from 3D6 to advance, 1CP to double the distance (possible 20" advance) and then charge ... yeah they be Mean and nasty!

   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Reanimation_Protocol wrote:
 CthuluIsSpy wrote:

Remember that psykers can't cast the same power in a turn, and that the rules for that are in the psychic section. He didn't, I knew about but couldn't find it (thought it was in the matched game rules), and lost my scytheguard for my trouble to smite spam..

Smite is exempt from this, each smite needs +1 to cast (5 for first, 6 next, etc. while still doing D6 on 11 or 12)

and yes it should be in the matched play section as it's not a rule for Narrative.

otherwise well played, especially vs the HiveGuard .. trying to get around them is a trick in itself, the damn things are nasty.

Kraken Genestealers are amazing .. pick best from 3D6 to advance, 1CP to double the distance (possible 20" advance) and then charge ... yeah they be Mean and nasty!



Nope, read the rules under the psychic section in the brb NOT the matched play section. A psychic power cannot be cast the same power in the same turn, smite included.
The +1 penalty is only if another psyker casts smite in the same turn as the first one. The example in the even gives an example of this. Notice how it doesn't have the psyker casting the smite again? Its because GW assumes that its clear to everyone that it can't do that.
Its something a lot of people seem to get wrong, and GW needs to put their foot down and reiterate it.

Also, I didn't get around the hive guard. The reason why I added the part about deepstrikers was because I didn't have them available (well, other than the veil, but I prefer to keep that reserved for emergencies), so throughout the game they shot at me until I finally got the destroyers in range by turn 5. And that's only because I made some really lucky saves on them.
That said, even if I did have deep strikers it probably wouldn't have helped much. He had the guard right up against the corner behind the carnifexes and a big crate, so even if I did veil them in, used deathmarks (again, not in the army), or used the crypt (impossible to do with Novokh for obvious reasons), it probably wouldn't have been effective as I wouldn't have been in effective range.

Weapons that ignore LoS are really good in this edition. Every army should have that sort of option. Especially of the 36" range variety.

This message was edited 5 times. Last update was at 2018/10/01 13:23:24


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
Irked Necron Immortal





Jackson, TN

 CthuluIsSpy wrote:
Reanimation_Protocol wrote:
 CthuluIsSpy wrote:

Remember that psykers can't cast the same power in a turn, and that the rules for that are in the psychic section. He didn't, I knew about but couldn't find it (thought it was in the matched game rules), and lost my scytheguard for my trouble to smite spam..

Smite is exempt from this, each smite needs +1 to cast (5 for first, 6 next, etc. while still doing D6 on 11 or 12)

and yes it should be in the matched play section as it's not a rule for Narrative.

otherwise well played, especially vs the HiveGuard .. trying to get around them is a trick in itself, the damn things are nasty.

Kraken Genestealers are amazing .. pick best from 3D6 to advance, 1CP to double the distance (possible 20" advance) and then charge ... yeah they be Mean and nasty!



Nope, read the rules under the psychic section in the brb NOT the matched play section. A psychic power cannot be cast the same power in the same turn, smite included.
The +1 penalty is only if another psyker casts smite in the same turn as the first one. The example in the even gives an example of this. Notice how it doesn't have the psyker casting the smite again? Its because GW assumes that its clear to everyone that it can't do that.
Its something a lot of people seem to get wrong, and GW needs to put their foot down and reiterate it.

Also, I didn't get around the hive guard. The reason why I added the part about deepstrikers was because I didn't have them available (well, other than the veil, but I prefer to keep that reserved for emergencies), so throughout the game they shot at me until I finally got the destroyers in range by turn 5. And that's only because I made some really lucky saves on them.
That said, even if I did have deep strikers it probably wouldn't have helped much. He had the guard right up against the corner behind the carnifexes and a big crate, so even if I did veil them in, used deathmarks (again, not in the army), or used the crypt (impossible to do with Novokh for obvious reasons), it probably wouldn't have been effective as I wouldn't have been in effective range.

Weapons that ignore LoS are really good in this edition. Every army should have that sort of option. Especially of the 36" range variety.


Smite is specifically mentioned as something that can be spammed. Thus why they added the rule that each time Smite is cast beyond the first (with some exceptions) is at +1 cost (5 first, 6 second, 7 third, etc max of 11).

This message was edited 1 time. Last update was at 2018/10/01 13:26:25


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Draco765 wrote:
 CthuluIsSpy wrote:
Reanimation_Protocol wrote:
 CthuluIsSpy wrote:

Remember that psykers can't cast the same power in a turn, and that the rules for that are in the psychic section. He didn't, I knew about but couldn't find it (thought it was in the matched game rules), and lost my scytheguard for my trouble to smite spam..

Smite is exempt from this, each smite needs +1 to cast (5 for first, 6 next, etc. while still doing D6 on 11 or 12)

and yes it should be in the matched play section as it's not a rule for Narrative.

otherwise well played, especially vs the HiveGuard .. trying to get around them is a trick in itself, the damn things are nasty.

Kraken Genestealers are amazing .. pick best from 3D6 to advance, 1CP to double the distance (possible 20" advance) and then charge ... yeah they be Mean and nasty!



Nope, read the rules under the psychic section in the brb NOT the matched play section. A psychic power cannot be cast the same power in the same turn, smite included.
The +1 penalty is only if another psyker casts smite in the same turn as the first one. The example in the even gives an example of this. Notice how it doesn't have the psyker casting the smite again? Its because GW assumes that its clear to everyone that it can't do that.
Its something a lot of people seem to get wrong, and GW needs to put their foot down and reiterate it.

Also, I didn't get around the hive guard. The reason why I added the part about deepstrikers was because I didn't have them available (well, other than the veil, but I prefer to keep that reserved for emergencies), so throughout the game they shot at me until I finally got the destroyers in range by turn 5. And that's only because I made some really lucky saves on them.
That said, even if I did have deep strikers it probably wouldn't have helped much. He had the guard right up against the corner behind the carnifexes and a big crate, so even if I did veil them in, used deathmarks (again, not in the army), or used the crypt (impossible to do with Novokh for obvious reasons), it probably wouldn't have been effective as I wouldn't have been in effective range.

Weapons that ignore LoS are really good in this edition. Every army should have that sort of option. Especially of the 36" range variety.


Smite is specifically mentioned as something that can be spammed. Thus why they added the rule that each time Smite is cast beyond the first (with some exceptions) is at +1 cost (5 first, 6 second, 7 third, etc max of 11).


Yes, by another psyker. Not by the same one.
"Psychic Focus : With the exception of Smite, each psychic power can only be attempted once per turn, rather than once per psyker per turn" pg 215
"A psyker cannot attempt to manifest the same psychic power more than once in a turn" pg 178

The rule on pg 215 does not over rule the one on pg 178. This is something GW really needs to make clear, because apparently a lot of people are getting it wrong.

The smite rule in the FAQ just makes it so that if another psyker casts smite, they have to add +1 to their roll. It does not override the core psychic rule on pg178

This message was edited 2 times. Last update was at 2018/10/01 13:40:20


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 no
Grisly Ghost Ark Driver





Smites can only be cast once by a psyker each phase. This has been clarified in multiple YMDC posts and the wording really leaves little doubt.

How did you cut down the genestealers? Did they charge into scarabs, you then flew off and tesla'd them?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

torblind wrote:
Smites can only be cast once by a psyker each phase. This has been clarified in multiple YMDC posts and the wording really leaves little doubt.

How did you cut down the genestealers? Did they charge into scarabs, you then flew off and tesla'd them?


And yet people get it wrong, just because the FAQ doesn't say "A psyker cannot cast the same power twice in the same turn, smite included".

Poorly, actually.
Its quite funny, first he tried doing a first turn charge against my scarabs on my right flank, failed, then I charged his genestealers with scarabs and shieldguard. I did shoot him a little bit, but since my warriors were engaged with hormagaunts and since the tesla immortals were on the other flank, I only had my gauss immortals and ark available. Between his invul and catalyst (think that's the one that gives 5+ FNP) and my terrible rolling, he lost like, 2 genestealers. Remember that it was Vanguard strike, so the flank was pretty far away. I did try dispelling catalyst, but Immortal Pride is crap at that.
The Lychguard and scarabs killed some more, reducing them to 6. There were more than 10, less than 20. Lets settle with "more than I'd like in my face on the first turn". I know its at least 10 because when I killed enough of them he said he longer got their bonus. Idk, it was enough to be a huge problem.

Then he disengaged with the stealers, shot the scarabs off the table, shot the lychguard until there was one left with 1 wound (thank you shield stratagem. Tore off 2 wounds a carnifex too), and charged the lychguard with the stealers (apparently kraken can do that) because he really didn't want them coming back. Hilariously enough, he only failed 2 saves. Had he failed 1 or still had 2 wounds I would have rerolled it, but alas it finally died. Still, drew nearly everyone's fire and stopped the genestealers from moving closer to my guns, so good job then.
Gauss immortals finished them off. Reduced them to 2 in shooting phase (again, terrible rolling + invuls), and charged. He moved the stealers a bit closer when he consolidated, so they weren't terribly exposed.

I should probably add that by the end of the game, I had my lord, ark, 2 scarabs, destroyers, cryptek and tesla immortals left, and he had nothing. It was a brutal battle. I got super lucky during the last few turns, because my destroyers just wouldn't die, even with 5+ and 4+ saves from all of the impaler and deathspitter shots. Turns out destroyers can take quite a bit of punishment provided they aren't hit by too many multiple damage shots or ap modifiers.

Even though the lychguard all died, I still liked their performance. They were a nice counter charge unit that forced him to draw his attention to them, leaving other parts of my army intact.
Had he used the smite properly, the scytheguard might have even killed his Tyrant instead of my destroyers and lord doing it.

In case anyone is wondering how I dealt with Hive Guard without deepstrikers or losing half my army to them; I stayed out of range. Its a 6'x4' field and they are slow units with 36" range guns that he put in the corner. Which is the worse place to put a unit like that, as they can only really hit stuff that are around the middle of the table. I just kept my important units away from the middle. The scarabs and the shieldguard I had on my flank took some hits, but overall casualties from Hive Guard were quite few. By the time I moved into range of them most of his forces were already dead.

The Doomsday Ark is really good for this reason, as due to its 72" range the only way to avoid getting shot at is to break line of sight or hug the furthest table edge. If you do what I do and follow the rule of thumb of having 25% of the board covered by terrain (spread out, obviously. I found this is the perfect amount of terrain to use. Not too cluttered, but not too open. Its a good idea to have a LoS blocker in the middle of the table too, to make it fair), then there should be a firing line somewhere that your opponent has to avoid or get shot at. If I had one then dealing with his carnifexes would have been so much easier, as whilst the Hive Guard could stay hidden, the dakkafexes still need LoS.

This message was edited 15 times. Last update was at 2018/10/01 16:37:59


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 au
Battle-tested Knight Castellan Pilot





Perth

Hey so I haven't been playing with my robots for some considerable time now, however im super pumped for the new FW walker. Thing looks insane! Has there been any new leaks regarding its profile besides what was released by GW?

12,000
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Nope, nothing other than the gun.

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 no
Grisly Ghost Ark Driver





 CthuluIsSpy wrote:
Nope, nothing other than the gun.


hm I thought it would be up for preorder, appears that was only the necromunda figure.


Automatically Appended Next Post:
Something else, how would you build a tournament list around the Deceiver there days

I have had some success with Mephrit silver tide bringing warriors into RF range turn 1, but what else could one to mix things up.

Sword and board lychguard? Anrakyr? Even shifting sideways in own deployment zone could have advantages

This message was edited 1 time. Last update was at 2018/10/01 18:02:59


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 iGuy91 wrote:
Might have a 2k game of DG and Ren. Knight vs Crons.

I'm thinking Nihilak Batallion + Nihiliak Pylon
Thinking
Spoiler:

Lord with HyperPhase Sword
Overlord with VoD, Staff of Light

x10 Tesla Immortals
x10 Telsa immortals
x10 Warriors

x4 Scarabs to absorb smites and turn 1 knight charges
x5 Wraiths
x6 Destroyers

Doomsday Ark

Gauss Pylon


I figure between the DDA, Pylon, and Destroyers with EP, I should almost certainly kill the knight (Likely a Gallant) turn 1.
Then, the pylon starts blasting drones, and dda switches to tanks. Destroyers play pinch hitters.

Thoughts?



So, quick-takes update. This game went very, very smoothly. Ended up losing the Destroyers to Plasma and Blight Launchers, Wraiths to assorted focus fire and plague tanks, and the scarabs to smites as intended.
Pylon is more than a match for a solo Knight, rolled hot for the number of shots, and it was all downhill from there. Despite the high price tag, its certainly worth it. Tuck it into a corner with bubble wrap and decent LOS and it just devastates. Solo DDA paired with the Pylon was ok. About what I expected.
I really wish I had a few more points to sub the warriors for more immortals, but there is 0 wiggle room for it. Ah well.

This message was edited 1 time. Last update was at 2018/10/01 19:11:20


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 de
Longtime Dakkanaut





What's your take on Nephrek Tesla Immortals? I need two cheap Troop choices to fill out my batallion and I was thinking about getting two 5-man squads of those. With Nephrek they are pretty mobile (for Necron Infantry anyway) and after advancing they can still pop off 10 shots on GEQs.



This message was edited 2 times. Last update was at 2018/10/01 19:51:06


 
   
Made in ca
Speed Drybrushing





t.dot

Hey guys, I attended a narrative event called Astronomi-con in Toronto this past weekend. 5 casual games against some great looking armies.

Click this sentence to check out my reports and photos!

   
Made in us
Decrepit Dakkanaut




 JNAProductions wrote:
Slayer-Fan123 wrote:
Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.


Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.


S4 in 7th wounded T7 on a 6.

I was talking about 4th-5th I apologize.

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 fr
Trazyn's Museum Curator





on the forum. Obviously

Slayer-Fan123 wrote:
 JNAProductions wrote:
Slayer-Fan123 wrote:
Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.


Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.


S4 in 7th wounded T7 on a 6.

I was talking about 4th-5th I apologize.


No, even in 4-5th S4 wounded T7 on a 6 and couldn't hurt T8.
Unless they were gauss. Bolters couldn't hurt wraithlords, but flayers could. Not that it was that effective, but they could.

This message was edited 1 time. Last update was at 2018/10/01 21:41:58


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 nl
Regular Dakkanaut





I got a 2v2 tourney coming up this weekend. Me and my buddy are going over each faction and kind of speculating what we can expect.

However, there is one army neither of us has any experience with, nor do I see them in any battle-reports online.

Ynarri.

Can you guys tell me what their strengths/weaknesses are? What kind of tricks do we need to be weary of? What are their key units?
   
Made in us
Loyal Necron Lychguard





Ynnari's main trick and defining army feature is soul burst, which basically gives one of their units a free action every time a unit dies on either side (I think there's a once per phase restriction on it but I don't quite recall). You mostly need to worry about shining spears, which are a fast bike assault unit, and dark reapers, which are a long range heavy support that carry an anti-everything missile launcher.

As for how to fight them... shrug? I've never actually won a game against Ynnari so I don't feel like I can testify to that. They don't have a death hex equivalent so wraiths might help.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Vs Ynarri....you gotta kill their power combo units before they get a chance to soul burst I guess.

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 us
Decrepit Dakkanaut




 CthuluIsSpy wrote:
Slayer-Fan123 wrote:
 JNAProductions wrote:
Slayer-Fan123 wrote:
Kahi the Uncertain wrote:
Slayer-Fan123 wrote:
Except there's the inconsistency of such a weapon only doing that to vehicles. Gauss used to be special when it could sound anything on a 6.


Gauss has always been more effective against vehicles than other targets though. While it always wounded on 6s against other models, the main strength of Gauss was that vehicles suffered a glancing hit. In earlier editions that could permanently cripple a vehicle, and in 7th a blob of warriors in rf would reliably kill any 3 hp or less vehicle in the game.


Automatically Appended Next Post:
Besides, almost nothing had t8+ anyway, so always wounding on 6s barely ever even came into play outside of apocalypse games

Actually the old wounding chart had it so S4 couldn't hurt T7. While not often happening, it still happened.


S4 in 7th wounded T7 on a 6.

I was talking about 4th-5th I apologize.


No, even in 4-5th S4 wounded T7 on a 6 and couldn't hurt T8.
Unless they were gauss. Bolters couldn't hurt wraithlords, but flayers could. Not that it was that effective, but they could.

I'm like absolutely positive S4 couldn't touch T7 in 4th. Lord knows where my rulebook would even be though.

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.
 
   
 
Forum Index » 40K General Discussion
Go to: