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Made in dk
Loyal Necron Lychguard






 CthuluIsSpy wrote:
Why would you run it up the table though? It has 72" range. There is little reason to move it anywhere.

Because it kills a Knight in a round of CC? Just playtested the Novokh version against Knights/Death Watch. Snuck in and killed a crusader, 6 attacks, 6 hits, 6 wounds, no saves, 36 damage, Taranis 6+ FNP did not help it. Lost the game, won't go into too much detail because I'm pretty tired and I was playing even more poorly than I usually do. It did die pretty easily, but its damage is through the roof, assuming you don't roll 1 for the number of shots on both obliterators and then fail to hit with both shots... Ran Voidscythe on one D-Lord, did not work very well, but I was just playing silly this game so it's not really something worth taking into consideration.

It's a great Knight Killer, I still think it's too expensive for its durability.
Spoiler:

58 Models Novokh Supreme Command (1) + Nephrekh Battalion (5) 9 CP 1998

1 Destroyer Lord (warscythe + phylactery) 136

1 Destroyer Lord (warscythe + phylactery) 136

1 Cryptek (staff of light + canoptek cloak) 85

1 Seraptek Heavy Construct 625

20 Flayed Ones 340

1 Cryptek (staff of light + canoptek cloak) 85

1 Overlord (hyperphase sword) 87

10 Immortals (tesla carbines) 170

7 Immortals (tesla carbines) 119

5 Immortals (tesla carbines) 85

3 Canoptek Scarabs 39

3 Canoptek Scarabs 39

4 Canoptek Scarabs 52

Aaaand I'm still paying 15 for my phylactries...


I played with it being 9" long, which is how long it looks to be on the comparisson with a Marine, although if the Marine is on a larger base it might be more like 11". Hiding it might be possible against some lists, but most meta armies can move and fire without penalty with M12" or doesn't even need to see you in the first place. Hiding is more or less out of the question, maybe from some of your opponent's units, but not all. I really don't think maps should include any terrain more than 5" tall, Knights don't need places to hide, they need places to die.

This message was edited 1 time. Last update was at 2018/10/26 22:32:28


 
   
Made in us
Decrepit Dakkanaut




It can probably go down in price by a good 50 but it's definitely got some strong weaponry.

Plus everyone knows Knights are likely going to be hit in the new Chapter Approved. It's going to be a matter of by how much.

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

 vict0988 wrote:
 CthuluIsSpy wrote:
Why would you run it up the table though? It has 72" range. There is little reason to move it anywhere.

Because it kills a Knight in a round of CC? Just playtested the Novokh version against Knights/Death Watch. Snuck in and killed a crusader, 6 attacks, 6 hits, 6 wounds, no saves, 36 damage, Taranis 6+ FNP did not help it. Lost the game, won't go into too much detail because I'm pretty tired and I was playing even more poorly than I usually do. It did die pretty easily, but its damage is through the roof, assuming you don't roll 1 for the number of shots on both obliterators and then fail to hit with both shots... Ran Voidscythe on one D-Lord, did not work very well, but I was just playing silly this game so it's not really something worth taking into consideration.

It's a great Knight Killer, I still think it's too expensive for its durability.
Spoiler:

58 Models Novokh Supreme Command (1) + Nephrekh Battalion (5) 9 CP 1998

1 Destroyer Lord (warscythe + phylactery) 136

1 Destroyer Lord (warscythe + phylactery) 136

1 Cryptek (staff of light + canoptek cloak) 85

1 Seraptek Heavy Construct 625

20 Flayed Ones 340

1 Cryptek (staff of light + canoptek cloak) 85

1 Overlord (hyperphase sword) 87

10 Immortals (tesla carbines) 170

7 Immortals (tesla carbines) 119

5 Immortals (tesla carbines) 85

3 Canoptek Scarabs 39

3 Canoptek Scarabs 39

4 Canoptek Scarabs 52

Aaaand I'm still paying 15 for my phylactries...


I played with it being 9" long, which is how long it looks to be on the comparisson with a Marine, although if the Marine is on a larger base it might be more like 11". Hiding it might be possible against some lists, but most meta armies can move and fire without penalty with M12" or doesn't even need to see you in the first place. Hiding is more or less out of the question, maybe from some of your opponent's units, but not all. I really don't think maps should include any terrain more than 5" tall, Knights don't need places to hide, they need places to die.


Yeah, I just saw that it deals 6 flat damage in melee. That's pretty nasty, especially if you shoot first before charging.
If knights get a points increase (and they should. Knight armies are stupid), then it might become more viable.

This message was edited 1 time. Last update was at 2018/10/27 00:51:41


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
Nihilistic Necron Lord




The best State-Texas

 CthuluIsSpy wrote:
 vict0988 wrote:
 CthuluIsSpy wrote:
Why would you run it up the table though? It has 72" range. There is little reason to move it anywhere.

Because it kills a Knight in a round of CC? Just playtested the Novokh version against Knights/Death Watch. Snuck in and killed a crusader, 6 attacks, 6 hits, 6 wounds, no saves, 36 damage, Taranis 6+ FNP did not help it. Lost the game, won't go into too much detail because I'm pretty tired and I was playing even more poorly than I usually do. It did die pretty easily, but its damage is through the roof, assuming you don't roll 1 for the number of shots on both obliterators and then fail to hit with both shots... Ran Voidscythe on one D-Lord, did not work very well, but I was just playing silly this game so it's not really something worth taking into consideration.

It's a great Knight Killer, I still think it's too expensive for its durability.
Spoiler:

58 Models Novokh Supreme Command (1) + Nephrekh Battalion (5) 9 CP 1998

1 Destroyer Lord (warscythe + phylactery) 136

1 Destroyer Lord (warscythe + phylactery) 136

1 Cryptek (staff of light + canoptek cloak) 85

1 Seraptek Heavy Construct 625

20 Flayed Ones 340

1 Cryptek (staff of light + canoptek cloak) 85

1 Overlord (hyperphase sword) 87

10 Immortals (tesla carbines) 170

7 Immortals (tesla carbines) 119

5 Immortals (tesla carbines) 85

3 Canoptek Scarabs 39

3 Canoptek Scarabs 39

4 Canoptek Scarabs 52

Aaaand I'm still paying 15 for my phylactries...


I played with it being 9" long, which is how long it looks to be on the comparisson with a Marine, although if the Marine is on a larger base it might be more like 11". Hiding it might be possible against some lists, but most meta armies can move and fire without penalty with M12" or doesn't even need to see you in the first place. Hiding is more or less out of the question, maybe from some of your opponent's units, but not all. I really don't think maps should include any terrain more than 5" tall, Knights don't need places to hide, they need places to die.


Yeah, I just saw that it deals 6 flat damage in melee. That's pretty nasty, especially if you shoot first before charging.
If knights get a points increase (and they should. Knight armies are stupid), then it might become more viable.



This is what I am kind of seeing. I think we really need to see how CA approved treats us. If other units like Knights go up in cost, this guy gets much better. Espiecally if we see some major point drops for our units, so we can fit more on the table.

I may pop by the Citadel in Grapevine and pick this guy up.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Decrepit Dakkanaut




Even if the model isn't fantastic, it looks mighty fun to build. A modest point decrease and with CA I would maybe start up my Necrons again.

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
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Welp. Time to start talking about how to counter ork speedfreaks moving 20 inches and charging turn 1 with full rerolls. Are conservative deployments and scarab screens the best method? Thoughts?

This message was edited 2 times. Last update was at 2018/10/29 01:52:17


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
Loyal Necron Lychguard





 iGuy91 wrote:
Welp. Time to start talking about how to counter ork speedfreaks moving 20 inches and charging turn 1 with full rerolls. Are conservative deployments and scarab screens the best method? Thoughts?

Well considering their poor saving throws I would think flamers might actually be vi-oh, right we don't have those.
   
Made in de
Regular Dakkanaut




 Arachnofiend wrote:
 iGuy91 wrote:
Welp. Time to start talking about how to counter ork speedfreaks moving 20 inches and charging turn 1 with full rerolls. Are conservative deployments and scarab screens the best method? Thoughts?

Well considering their poor saving throws I would think flamers might actually be vi-oh, right we don't have those.


Silly you! We OBVIOUSLY do have flamers!

I present you the Triarch Stalker! With one of his weapons (forgot the name) you get a D6 flamer profile IN ADDITION to its very strong HEAVY D6 shots! and D6 wounds main profile with 24“ range, means moving gives you a -1 to hit! Isnt that awesome? But wait...This deadly weapon is mounted on a T6 4+ QS chassis! BUT WAIT THATS STILL NOT IT!! Because the Stalker is a Triarch unit it doesnt benefit from dynasty codes...All this for a bargain at ~160points...If that didnt sell it to you I dont know what will....
   
Made in us
Loyal Necron Lychguard





That would be funny if the Triarch Stalker wasn't my favorite model in the entire Necron line. ;_;
   
Made in de
Nihilistic Necron Lord






Germany

To be fair, dispensed heat ray auto hits, so the -1 to hit doesnt matter. And its 2D6 S5 AP-1 D1.
   
Made in de
Regular Dakkanaut




 p5freak wrote:
To be fair, dispensed heat ray auto hits, so the -1 to hit doesnt matter. And its 2D6 S5 AP-1 D1.


Huh...forgot that its 2D6...but still something like 8“ range on this profile? Good luck getting to the enemy first without just exploding on the way
   
Made in de
Nihilistic Necron Lord






Germany

ImPhaeronWeasel wrote:
 p5freak wrote:
To be fair, dispensed heat ray auto hits, so the -1 to hit doesnt matter. And its 2D6 S5 AP-1 D1.


Huh...forgot that its 2D6...but still something like 8“ range on this profile? Good luck getting to the enemy first without just exploding on the way


Yes, its 8".
   
Made in no
Grisly Ghost Ark Driver





Don't forget, we use MWBD tesla immortals instead of flamers. With great success. With 3 hits per model on average, those are essentially 24" S5 flamers

Except for overwatch. of course. But once they're up close, they likely charge the guys standing next to those with flamers.

This message was edited 1 time. Last update was at 2018/10/29 10:50:13


 
   
Made in gb
Proud Triarch Praetorian





On the contrary, I think Mephrit Gunline could be contender for best counter to Orks

the closer they get, the more effective our weapons get.

a unit of MWBD Tesla immortals in front of a unit of 20 Warriors backed up by a Lord and a ChronoTek will be a nice brick, with some not-exactly-gak CC ability, but granted he wouldnt ever survive vs a horde, the bikers should be ok.

>Immortals shoot
>Immortals get charged
>Immortals either Fall Back or Die

If they fall back, awesome, they repeat the process with better AP

If they Die, just MWBD the Warriors and cast the Mephrit Strat for moar dakka

minimum 40 shots hitting on 2+, making extra shots on a 5+ (assume same wording as tesla, can't check right now), all of which re-roll wounds of a 1, at S4 Ap2, plus the 6 shots at S5AP3 just to finish things off

built from roughly

Battalion
2 ChronoTeks
Szeras - Warlord
2x 10 Teslas
2x 20 Warriors
(2x Ghost Arks optional)
3x 9 Scarabs as screen

Supreme Command
Overlord w/ Res, maybe the Voltaic Stave
Res Lord w/ SoL
Res Lord w/ SoL
Triarch Stalker w/ Heat Ray
(2x 10 Preatorians w/ Pistols & Voidblades to DS in, harass flanks or hunt Lootas, or something)

then extra shennanigans to your own preferences. Might be worth something?

Maybe take the big guy as well, just to reliably pop Battlewagons and make those MANZ walk

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in no
Grisly Ghost Ark Driver





Math says 20 MWBD warriros kill 17 orks. Exploding 6s kill another 3. They then charge in to kill another 7. (minus overwatch losses). Nobs not included.

Would be interesting to see an Ork horde vs Tyranid horde matchup.
   
Made in gb
Tail-spinning Tomb Blade Pilot




torblind wrote:
Math says 20 MWBD warriros kill 17 orks. Exploding 6s kill another 3. They then charge in to kill another 7. (minus overwatch losses). Nobs not included.

Would be interesting to see an Ork horde vs Tyranid horde matchup.


That would be an interesting 6 month-long game...
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

We have a tyranid player at my FLGS. I want to play hoard orks against him now. He usually fields something like 18-20 stealers, 30 gaunts with devourers, and 27 hormagants.

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:
We have a tyranid player at my FLGS. I want to play hoard orks against him now. He usually fields something like 18-20 stealers, 30 gaunts with devourers, and 27 hormagants.


Sounds absolutely epic!
   
Made in dk
Loyal Necron Lychguard






 IHateNids wrote:
On the contrary, I think Mephrit Gunline could be contender for best counter to Orks

the closer they get, the more effective our weapons get.

a unit of MWBD Tesla immortals in front of a unit of 20 Warriors backed up by a Lord and a ChronoTek will be a nice brick, with some not-exactly-gak CC ability, but granted he wouldnt ever survive vs a horde, the bikers should be ok.

>Immortals shoot
>Immortals get charged
>Immortals either Fall Back or Die

If they fall back, awesome, they repeat the process with better AP

If they Die, just MWBD the Warriors and cast the Mephrit Strat for moar dakka

minimum 40 shots hitting on 2+, making extra shots on a 5+ (assume same wording as tesla, can't check right now), all of which re-roll wounds of a 1, at S4 Ap2, plus the 6 shots at S5AP3 just to finish things off

built from roughly

Battalion
2 ChronoTeks
Szeras - Warlord
2x 10 Teslas
2x 20 Warriors
(2x Ghost Arks optional)
3x 9 Scarabs as screen

Supreme Command
Overlord w/ Res, maybe the Voltaic Stave
Res Lord w/ SoL
Res Lord w/ SoL
Triarch Stalker w/ Heat Ray
(2x 10 Preatorians w/ Pistols & Voidblades to DS in, harass flanks or hunt Lootas, or something)

then extra shennanigans to your own preferences. Might be worth something?

Maybe take the big guy as well, just to reliably pop Battlewagons and make those MANZ walk


I don't think it's worth sacrificing your Immortals first just because they'll do some decent Overwatch. I'd much rather have them stay behind the Warriors, which are more likely to survive shooting and thereby protecting the Immortals, whereas the Immortals are more likely to be more or less shot to pieces and then charged around so you tie up the Warriors as well as Immortals.

I think Ghost Arks are very near must haves in any list with 2x20 Warriors, they're definitely ten times better than spamming Res Orbs, you don't really have anything else to heal than Warriors, so that's 105 pts out of the cost of a Ghost Ark, you're just spending way too much on HQs, ours aren't very good, spend the least amount possible. You also can't put three Elites in a Supreme Command, Triarch Praetorians also cannot DS and in case you missed it they don't benefit from being part of a Dynasty or any of your auras except that of Szeras. I find that units of 9 Scarabs are overkill, compared to a unit of 7 you only really get 3 more wounds, if you kill one more then that means an additional one is going to flee in the Morale phase. I go 3 because it's the min squad size and it's all you need to hold an objective or DS denial or 7 if I want to use them to tie units up or shield characters from shooting, no more because of Ld. Your list seems to be way too focussed on getting rid of Orks, you're going to get reamed really hard by Knights, at least I have every time I brought my similar list against them. Voltaic Stave is nowhere near as valuable as Veil of Darkness, it's a key item specifically against melee armies like Orks because it means you can get a unit out of being surrounded, which can mean your opponent no longer having several invulnerable units near your lines.

Spoiler:

85 Models Mephrit Battalion (5) + Nephrekh Outrider (1) 9 CP 1996

1 Lord (hyperphase sword + The Veil of Darkness) 76

1 Illuminor Szeras WL 143

19 Warriors 240

19 Warriors 240

9 Immortals (tesla carbines) 170

10 Triarch Praetorians (voidblades + particle casters) 320

3 Heavy Destroyers (heavy gauss cannon) 171

1 Anrakyr the Traveller 167

6 Destroyers (gauss cannons) 300

7 Canoptek Scarabs 39

9 Canoptek Scarabs 91

Won a game with my Szeras/Anrakyr balance list against a Necron Quantum Shielding list. My opponent ignored my Destroyers because he had no DDAs, they destroyed two vehicles a turn more or less. My opponent was running his Quantum Shielding list as Mephrit and that seems better than the Sautekh QS list I've been doing. I accidentally used an old version of my list. Updated version is below.
Spoiler:

85 Models Mephrit Battalion (5) + Nephrekh Outrider (1) 9 CP 1996

1 Lord (hyperphase sword + The Veil of Darkness) 76

1 Illuminor Szeras WL 143

20 Warriors 240

20 Warriors 240

10 Immortals (tesla carbines) 170

10 Triarch Praetorians (voidblades + particle casters) 320

3 Heavy Destroyers (heavy gauss cannon) 171

1 Anrakyr the Traveller 167

3 Destroyers (gauss cannons) 300

3 Canoptek Scarabs 39

7 Canoptek Scarabs 91

This message was edited 2 times. Last update was at 2018/10/29 18:32:11


 
   
Made in us
Freaky Flayed One




I'm still pretty new, and I haven't faced Orks yet in 8th edition, but I feel hordes and infantry in general is pretty easy for us to take care of this edition!

Warriors are cheap(ish) and tough, especially with cryptek, they make a great anti-horde bubble. Keep immortals behind them and out of range of consolidation moves. Buff the Tesla Immortals with MWBD, if there is a particularly nasty horde unit, they are great at supporting fire with Methodical Destruction.

DDAs get to shine! They are fast, tough, and great support with the flayer arrays! First turn though, don't move them and pop whatever battle wagon or LoW they might have.

Destroyers look like they will get a LOT better vs Orks as well, their new buggies are only t6, very easy for a solo unit of destroyers to pop one a turn, without even needing Extermination Protocols!

Necrons have issues vs vehicles, especially toughness 8, but infantry is something we can do.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I was thinking for orks doing a multi-layer phalanx

Scarabs --------------
20x warriors
2x10 Tesla Immortals

Supported by Anrakyr, and a Cryptek warlord with Immortal Pride and Veil of Darkness making the whole thing fearless, provide MWBD, and +1 attack and able to teleport out whatever portion of the warriors get engaged to ensure the Immortals keep shooting.

Back it up with 2x6 Destroyers which should make mincemeat of light vehicles without invuln saves?

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 ca
Discriminating Deathmark Assassin





Stasis

It might just be my Oldcron bias, but I always find single squads of Warriors (or things with RP) odd. Before the retcon in 5th, you have to have a similar model within 6" for a model to be able to WBB (We'll Be Back!).

It's been automatic to have two of any unit that repairs that I forget you don't need to anymore.

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





Somewhere over the rainbow, way up high

 Blndmage wrote:
It might just be my Oldcron bias, but I always find single squads of Warriors (or things with RP) odd. Before the retcon in 5th, you have to have a similar model within 6" for a model to be able to WBB (We'll Be Back!).

It's been automatic to have two of any unit that repairs that I forget you don't need to anymore.


I mean, never hurts to have more than one of something. Redundancy has its place.
That, and I tend to run my formations really tight since out buff bubbles are tiny. So I still get that feel kinda

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 no
Grisly Ghost Ark Driver





 iGuy91 wrote:
 Blndmage wrote:
It might just be my Oldcron bias, but I always find single squads of Warriors (or things with RP) odd. Before the retcon in 5th, you have to have a similar model within 6" for a model to be able to WBB (We'll Be Back!).

It's been automatic to have two of any unit that repairs that I forget you don't need to anymore.


I mean, never hurts to have more than one of something. Redundancy has its place.
That, and I tend to run my formations really tight since out buff bubbles are tiny. So I still get that feel kinda


Well, above anything else, for 8thcrons, redundancy has its price.
   
Made in gb
Proud Triarch Praetorian





 vict0988 wrote:
 IHateNids wrote:
Spoiler:
On the contrary, I think Mephrit Gunline could be contender for best counter to Orks

the closer they get, the more effective our weapons get.

a unit of MWBD Tesla immortals in front of a unit of 20 Warriors backed up by a Lord and a ChronoTek will be a nice brick, with some not-exactly-gak CC ability, but granted he wouldnt ever survive vs a horde, the bikers should be ok.

>Immortals shoot
>Immortals get charged
>Immortals either Fall Back or Die

If they fall back, awesome, they repeat the process with better AP

If they Die, just MWBD the Warriors and cast the Mephrit Strat for moar dakka

minimum 40 shots hitting on 2+, making extra shots on a 5+ (assume same wording as tesla, can't check right now), all of which re-roll wounds of a 1, at S4 Ap2, plus the 6 shots at S5AP3 just to finish things off

built from roughly

Battalion
2 ChronoTeks
Szeras - Warlord
2x 10 Teslas
2x 20 Warriors
(2x Ghost Arks optional)
3x 9 Scarabs as screen

Supreme Command
Overlord w/ Res, maybe the Voltaic Stave
Res Lord w/ SoL
Res Lord w/ SoL
Triarch Stalker w/ Heat Ray
(2x 10 Preatorians w/ Pistols & Voidblades to DS in, harass flanks or hunt Lootas, or something)

then extra shennanigans to your own preferences. Might be worth something?

Maybe take the big guy as well, just to reliably pop Battlewagons and make those MANZ walk


I don't think it's worth sacrificing your Immortals first just because they'll do some decent Overwatch. I'd much rather have them stay behind the Warriors, which are more likely to survive shooting and thereby protecting the Immortals, whereas the Immortals are more likely to be more or less shot to pieces and then charged around so you tie up the Warriors as well as Immortals.

I think Ghost Arks are very near must haves in any list with 2x20 Warriors, they're definitely ten times better than spamming Res Orbs, you don't really have anything else to heal than Warriors, so that's 105 pts out of the cost of a Ghost Ark, you're just spending way too much on HQs, ours aren't very good, spend the least amount possible.

You also can't put three Elites in a Supreme Command, Triarch Praetorians also cannot DS and in case you missed it they don't benefit from being part of a Dynasty or any of your auras except that of Szeras.

I find that units of 9 Scarabs are overkill, compared to a unit of 7 you only really get 3 more wounds, if you kill one more then that means an additional one is going to flee in the Morale phase. I go 3 because it's the min squad size and it's all you need to hold an objective or DS denial or 7 if I want to use them to tie units up or shield characters from shooting, no more because of Ld.

Your list seems to be way too focussed on getting rid of Orks, you're going to get reamed really hard by Knights, at least I have every time I brought my similar list against them.

Voltaic Stave is nowhere near as valuable as Veil of Darkness, it's a key item specifically against melee armies like Orks because it means you can get a unit out of being surrounded, which can mean your opponent no longer having several invulnerable units near your lines.


Pardon me splitting your paragraph up, it's just easier to point-for-point it.

Immortals at the front is nothing to do with overwatch, and everything to do with being in range for full effectiveness on T1 if you get first turn. If they're behind the Warriors, they can't be guaranteed shooting if you go first. I appreciate 'Chaff first', which is why Scarabs are out front. Not saying the idea is bad, just that it makes more sense to me.

Ghost Arks are always good, but way more expensive in an already-pricey list. the Res Orbs are questionable at best anyway, I just added them for staying power.

not putting three Elites in a Supreme Command is just an error on my part, I didnt know that. Move the Stalker to the Battalion and call it done.

Praetorians not having DS anymore is something I missed. I now have my codex to hand so I can actually check stuff before posting, and fair enough. Drop them in favour of Deathmarks to do the same job cheaper. Them not doing Auras wasnt an issue, they were never going to be in range by my design, but since they can't it's not relevant.

number of Scarabs is just preferencial. I find that both of my local ork players didnt like Scarabs existing quitely when I tell them each base puts out 4 attacks. more bases for more wounds, and a bigger factor in the opponant target priority list.

Given that Orks were the comment, forgive me for addressing Orks as the focus. It'll work just as well vs horde-mode Tyranids, although could probably use a Destroyer unit to take out MCs. and, as a general rule, I thouhgt everyone got reamed by Knights? Thats why everyone complains about them constantly. Also another reason to bring the Seraptehk, since we finally have a dedicated Knight Hunter Construct (accidental MC killer too. Neat, right?)

Veil is always useful as a rule, just questionable as what would it be used for given that against a horde you wont have anywhere useful to escape to under most circumstances. by all means take it, I know the Voltaic is awful, just semed like the better option than any of the other weapon options in a gunline build.

Experience is something you get just after you need it
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Iron Hands - 12k
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Jackson, TN

It is interesting that they did not keep the FNP effect on Necrons, yet many armies now have it outside of the Death Guard. Even Orks now have the Snakebites Clan Kultur that also included their vehicles.
   
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 IHateNids wrote:
Given that Orks were the comment, forgive me for addressing Orks as the focus. It'll work just as well vs horde-mode Tyranids, although could probably use a Destroyer unit to take out MCs. and, as a general rule, I thouhgt everyone got reamed by Knights? Thats why everyone complains about them constantly. Also another reason to bring the Seraptehk, since we finally have a dedicated Knight Hunter Construct (accidental MC killer too. Neat, right?)

There is a difference between a 5% and a 35% win chance. Your list almost no way to do any sort of damage to even a single Knight. Unless the meta becomes saturated with Orks or you just play one opponent I think your list is bad overall, I think by taking some anti-vehicle to deal with a variety of list you will be losing a neglible amount of chance of winning against horde lists compared to the much larger chance you'll have against most other lists. I don't think building to counter a specific opponent makes sense, you want to counter the meta you're playing in.

Lost a CA Malestrom against a Deathguard army with a Terminator bomb, a Renegade Knight and a couple of Armiger Helverins and some Plagueburst Crawlers with my double Tesseract Vault list. I took a chance to get a good round of cosmic fire where I probably should have retreated with one of my Vaults, my thinking was that it'd probably make for a good explosion, didn't work out. Got rid of the Knights, but was unable to get rid of the Terminators and his DP which went to town on my backlines around turn 4. I got annihilated and he had 3 Plagueburst Crawlers left.

Spoiler:

22 Models Sautekh Battalion (5) + Sautekh Superheavy Auxiliary (0) + Sautekh Superheavy Auxiliary (0) 8 CP 1996

1 Cryptek (staff of light + canoptek cloak + veil of darkness) WL (hyperlogical strategist) 85

1 Cryptek (staff of light + canoptek cloak + the abyssal staff) 85

5 Immortals (tesla carbines) 85

5 Immortals (tesla carbines) 85

5 Immortals (tesla carbines) 85

1 Doomsday Ark 193

1 Doomsday Ark 193

1 Doomsday Ark 193

1 Tesseract Vault 496

1 Tesseract Vault 496
   
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Proud Triarch Praetorian





 vict0988 wrote:
 IHateNids wrote:
Spoiler:
Given that Orks were the comment, forgive me for addressing Orks as the focus. It'll work just as well vs horde-mode Tyranids, although could probably use a Destroyer unit to take out MCs. and, as a general rule, I thouhgt everyone got reamed by Knights? Thats why everyone complains about them constantly. Also another reason to bring the Seraptehk, since we finally have a dedicated Knight Hunter Construct (accidental MC killer too. Neat, right?)

There is a difference between a 5% and a 35% win chance. Your list almost no way to do any sort of damage to even a single Knight. Unless the meta becomes saturated with Orks or you just play one opponent I think your list is bad overall, I think by taking some anti-vehicle to deal with a variety of list you will be losing a neglible amount of chance of winning against horde lists compared to the much larger chance you'll have against most other lists. I don't think building to counter a specific opponent makes sense, you want to counter the meta you're playing in.


Thats twice you've outright ignored the fact I'm suggesting you take a Seraptek to deal with that stuff.

I'm not building to counter my meta, as I dont think Orks will evercome into out meta as it's still dominated by Pay-To-Win Eldar, but I am answering the question that originally arose: "What could we do vs Orks?" My answer was Mephrit Gunline.

i am also not suggesting that you don't take anything else, only that our infantry are more than capable of dealing with an oncoming horde. but lets be fair, out anti vehicle or anti monster options are pretty much limited to Destroyers or a DDA, so most lists will include them anyway. you could easily drop the Deathmarks and a scarab unit, and pick up two units of Destroyers instead, then move all the FA to an Outrider, possibly Nephrekh, with Szeras as that detachment's HQ, because he can still be Warlord with no loss in functionality.

I was just enquiring about the validity of this aproach to answer the latest FoTM, which has been thus far completely overlooked. I recognise I'm not going to be winnign tourements any time soon, but I dont think we're going to be in contention for that as an army any time soom, at least cetainly not until CA drops

This message was edited 1 time. Last update was at 2018/10/30 13:59:51


Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
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 Draco765 wrote:
It is interesting that they did not keep the FNP effect on Necrons, yet many armies now have it outside of the Death Guard. Even Orks now have the Snakebites Clan Kultur that also included their vehicles.

It's the 5+ FNP specifically that is the Death Guard special ability, everyone else has a 6+. The real problem is that naturally resilient armies don't get much of anything to improve their resilience out of codex bonuses while naturally squishy armies do.
   
Made in us
Numberless Necron Warrior




 Draco765 wrote:
It is interesting that they did not keep the FNP effect on Necrons, yet many armies now have it outside of the Death Guard. Even Orks now have the Snakebites Clan Kultur that also included their vehicles.

Yeah, as cool as RP is, GW grossly misjudged how effective RP would be as a defensive trait. It's too unreliable to build a list around. The old FNP was at least guaranteed to have some throughput.
   
 
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