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Made in no
Grisly Ghost Ark Driver





Has anyone built around using other canoptek units with the Adaptive Subroutines stratagem?

6 Nephrek Acanthrites could advance 18" and shoot their meltaguns to within 6" meltaguns range. A unit of tomb blades could tag along and bring their gauss fire in rapid fire range of the same target.

This could potentially obliterate all MEQ/TEQ units on an entire flank.

They would be survivable enough -1 to hit, multiple wounds, decent save, RP) that he would likely divert the entire rest of his army to do anything noteworthy to them.

Ofcourse elite infantry aren't that prominent at this point in 8th. And the acanthrites really should have had S8 on their cutter. Don't really have much else going for them.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I had a game with my Maximum Teleporting Shenanigans list the other day:

My list:

Spoiler:
Zandrekh
Obyron

Deceiver
10x Scytheguard
20x Flayed Ones

Monolith

Veil-Tek

5x Destroyers
3x Scarabs
3x Scarabs


His list:

Spoiler:
3x 20x Hormagants
2x 20x Genestealers
9x Warriors
2x 6x Hive Guard
Malanthrope, Broodlord, T-Prime, Nerothrope


It was a tough fight as I ended up going second, and he had an 60 strong screen of little bugs- both very bad things for this type of list. 12 Hive Guard are also pretty scary.

The bugs deployed predictably in order of size: Hormagants at the front, Stealers behind, Warriors and Hive guard at the back, with all the characters in the middle to give out their buffs.

I put all my units in the back corner of my deployment zone ready to teleport, then Grand Illusion-ed the Monolith and Zandrekh (my "teleport homers") right in front of his army. This was obviously very risky going second, but the maths told me that 2 units of Hive Guard (one firing twice with a stratagem) do not kill a Monolith with average rolls.


Turn 1
The bugs spread out their screen a bit on turn 1, and took the Monolith down to 6 wounds.

On my turn 1 I brought the Flayed ones through the Monolith with Dimensional Corridor and charged his screen; 40 Gaunts shredded. I decided not to charge with the Scytheguard as they would be wasted on gaunts. The Destroyers (veiled by the Cyptek) and Monolith softened up some Stealers.

Turn 2
Nids turn 2 saw most of the bugs descend on the Flayed ones in a feeding frenzy, while the last 20 Hormagants moved to screen out the Lychguard. I got lucky here as the Hive guard split fire between the Monolith and Lychguard, leaving the former on 1 wound, and only knocking over a few of the latter, who would get back up thanks to the Cryptek.

It looked very bad for the Necrons going into my second turn, having traded 20 Flayed ones for 40 Gaunts, and the Monolith being on its last legs. Fortunately Zandrekh was able to pull something out of the bag: He put MWBD and reroll charges on the Lychguard, then advanced towards one end of the Gaunt screen. Obyron then Ghostwalked himself and the Lychguard 6" further ahead, sidestepping the screen and setting up a charge on some Hive Guard, who were subsequently cut down. Meanwhile the Destroyers, and Monolith shot the other Hive Guard unit dead, and the Deceiver valiantly charged the Gaunts.

Turn 3
The Stealers Killed the Deceiver in CC, while the Warriors charged (but failed to wipe out) the Lychguard. The remaining Stealers and Gaunts scratched ineffectually at the monoliths paintwork.

On my 3rd turn, despite a heroic performance on turn 2, it was clear that I was not going to win the current fight. However, all the carnage so far had been taking place on the edge of the Tyranid deployment zone, leaving my Scarabs to peacefully score objectives elsewhere. Zandrekh did a 180, running away from the Nid lines, and Obyron Ghostwalked what was left of the Lychguard to safety. With the Destroyers also pulling back the bugs were left with nothing but a 2W Monolith to eat. That was all they did in their uneventful 4th turn.

Turn 4
On the Necron turn 4 Zandrekh did another 180 to launch Obyron and the Lychguard (now reinforced by two turns of RP) back into the Tyranids. Their valiant last stand kept the Tyranids from being able to score more objectives than the Scarabs and destroyers. Necrons Win!


TLDR: The Necrons launched themselves into a Tyranid horde with wanton abandon, and were slaughtered. However, this was enough to keep the Tyranids from scoring objectives, which a couple of Scarab units were able to scoop up and secure the win.





This message was edited 5 times. Last update was at 2018/10/11 13:40:48


 
   
Made in no
Grisly Ghost Ark Driver





Amazing read! Thanks.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Hyperlogical Strategist is still solid, depending how you use it. In my list I almost always put 4 units in reserve at the beginning, so the 1 CP a round limit doesn't apply to those. After that, I'll still typically regen 2-3 the rest of the game, the end result being I rarely run out before turn 5-6

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in de
Longtime Dakkanaut







Nice report! I'm gonna field a very similar list, once all my stuff has arrived.

As for the hordes, did you not bring Seismic Assault on the Deceiver?

This message was edited 2 times. Last update was at 2018/10/11 12:51:04


 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

BertBert wrote:

Nice report! I'm gonna field a very similar list, once all my stuff has arrived.

As for the hordes, did you not bring Seismic Assault on the Deceiver?



I did take Seismic assault but never used it. Instead I went with Sky of Falling Stars which usually does 6 wounds across 3 units. Seismic assault will only do 3 wounds on average to a 20 man squad. The Hive Guard and Warriors were viable targets for SoFS.

   
Made in de
Nihilistic Necron Lord






Germany

Had a very nice game today, against CSM/khorne daemons. He had a bloodthirster, two rhinos with 5 khorne berserkers and a champion/dark apostle in each, hellforged predator stuffed with flamers, 3 skull cannons, one hellbrute with plasma and rocket launcher, a unit of 8 havocs with 4 lascannons, 5 chaos space marines, 4 blood crushers, and 6 flesh hounds. My list :

Spoiler:

++ Battalion Detachment +5CP (Necrons) [67 PL, 1321pts] ++

+ No Force Org Slot +

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

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Catacomb Command Barge [9 PL, 161pts]: Staff of Light, Tesla Cannon
. Warlord: Warlord Trait (Mephrit): Merciless Tyrant

Cryptek [5 PL, 85pts]: Artefact: The Veil of Darkness, Canoptek Cloak, Staff of Light

+ Troops +

Immortals [4 PL, 85pts]: 5x Immortal, Tesla Carbine

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

+ Fast Attack +

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

+ Heavy Support +

Sentry Pylon [15 PL, 350pts]
. Sentry Pylon: Heat Cannon
. Sentry Pylon: Heat Cannon

++ Outrider Detachment +1CP (Necrons) [37 PL, 669pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Novokh

+ HQ +

Destroyer Lord [7 PL, 131pts]: Artefact: Voidreaper, Phylactery, Warscythe

+ Fast Attack +

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

Canoptek Wraiths [18 PL, 330pts]: 6x Canoptek Wraith

++ Total: [104 PL, 1990pts] ++

Created with BattleScribe


My turn 1

We played the open war cards, dawn of war deployment. We had two goals. The player who kills the most points (for units completely destroyed) wins, or if one player holds two objective markers, one is his own deployment zone, and the other in the opponents deployment zone. My opponent deployed first, but i got turn 1. On the left side scarabs rushed forwards, followed by 10 immortals (buffed by the CCBs MWBD), and the CCB. My objective marker was about 10 inches from the left table edge, and his was about the same on the opposite side, diagonally.
In the middle the other scarab unit advanced, followed by advancing wraiths, and the destroyer lord. My two pylons almost killed a skullcannon, 1 wound left. Tesla immortals killed 2 blood crushers. CCB tried killing the 1 wound skull cannon, but failed. Wraith failed their charge on the middle rhino and the hellbrute. End of my turn 1.

Opponents turn 1

On the left side he advanced his rhino and popped smoke. The 2 blood crushers moved towards the scarabs, the hellforged predator too. In the middle the flesh hounds and the blood thirster moved towards the wraith, the rhino advanced trying to go round the wraith/scarab line, but didnt make it. On the left side the flamer predator killed 6 (!) scarab bases, one skull cannon killed 2 immortals from the 5 model unit which was sitting on my objective marker. The rest of his army concentrated his fire on my wraiths, two were killed. He charged the wraith with the hounds and the bloodthirster, killing another two of them. The remaining two wraith killed two hounds.

My turn 2

On the left side the scarabs, immortals, and CCB moved towards the rhino. Scarabs in the middle moved towards the rhino, wraith fell back from the hounds and bloodthirster towards the rhino. My destroyer lord moves towards the bloodthirster. My two pylons killed the flamer predator, it was within 18", multiple 2D6 damage hits discarding lowest roll reduced it to a pile of molten metal. Immortals buffed by MWBD from the CCB killed the remaining two blood crushers. At the end of my movement phase the cryptek veiled the 6 destroyers in the corner where his objective marker was. I played EP and shot the havocs, but only managed to kill 6 of them, they were in cover. On the left side immortals and scarabs charged the rhino and managed to surround it, it was at the table edge, which helped. Which means the rhino was trapped, the berzerkers couldnt disembark, and it couldnt fall back. In the middle the 2 wraiths and the scarabs charged the other rhino, also surrounding it, no disembark, and no fall back. The destroyer lord manages to do 2 damage to the bloodthirster before he gets ripped apart.

Opponents turn 2

His bloodthirster moved towards my wraith, the hounds move towards the scarabs. The 5 model unit CSM moves towards his objective marker. He concentrates his fire on the destroyers, which are in the open, and manages to kill 4 of them. The wraith and the scarabs manage to kill the rhino., and because there is no space the berzerkers inside are killed. The bloodthirster kills my two remaining wraith.

My turn 3

I only reanimate 1 destroyer, which sucks. The destroyers and cryptek move towards the havocs/CSM. The two pylons finish off the remaining skull cannons. The destroyers kill 4 CSM and charge the rest, but fail to kill the last havoc and the last marine, one destroyer is killed by them. Cryptek fails his charge. The scarabs try to hurt the bloodthirster, but only do 2 damage. In return the bloodthirster almost wiped out the entire unit, killing 7 bases. On the left side the immortals and the scarabs hit the rhino, but fail to do any major damage.

My opponent turn 3

His bloodthirster falls back from the 1 scarab base and moves towards his objective marker, good for me that he cant charge the destroyers, yet. Unfortunately he is outside of 36" range of my pylons, cant shoot him. My pylons were inside a ruin, impossible to move out with their 3" movement. The 1 CSM and the 1 remaining havoc kill one destroyer which had 1 wound left.

My turn 4

I fail to reanimate any destroyers. Immortals and scarabs still try to hurt the rhino, again failing to do any major damage. The cryptek makes his charge. Destroyers manage to kill the last marine, the one havoc remains. Cryptek fails his attack. The bloodthirster charges all of them, and of course kills them all.

Opponents turn 4

Not much left on the field. The bloodthirster moves towards my objektive marker, but is about 60" away, so he cant reach it. The last havoc with lascannon fails to hurt a pylon. Meanwhile the immortals and scarabs reduced the rhino to 3 wounds.

My turn 5 and my opponents turn 5 nothing relevant happens, the bloodthirster is to far away, and the immortals and scarabs fail to kill the rhino.

In the end i killed 1324 points, and my opponent 1052, i won. The CCB didnt do much, there were no characters to shoot, those were trapped inside the rhino. Wraiths didnt do much either, they were more of a distraction carnifex, absorbing a lot of fire, which they usually do. I almost won when the destroyers would have killed the marines, but they failed. Trapping the two rhinos tied up 10 berzerkers and two characters which would have done a lot of damage. The two pylons did very well, they killed more than their point cost, which is 350.


   
Made in lt
Mysterious Techpriest






Wow his list is so bad compared to yours. Bloodcrushers and Bloodthirster are one of the most overpriced units in the game. He basically played 300 pts down just from that. He also footslogged them... yikes...

This message was edited 1 time. Last update was at 2018/10/12 05:08:16


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 dk
Loyal Necron Lychguard






Moosatronic Warrior wrote:
I had a game with my Maximum Teleporting Shenanigans list the other day:

My list:

Spoiler:
Zandrekh
Obyron

Deceiver
10x Scytheguard
20x Flayed Ones

Monolith

Veil-Tek

5x Destroyers
3x Scarabs
3x Scarabs


His list:

Spoiler:
3x 20x Hormagants
2x 20x Genestealers
9x Warriors
2x 6x Hive Guard
Malanthrope, Broodlord, T-Prime, Nerothrope


It was a tough fight as I ended up going second, and he had an 60 strong screen of little bugs- both very bad things for this type of list. 12 Hive Guard are also pretty scary.

The bugs deployed predictably in order of size: Hormagants at the front, Stealers behind, Warriors and Hive guard at the back, with all the characters in the middle to give out their buffs.

I put all my units in the back corner of my deployment zone ready to teleport, then Grand Illusion-ed the Monolith and Zandrekh (my "teleport homers") right in front of his army. This was obviously very risky going second, but the maths told me that 2 units of Hive Guard (one firing twice with a stratagem) do not kill a Monolith with average rolls.


Turn 1
The bugs spread out their screen a bit on turn 1, and took the Monolith down to 6 wounds.

On my turn 1 I brought the Flayed ones through the Monolith with Dimensional Corridor and charged his screen; 40 Gaunts shredded. I decided not to charge with the Scytheguard as they would be wasted on gaunts. The Destroyers (veiled by the Cyptek) and Monolith softened up some Stealers.

Why Jeanstealers no charge Monolith n Zany t1? He scare 3 attacks?

This message was edited 1 time. Last update was at 2018/10/11 21:35:24


 
   
Made in no
Grisly Ghost Ark Driver





 p5freak wrote:
Had a very nice game today, against CSM/khorne daemons. He had a bloodthirster, two rhinos with 5 khorne berserkers and a champion/dark apostle in each, hellforged predator stuffed with flamers, 3 skull cannons, one hellbrute with plasma and rocket launcher, a unit of 8 havocs with 4 lascannons, 5 chaos space marines, 4 blood crushers, and 6 flesh hounds. My list :

Spoiler:

++ Battalion Detachment +5CP (Necrons) [67 PL, 1321pts] ++

+ No Force Org Slot +

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

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Catacomb Command Barge [9 PL, 161pts]: Staff of Light, Tesla Cannon
. Warlord: Warlord Trait (Mephrit): Merciless Tyrant

Cryptek [5 PL, 85pts]: Artefact: The Veil of Darkness, Canoptek Cloak, Staff of Light

+ Troops +

Immortals [4 PL, 85pts]: 5x Immortal, Tesla Carbine

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

Immortals [8 PL, 170pts]: 10x Immortal, Tesla Carbine

+ Fast Attack +

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

+ Heavy Support +

Sentry Pylon [15 PL, 350pts]
. Sentry Pylon: Heat Cannon
. Sentry Pylon: Heat Cannon

++ Outrider Detachment +1CP (Necrons) [37 PL, 669pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Novokh

+ HQ +

Destroyer Lord [7 PL, 131pts]: Artefact: Voidreaper, Phylactery, Warscythe

+ Fast Attack +

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

Canoptek Scarabs [6 PL, 104pts]: 8x Canoptek Scarab Swarm

Canoptek Wraiths [18 PL, 330pts]: 6x Canoptek Wraith

++ Total: [104 PL, 1990pts] ++

Created with BattleScribe


My turn 1

We played the open war cards, dawn of war deployment. We had two goals. The player who kills the most points (for units completely destroyed) wins, or if one player holds two objective markers, one is his own deployment zone, and the other in the opponents deployment zone. My opponent deployed first, but i got turn 1. On the left side scarabs rushed forwards, followed by 10 immortals (buffed by the CCBs MWBD), and the CCB. My objective marker was about 10 inches from the left table edge, and his was about the same on the opposite side, diagonally.
In the middle the other scarab unit advanced, followed by advancing wraiths, and the destroyer lord. My two pylons almost killed a skullcannon, 1 wound left. Tesla immortals killed 2 blood crushers. CCB tried killing the 1 wound skull cannon, but failed. Wraith failed their charge on the middle rhino and the hellbrute. End of my turn 1.

Opponents turn 1

On the left side he advanced his rhino and popped smoke. The 2 blood crushers moved towards the scarabs, the hellforged predator too. In the middle the flesh hounds and the blood thirster moved towards the wraith, the rhino advanced trying to go round the wraith/scarab line, but didnt make it. On the left side the flamer predator killed 6 (!) scarab bases, one skull cannon killed 2 immortals from the 5 model unit which was sitting on my objective marker. The rest of his army concentrated his fire on my wraiths, two were killed. He charged the wraith with the hounds and the bloodthirster, killing another two of them. The remaining two wraith killed two hounds.

My turn 2

On the left side the scarabs, immortals, and CCB moved towards the rhino. Scarabs in the middle moved towards the rhino, wraith fell back from the hounds and bloodthirster towards the rhino. My destroyer lord moves towards the bloodthirster. My two pylons killed the flamer predator, it was within 18", multiple 2D6 damage hits discarding lowest roll reduced it to a pile of molten metal. Immortals buffed by MWBD from the CCB killed the remaining two blood crushers. At the end of my movement phase the cryptek veiled the 6 destroyers in the corner where his objective marker was. I played EP and shot the havocs, but only managed to kill 6 of them, they were in cover. On the left side immortals and scarabs charged the rhino and managed to surround it, it was at the table edge, which helped. Which means the rhino was trapped, the berzerkers couldnt disembark, and it couldnt fall back. In the middle the 2 wraiths and the scarabs charged the other rhino, also surrounding it, no disembark, and no fall back. The destroyer lord manages to do 2 damage to the bloodthirster before he gets ripped apart.

Opponents turn 2

His bloodthirster moved towards my wraith, the hounds move towards the scarabs. The 5 model unit CSM moves towards his objective marker. He concentrates his fire on the destroyers, which are in the open, and manages to kill 4 of them. The wraith and the scarabs manage to kill the rhino., and because there is no space the berzerkers inside are killed. The bloodthirster kills my two remaining wraith.

My turn 3

I only reanimate 1 destroyer, which sucks. The destroyers and cryptek move towards the havocs/CSM. The two pylons finish off the remaining skull cannons. The destroyers kill 4 CSM and charge the rest, but fail to kill the last havoc and the last marine, one destroyer is killed by them. Cryptek fails his charge. The scarabs try to hurt the bloodthirster, but only do 2 damage. In return the bloodthirster almost wiped out the entire unit, killing 7 bases. On the left side the immortals and the scarabs hit the rhino, but fail to do any major damage.

My opponent turn 3

His bloodthirster falls back from the 1 scarab base and moves towards his objective marker, good for me that he cant charge the destroyers, yet. Unfortunately he is outside of 36" range of my pylons, cant shoot him. My pylons were inside a ruin, impossible to move out with their 3" movement. The 1 CSM and the 1 remaining havoc kill one destroyer which had 1 wound left.

My turn 4

I fail to reanimate any destroyers. Immortals and scarabs still try to hurt the rhino, again failing to do any major damage. The cryptek makes his charge. Destroyers manage to kill the last marine, the one havoc remains. Cryptek fails his attack. The bloodthirster charges all of them, and of course kills them all.

Opponents turn 4

Not much left on the field. The bloodthirster moves towards my objektive marker, but is about 60" away, so he cant reach it. The last havoc with lascannon fails to hurt a pylon. Meanwhile the immortals and scarabs reduced the rhino to 3 wounds.

My turn 5 and my opponents turn 5 nothing relevant happens, the bloodthirster is to far away, and the immortals and scarabs fail to kill the rhino.

In the end i killed 1324 points, and my opponent 1052, i won. The CCB didnt do much, there were no characters to shoot, those were trapped inside the rhino. Wraiths didnt do much either, they were more of a distraction carnifex, absorbing a lot of fire, which they usually do. I almost won when the destroyers would have killed the marines, but they failed. Trapping the two rhinos tied up 10 berzerkers and two characters which would have done a lot of damage. The two pylons did very well, they killed more than their point cost, which is 350.




Cool game, love the feeling when one realizes that attrition kicks in and the other guy now looses more than you do and you are reanimating (not that your RPs seem to have gone that well, but he was definitely losing more than you from the sound of it)
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 vict0988 wrote:

Why Jeanstealers no charge Monolith n Zany t1? He scare 3 attacks?


I skip a lot of details when I do a write up just to get the general point across without writing too much.

Zandrekh was far enough back from the bug lines after being Grand Illusion-ed that only gaunts could charge him turn 1 (but close enough that he could have launched an Obyron charge after advancing). If my opponent had taken the bait with his gaunts there would have been a big hole in his screen.

I actually got 3 on the D3 for Grand Illusion, and used the extra 1 to place the 20 Flayed ones behind the Monolith and Zan, ready to counter charge. My opponents main priority was not letting flayed ones charge Genestealers so he didn't take that bait either. Even if the Flayed ones hadn't been right there, they could have been teleported to Zandrek to counter charge anything that hit the Monolith.

By keeping his screen up and forcing me to trade Flayed Ones for gaunts we both thought he'd won, because everything else in my list is bad at killing genestealers. He still had about 15 left when the game ended.

This message was edited 2 times. Last update was at 2018/10/12 10:22:46


 
   
Made in no
Grisly Ghost Ark Driver





Moosatronic Warrior wrote:
 vict0988 wrote:

Why Jeanstealers no charge Monolith n Zany t1? He scare 3 attacks?


I skip a lot of details when I do a write up just to get the general point across without writing too much.

Zandrekh was far enough back from the bug lines after being Grand Illusion-ed that only gaunts could charge him turn 1 (but close enough that he could have launched an Obyron charge after advancing). If my opponent had taken the bait with his gaunts there would have been a big hole in his screen.

I actually got 3 on the D3 for Grand Illusion, and used the extra 1 to place the 20 Flayed ones behind the Monolith and Zan, ready to counter charge. My opponents main priority was not letting flayed ones charge Genestealers so he didn't take that bait either. Even if the Flayed ones hadn't been right there, they could have been teleported to Zandrek to counter charge anything that hit the Monolith.

By keeping his screen up and forcing me to trade Flayed Ones for gaunts we both thought he'd won, because everything else in my list is bad at killing genestealers. He still had about 15 left when the game ended.


Wouldn't it had been worth the price for him to charge Zahndrekh with his genestealers? Ah he didnt do the.. what is it.. Kraken hive fleet which lets his genestealers double move before charging?
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

torblind wrote:
Wouldn't it had been worth the price for him to charge Zahndrekh with his genestealers? Ah he didnt do the.. what is it.. Kraken hive fleet which lets his genestealers double move before charging?


He was Kraken. As I said, I placed Zandrekh far enough back that only the gaunts could charge (although now I think about it, I don't know if I factored in the double run). If that was possible he would have then lost his stealers to the Flayed ones, which may have been worth it. In hindsight, with the Nids having lost the game, he might has well have tried.

However, had he attempted that and then failed the charge, he would have been really screwed. The strategy he adopted gave him a safe bet at winning the fight, and it did pay off: he wiped out most of my army while still having all his characters, most of a stealer squad, half his Warriors, and a handful of gaunts left. I just won on objectives.

He had the choice between playing it safe and winning the fight, or taking a gamble in order to win the fight more. His downfall was probably in not anticipating me abandoning the fight midway through, (ghostwalking the Lychguard back out) which dragged things out, and didn't leave enough time for him to grab objectives.


Edit: I think a bigger mistake may have been assuming his warriors and Prime could kill the Lychguard, so he sent 20 Stealers after the Deceiver. He probably could have just ignored the Deceiver.

This message was edited 1 time. Last update was at 2018/10/12 11:59:31


 
   
Made in dk
Loyal Necron Lychguard






Moosatronic Warrior wrote:
 vict0988 wrote:

Why Jeanstealers no charge Monolith n Zany t1? He scare 3 attacks?


I skip a lot of details when I do a write up just to get the general point across without writing too much.

Zandrekh was far enough back from the bug lines after being Grand Illusion-ed that only gaunts could charge him turn 1 (but close enough that he could have launched an Obyron charge after advancing). If my opponent had taken the bait with his gaunts there would have been a big hole in his screen.

I actually got 3 on the D3 for Grand Illusion, and used the extra 1 to place the 20 Flayed ones behind the Monolith and Zan, ready to counter charge. My opponents main priority was not letting flayed ones charge Genestealers so he didn't take that bait either. Even if the Flayed ones hadn't been right there, they could have been teleported to Zandrek to counter charge anything that hit the Monolith.

By keeping his screen up and forcing me to trade Flayed Ones for gaunts we both thought he'd won, because everything else in my list is bad at killing genestealers. He still had about 15 left when the game ended.

You indeed didn't mention you using Grand Illusion to reposition your Flayed Ones before turn 1, that means you could not charge with them turn 1 like you did and it means your opponent could still charge Zahndrekh and the Monolith without fear of a countercharge from the Flayed Ones.

What I don't get is why your opponent didn't swarm the Monolith with his Hormagaunts on T1 if you placed it right in front of his army as you said. Or if you did not place it 12" away, why he didn't just back off and shoot your destroyers, ignoring your Monolith because it was too far away to do anything. I posted a couple of battle reports recently with my opponents doing some really stupid stuff, like placing half their army on one side of a piece of terrain and the other half on the other side, allowing me to more than halve the amount of shooting I took, but it seems to me that the Monolith is so easy to counterplay that the scenario you posted just isn't feasible when you're going second. I suppose the ability to move after being redeployed means you have an 8"+2d6" charge range from the Monolith, that's still not a great charge distance should your opponent simply walk 8" away from you.

I'd recommend making the Monolith and the Flayed Ones and Monolith Novokh, you're not benefitting from the Sautekh Trait and I think the ability to fight twice with the Flayed Ones would be huge (remember that you'd have to declare a charge against the unit(s) you'd want to fight with the Novokh Stratagem, not just your regular attacks, but this could have meant you got to kill all your opponent's Genestealers as well as their Gaunts. If you could get the Flayed Ones and the Monolith into the Veilteks Detachment and make that entire Detachment Novokh that would probably be a huge power boost to your army, you'd have to get rid of a couple of Destroyers to fit another Elite unit in your army though and that's not great.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 vict0988 wrote:

You indeed didn't mention you using Grand Illusion to reposition your Flayed Ones before turn 1, that means you could not charge with them turn 1 like you did and it means your opponent could still charge Zahndrekh and the Monolith without fear of a countercharge from the Flayed Ones.


!!! oh S***. I totally cheated him! I even didn't charge with the Deceiver because I know you can't after a Grand Illusion. I caught myself off guard by rolling a 3 on the D3.

Had I not used GI on the Flayed ones I think the game would have played out the same, because they teleported anyway. And the threat of them counter charging did not require them to be GI, they could have teleported in by a variety of means.

As for the rest of your points:

When a horde of over 100 Tyranids deploy in a 12" Deployment zone (Dawn of War), there really isn't anywhere to move back to. In addition, there are a few different ways to use the teleporing tricks in this list. for example using Dimensional Corridor on Zandrekh, then ghostwalking a unit in, gives an average charge range of 25.5" from the Monolith.

Swarming the Monolith: This would have been more of an option had we not forgotten that the Flayed Ones weren't allowed to charge. Even without that, in order for it to be of any use the Monolith would have to be completely surrounded. That would have prevented a unit coming out of the Monolith to kill his screen... which would be completely unnecessary if said screen had just taken itself out of position to charge the monolith.

Ultimately, my list had two powerful assault units and various ways of teleporting into combat such as:

Dimensional Corridor to Monolith
Ghostwalk to Zhandrekh
Get Veiled in and try a 9" charge (8" with MWBD, sometimes a free reroll from Zan)
Dimensional Corridor Zandrekh > Ghostwalk from Zandrkeh
Dimensional Corridor Obyron to collect a unit > Ghostwalk from Zan
Veil Obyron to collect a unit > Ghostwalk from Zan
Veil Zandrekh > Ghostwalk to Zandrekh
Veil Obyron to pick up a unit, Dimensional Corridor Zandrekh, then Ghostwalk picked up unit to Zandrekh
Dimensional Corridor/Veil a unit to meet up with Obyron > Ghostwalk to Zandrekh
Dimensional Corridor the Cryptek to pick up Zan> Vieil Zan> Ghostwalk to Zan
There are possibly more combinations.

My opponent knew enough about the list to know that there were many different shenanigans, and had the good sense to know that ALL of them can be defended against by simply keeping your screens up, so he kept his screens up.


Re: Novokh. My previous list was Novokh and just used the Deceiver, Monolith and Veil. It worked well enough, and you lose a lot by going Sautekh, but I found teleporting around so entertaining that I wanted maximum teleport shenanigans. Mixing Dynastys limits which units can interact with each other and reduces options. This is not supposed to be a "good" list.

This message was edited 5 times. Last update was at 2018/10/12 14:14:52


 
   
Made in de
Longtime Dakkanaut





Moosatronic Warrior wrote:
... but I found teleporting around so entertaining that I wanted maximum teleport shenanigans. Mixing Dynastys limits which units can interact with each other and reduces options. This is not supposed to be a "good" list.


I find it quite funny that at this point in the game mobility (and possibly Quantum Shielding) is the distinguishing factor for Necrons of all factions.
   
Made in no
Grisly Ghost Ark Driver





BertBert wrote:
Moosatronic Warrior wrote:
... but I found teleporting around so entertaining that I wanted maximum teleport shenanigans. Mixing Dynastys limits which units can interact with each other and reduces options. This is not supposed to be a "good" list.


I find it quite funny that at this point in the game mobility (and possibly Quantum Shielding) is the distinguishing factor for Necrons of all factions.


Yeah I never thought about all those teleport comboes, pretty cool
   
Made in dk
Loyal Necron Lychguard






torblind wrote:
Has anyone built around using other Canoptek units with the Adaptive Subroutines stratagem?

6 Nephrekh Acanthrites could advance 18" and shoot their meltaguns to within 6" meltaguns range. A unit of tomb blades could tag along and bring their gauss fire in rapid fire range of the same target.

This could potentially obliterate all MEQ/TEQ units on an entire flank.

They would be survivable enough -1 to hit, multiple wounds, decent save, RP) that he would likely divert the entire rest of his army to do anything noteworthy to them.

Of course, elite infantry isn't that prominent at this point in 8th. And the Acanthrites really should have had S8 on their cutter. Don't really have much else going for them.

I took a unit of 9 Nephrekh Acanthrites in a 750 pt game, the map was pretty open and my opponent was playing AM which have a WL trait that allows all units within 6" to re-roll failed wound rolls against a single unit you pick during deployment, I only had 4 CP so when my opponent killed the first three or four in the unit I tried waiting another turn to get more value, but then I was out of range of my Cryptek the next turn so I'd only be getting back up on a 5+ and the turn after that they were dead, losing I think 5 in one turn from the stupid horsemen with the exploding lances.

You're certainly getting the most bang for your buck CP-wise when reviving up to 480 pts for 2 CP, but the unit seems too expensive and you'll probably be forced to revive them sooner rather than later if you don't want to risk losing the entire unit before using the Stratagem even once. Each of them costs a fair bit more than a Destroyer, that's a hard sell for me, you get Reanimation Protocols for free on the Destroyers and what they lack in durability (-1 to hit) they make up for in range and the ability to grab cover. The nerf to FLY in the Charge and Fight phase is another nail in a coffin that I already didn't want to bother trying to open.
   
Made in no
Grisly Ghost Ark Driver





 vict0988 wrote:
torblind wrote:
Has anyone built around using other Canoptek units with the Adaptive Subroutines stratagem?

6 Nephrekh Acanthrites could advance 18" and shoot their meltaguns to within 6" meltaguns range. A unit of tomb blades could tag along and bring their gauss fire in rapid fire range of the same target.

This could potentially obliterate all MEQ/TEQ units on an entire flank.

They would be survivable enough -1 to hit, multiple wounds, decent save, RP) that he would likely divert the entire rest of his army to do anything noteworthy to them.

Of course, elite infantry isn't that prominent at this point in 8th. And the Acanthrites really should have had S8 on their cutter. Don't really have much else going for them.

I took a unit of 9 Nephrekh Acanthrites in a 750 pt game, the map was pretty open and my opponent was playing AM which have a WL trait that allows all units within 6" to re-roll failed wound rolls against a single unit you pick during deployment, I only had 4 CP so when my opponent killed the first three or four in the unit I tried waiting another turn to get more value, but then I was out of range of my Cryptek the next turn so I'd only be getting back up on a 5+ and the turn after that they were dead, losing I think 5 in one turn from the stupid horsemen with the exploding lances.

You're certainly getting the most bang for your buck CP-wise when reviving up to 480 pts for 2 CP, but the unit seems too expensive and you'll probably be forced to revive them sooner rather than later if you don't want to risk losing the entire unit before using the Stratagem even once. Each of them costs a fair bit more than a Destroyer, that's a hard sell for me, you get Reanimation Protocols for free on the Destroyers and what they lack in durability (-1 to hit) they make up for in range and the ability to grab cover. The nerf to FLY in the Charge and Fight phase is another nail in a coffin that I already didn't want to bother trying to open.


Also there isn't really any good targets for them in the typical AM setup, sentinels sure, but they're certainly overkill for that. The T7 vehicles are likely further back and you're faced with T8 LRBTs against which S7 is the worst possible strength for it's price.

They'd likely be far better suited for elite power armour units. Centurions and the like. Dreadnoughts perhaps.

I'm amazed that you have 9 of the little buggers. Did you try the wraith conversion?
   
Made in nl
Regular Dakkanaut





Boy, normally I am not one who blames the dice in a match but that last one....

5x the DDA rolled a 1 for D6 shots.
3x the Nightbringer got a 1 on his D6 for his shooting. He also did one wooping mortal wound over 4 round with his powers.

And last but not least; 20 Warriors rapid-fire with MWBD, Solar Pulse and Talent for Anhilation. Killed a grant total of 5 SCIONS!!!

Ugh....
   
Made in dk
Loyal Necron Lychguard






Doctoralex wrote:
Boy, normally I am not one who blames the dice in a match but that last one....

5x the DDA rolled a 1 for D6 shots.
3x the Nightbringer got a 1 on his D6 for his shooting. He also did one wooping mortal wound over 4 round with his powers.

And last but not least; 20 Warriors rapid-fire with MWBD, Solar Pulse and Talent for Anhilation. Killed a grant total of 5 SCIONS!!!

Ugh....

Man I don't know what I'd do if I started getting unlucky again, I think I might just quit, or play Aeldari, mirror how I switched from Eldar to Necrons when the Warddex hit.

torblind wrote:
 vict0988 wrote:

I took a unit of 9 Nephrekh Acanthrites...

I'm amazed that you have 9 of the little buggers. Did you try the wraith conversion?

Never said I owned any Acanthrites. I have a converted Pylon, but have otherwise strayed from FW, between owning most of the codex stuff and the FW stuff not really being any better I just don't see much reason to get them since the models aren't really any better IMO. After my vacation next Feburary we'll see if I have money for the big new FW gripplie, if it's not 700 pts or something.

I won a 2K Maelstrom game against a newb with a mostly Primaris Ultramarine list with my Canonoptek Nephrekh + Sautekh Battalion + C'tan trio list. My opponent deployed 18" away from my Wraiths and all his units were deployed in one big blob. I got first turn and Deceiver pulled Nightbringer up 12" from my opponent's buff blob. I forgot to use MWBD. I should have switched one of the Nightbringer's powers for Cosmic Fire with the Stratagem to follow up the Deceiver's 9 unit Cosmic Fire, instead he fired a Transdimensional Thunderbolt at 4 units. I forgot to use the Nightbringers ranged attack T1. I used a random power with the Deceiver and it killed a single Primaris Marine, pretty underwhelming for 2 CP. I moved forward and shot with my Immortals, this was a mistake, it killed a few Primaris Marines, but if I'd hidden them away my opponent would have had nothing to shoot at during his turn. Wraiths charged T1 and made an unlucky Marine their prisoner, protecting my Deceiver and Nightbringer from shooting. My opponent killed 10 Immortals and a Wraith. At the end of my second turn I've killed the majority of my opponent's list and all but 10 Primaris Marines are locked in CC, my opponent surrenders at this point.

I think I need to be more careful with this list against newbs, between the Advance and charge stratagem, the switching power strat, the Deceiver's ability to relocate, the shards exploding when they die, all six powers of the C'tan, the ability to give Reanimation to Wraiths, the ability to suicide with Scarabs. Properly educating my opponent before the game begins is a huge hassle and winning based on your opponent not knowing what your units do isn't legitimate in my view. I do have all my rules handy with note cards and stuff, maybe it was just a newb doing newb stuff that had nothing to do with me not educating him about my list. I could have organised my Stratagem cards better, taken the ones not available to this list out of the deck so I'd have an easier time finding the ones I'm looking for and to make it less of a daunting task for my opponent to read all of them.
   
Made in no
Grisly Ghost Ark Driver





 vict0988 wrote:
Doctoralex wrote:
Boy, normally I am not one who blames the dice in a match but that last one....

5x the DDA rolled a 1 for D6 shots.
3x the Nightbringer got a 1 on his D6 for his shooting. He also did one wooping mortal wound over 4 round with his powers.

And last but not least; 20 Warriors rapid-fire with MWBD, Solar Pulse and Talent for Anhilation. Killed a grant total of 5 SCIONS!!!

Ugh....

Man I don't know what I'd do if I started getting unlucky again, I think I might just quit, or play Aeldari, mirror how I switched from Eldar to Necrons when the Warddex hit.

torblind wrote:
 vict0988 wrote:

I took a unit of 9 Nephrekh Acanthrites...

I'm amazed that you have 9 of the little buggers. Did you try the wraith conversion?

Never said I owned any Acanthrites. I have a converted Pylon, but have otherwise strayed from FW, between owning most of the codex stuff and the FW stuff not really being any better I just don't see much reason to get them since the models aren't really any better IMO. After my vacation next Feburary we'll see if I have money for the big new FW gripplie, if it's not 700 pts or something.

I won a 2K Maelstrom game against a newb with a mostly Primaris Ultramarine list with my Canonoptek Nephrekh + Sautekh Battalion + C'tan trio list. My opponent deployed 18" away from my Wraiths and all his units were deployed in one big blob. I got first turn and Deceiver pulled Nightbringer up 12" from my opponent's buff blob. I forgot to use MWBD. I should have switched one of the Nightbringer's powers for Cosmic Fire with the Stratagem to follow up the Deceiver's 9 unit Cosmic Fire, instead he fired a Transdimensional Thunderbolt at 4 units. I forgot to use the Nightbringers ranged attack T1. I used a random power with the Deceiver and it killed a single Primaris Marine, pretty underwhelming for 2 CP. I moved forward and shot with my Immortals, this was a mistake, it killed a few Primaris Marines, but if I'd hidden them away my opponent would have had nothing to shoot at during his turn. Wraiths charged T1 and made an unlucky Marine their prisoner, protecting my Deceiver and Nightbringer from shooting. My opponent killed 10 Immortals and a Wraith. At the end of my second turn I've killed the majority of my opponent's list and all but 10 Primaris Marines are locked in CC, my opponent surrenders at this point.

I think I need to be more careful with this list against newbs, between the Advance and charge stratagem, the switching power strat, the Deceiver's ability to relocate, the shards exploding when they die, all six powers of the C'tan, the ability to give Reanimation to Wraiths, the ability to suicide with Scarabs. Properly educating my opponent before the game begins is a huge hassle and winning based on your opponent not knowing what your units do isn't legitimate in my view. I do have all my rules handy with note cards and stuff, maybe it was just a newb doing newb stuff that had nothing to do with me not educating him about my list. I could have organised my Stratagem cards better, taken the ones not available to this list out of the deck so I'd have an easier time finding the ones I'm looking for and to make it less of a daunting task for my opponent to read all of them.


I applaud the attitude, but It's a lot to take in, I would say its a healthy part of becoming a better gamer that you learn by to grasp what your friendly opponent across the table talk about, when he informs you of what his army does. Even for a seasoned player not well aware of the necron codex that would be a lot to take in, from max advancing, CP to charge anyway, exploding scarabs, weird C'Tans and MW left and right.

He most likely couldn't take it all in anyway, but he got some good learning by seeing what it did to his army.


Automatically Appended Next Post:
Did you proxy the Arcathrites with tomb blades then?

This message was edited 1 time. Last update was at 2018/10/13 21:19:25


 
   
Made in ca
Regular Dakkanaut





Moosatronic Warrior wrote:


It looked very bad for the Necrons going into my second turn, having traded 20 Flayed ones for 40 Gaunts, and the Monolith being on its last legs. Fortunately Zandrekh was able to pull something out of the bag: He put MWBD and reroll charges on the Lychguard, then advanced towards one end of the Gaunt screen. Obyron then Ghostwalked himself and the Lychguard 6" further ahead, sidestepping the screen and setting up a charge on some Hive Guard, who were subsequently cut down.



Unfortunately, i'm pretty sure you what you did is a no go. When you remove a unit from the table, they lose all buffs, so those lychguard should have lost MWBD. Probably not a big deal, but mentioning it cause it irks me to no end to not be able to do it and launch scytheguard with a 8'' charge from the veil
   
Made in gb
Deranged Necron Destroyer




VoidSempai wrote:
Moosatronic Warrior wrote:


It looked very bad for the Necrons going into my second turn, having traded 20 Flayed ones for 40 Gaunts, and the Monolith being on its last legs. Fortunately Zandrekh was able to pull something out of the bag: He put MWBD and reroll charges on the Lychguard, then advanced towards one end of the Gaunt screen. Obyron then Ghostwalked himself and the Lychguard 6" further ahead, sidestepping the screen and setting up a charge on some Hive Guard, who were subsequently cut down.



Unfortunately, i'm pretty sure you what you did is a no go. When you remove a unit from the table, they lose all buffs, so those lychguard should have lost MWBD. Probably not a big deal, but mentioning it cause it irks me to no end to not be able to do it and launch scytheguard with a 8'' charge from the veil


Pretty sure they only specified you lose the buffs if they leave via Psychic powers, so technically you keep MWBD if you use Veil etc.

Whether that's what they intended is another story, though I find it weird that you lose the buff in any case. Yet another nerf to Grey Knights, lord knows they needed it.
   
Made in us
Decrepit Dakkanaut




BertBert wrote:
Moosatronic Warrior wrote:
... but I found teleporting around so entertaining that I wanted maximum teleport shenanigans. Mixing Dynastys limits which units can interact with each other and reduces options. This is not supposed to be a "good" list.


I find it quite funny that at this point in the game mobility (and possibly Quantum Shielding) is the distinguishing factor for Necrons of all factions.

Necrons were actually always mobile outside Warriors. Immortals had Assault 2 24" weapons (which was cool with 4th edition's Rapidfire rules), the Monolith, Flayed Ones, Destroyers, Wraiths and Scarabs, and the Veil.

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
Loyal Necron Lychguard





St. Louis, MO

IanVanCheese wrote:
VoidSempai wrote:
Moosatronic Warrior wrote:


It looked very bad for the Necrons going into my second turn, having traded 20 Flayed ones for 40 Gaunts, and the Monolith being on its last legs. Fortunately Zandrekh was able to pull something out of the bag: He put MWBD and reroll charges on the Lychguard, then advanced towards one end of the Gaunt screen. Obyron then Ghostwalked himself and the Lychguard 6" further ahead, sidestepping the screen and setting up a charge on some Hive Guard, who were subsequently cut down.



Unfortunately, i'm pretty sure you what you did is a no go. When you remove a unit from the table, they lose all buffs, so those lychguard should have lost MWBD. Probably not a big deal, but mentioning it cause it irks me to no end to not be able to do it and launch scytheguard with a 8'' charge from the veil


Pretty sure they only specified you lose the buffs if they leave via Psychic powers, so technically you keep MWBD if you use Veil etc.

Whether that's what they intended is another story, though I find it weird that you lose the buff in any case. Yet another nerf to Grey Knights, lord knows they needed it.


It was strategems that the FAQ applies to, so ghostwalk and VoD are fine.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in ca
Regular Dakkanaut





 Maelstrom808 wrote:
IanVanCheese wrote:
VoidSempai wrote:
Moosatronic Warrior wrote:


It looked very bad for the Necrons going into my second turn, having traded 20 Flayed ones for 40 Gaunts, and the Monolith being on its last legs. Fortunately Zandrekh was able to pull something out of the bag: He put MWBD and reroll charges on the Lychguard, then advanced towards one end of the Gaunt screen. Obyron then Ghostwalked himself and the Lychguard 6" further ahead, sidestepping the screen and setting up a charge on some Hive Guard, who were subsequently cut down.



Unfortunately, i'm pretty sure you what you did is a no go. When you remove a unit from the table, they lose all buffs, so those lychguard should have lost MWBD. Probably not a big deal, but mentioning it cause it irks me to no end to not be able to do it and launch scytheguard with a 8'' charge from the veil


Pretty sure they only specified you lose the buffs if they leave via Psychic powers, so technically you keep MWBD if you use Veil etc.

Whether that's what they intended is another story, though I find it weird that you lose the buff in any case. Yet another nerf to Grey Knights, lord knows they needed it.


It was strategems that the FAQ applies to, so ghostwalk and VoD are fine.


wow... this is right, if a bit scummy! I had never seen the distinction that they said ''from a stratagem''. Can't wait to try it out on 10 teleporting lychguard for that +1 to charge, or veil of darkness-ing a squad of 10 MWBD teslamortals!
   
Made in au
I'll Be Back




Hi all - wondering your thoughts on a 2k concept for a Nephrekh/Nihalkh list
Spoiler:


++ Battalion Detachment +5CP (Necrons) [65 PL, 1120pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light
. Warlord: Warlord Trait (Codex 3): Immortal Pride

Overlord [6 PL, 87pts]: Hyperphase Sword

+ Troops +

Immortals [4 PL, 85pts]: 5x Immortal, Tesla Carbine

Immortals [8 PL, 136pts]: 8x Immortal, Tesla Carbine

Necron Warriors [12 PL, 192pts]: 16x Necron Warrior

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]

+ Fast Attack +

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

++ Spearhead Detachment +1CP (Necrons) [47 PL, 876pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nihilakh

+ HQ +

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

+ Fast Attack +

Canoptek Wraiths [18 PL, 330pts]: 6x Canoptek Wraith

+ Heavy Support +

Canoptek Spyders [4 PL, 75pts]
. Canoptek Spyder: Fabricator Claw Array, Gloom Prism

Doomsday Ark [10 PL, 193pts]

Doomsday Ark [10 PL, 193pts]

++ Total: [112 PL, 1996pts] ++

Created with BattleScribe (https://battlescribe.net)



Idea here is to place either 6 destroyers or the warriors, and to place the other in deepstrike. Deceiver places the wraiths on a midboard objective, possibly moves the dda to have better los. Pop the strat with the wraiths to give 2 up invul early to soak firepower, use nephrekh mobility for early board control and go from there. ITC missions.

Let me know your thoughts!
   
Made in dk
Loyal Necron Lychguard






bluerunner wrote:
Hi all - wondering your thoughts on a 2k concept for a Nephrekh/Nihalkh list
Spoiler:


++ Battalion Detachment +5CP (Necrons) [65 PL, 1120pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light
. Warlord: Warlord Trait (Codex 3): Immortal Pride

Overlord [6 PL, 87pts]: Hyperphase Sword

+ Troops +

Immortals [4 PL, 85pts]: 5x Immortal, Tesla Carbine

Immortals [8 PL, 136pts]: 8x Immortal, Tesla Carbine

Necron Warriors [12 PL, 192pts]: 16x Necron Warrior

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]

+ Fast Attack +

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

++ Spearhead Detachment +1CP (Necrons) [47 PL, 876pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nihilakh

+ HQ +

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

+ Fast Attack +

Canoptek Wraiths [18 PL, 330pts]: 6x Canoptek Wraith

+ Heavy Support +

Canoptek Spyders [4 PL, 75pts]
. Canoptek Spyder: Fabricator Claw Array, Gloom Prism

Doomsday Ark [10 PL, 193pts]

Doomsday Ark [10 PL, 193pts]

++ Total: [112 PL, 1996pts] ++

Created with BattleScribe (https://battlescribe.net)



Idea here is to place either 6 destroyers or the warriors, and to place the other in deepstrike. Deceiver places the wraiths on a midboard objective, possibly moves the dda to have better los. Pop the strat with the wraiths to give 2 up invul early to soak firepower, use nephrekh mobility for early board control and go from there. ITC missions.

Let me know your thoughts!

You'd be better off with Nephrekh Wraiths over Nihilakh Wraiths, keep in mind that the Stratagem is used at the end of your turn, so if your opponent gets first turn the Wraiths might be in trouble. I'd cut a few Warriors to get a full squad of Tesla Immortals for maximum damage output T1 with your Overlord. I also think the Spyder is overpriced.

I'd make the Nephrekh Battalion Sautekh, you can re-deploy key units with the Deceiver anyways and you won't benefit much from Immortal Pride I don't think. In that case, you'd want to keep the Wraiths Nihilakh. Making the entire list Sautekh is also a pretty good option, then change the Wraiths so you get two full squads of Immortals and then a bunch of Scarabs or replace the Spyder with a third DDA.
   
Made in gb
Deranged Necron Destroyer




 vict0988 wrote:
bluerunner wrote:
Hi all - wondering your thoughts on a 2k concept for a Nephrekh/Nihalkh list
Spoiler:


++ Battalion Detachment +5CP (Necrons) [65 PL, 1120pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light
. Warlord: Warlord Trait (Codex 3): Immortal Pride

Overlord [6 PL, 87pts]: Hyperphase Sword

+ Troops +

Immortals [4 PL, 85pts]: 5x Immortal, Tesla Carbine

Immortals [8 PL, 136pts]: 8x Immortal, Tesla Carbine

Necron Warriors [12 PL, 192pts]: 16x Necron Warrior

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]

+ Fast Attack +

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

++ Spearhead Detachment +1CP (Necrons) [47 PL, 876pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nihilakh

+ HQ +

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

+ Fast Attack +

Canoptek Wraiths [18 PL, 330pts]: 6x Canoptek Wraith

+ Heavy Support +

Canoptek Spyders [4 PL, 75pts]
. Canoptek Spyder: Fabricator Claw Array, Gloom Prism

Doomsday Ark [10 PL, 193pts]

Doomsday Ark [10 PL, 193pts]

++ Total: [112 PL, 1996pts] ++

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Idea here is to place either 6 destroyers or the warriors, and to place the other in deepstrike. Deceiver places the wraiths on a midboard objective, possibly moves the dda to have better los. Pop the strat with the wraiths to give 2 up invul early to soak firepower, use nephrekh mobility for early board control and go from there. ITC missions.

Let me know your thoughts!

You'd be better off with Nephrekh Wraiths over Nihilakh Wraiths, keep in mind that the Stratagem is used at the end of your turn, so if your opponent gets first turn the Wraiths might be in trouble. I'd cut a few Warriors to get a full squad of Tesla Immortals for maximum damage output T1 with your Overlord. I also think the Spyder is overpriced.

I'd make the Nephrekh Battalion Sautekh, you can re-deploy key units with the Deceiver anyways and you won't benefit much from Immortal Pride I don't think. In that case, you'd want to keep the Wraiths Nihilakh. Making the entire list Sautekh is also a pretty good option, then change the Wraiths so you get two full squads of Immortals and then a bunch of Scarabs or replace the Spyder with a third DDA.


I'd cut the Warrriors in favour of more Tesla Immortals. Warriors can't fire if you advance, better synergy with Immortals.

Honestly I'd cut the Deceiver. if you don't get first turn, the wraiths don't get the buff from stratagem and if you do, you can just advance them up the field onto an objective anyway. For the points he's costing you, I don't see him adding much here. Cut his ass, get a third Doomsday Ark, drop the spider and use the points to max out the Immortal squads.

Deceiver is fun, but he's so pricey you need to build around him to maximise his worth.
   
 
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