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Made in gb
Deranged Necron Destroyer




 _Ness wrote:
Well why dont we pair our praetorians with a cloaktek? fit a dlord in there aswell and we have a nice mobile, punchy and durable force.


Correct me if I'm wrong, but I don't think Cryptek's work on Praetorians since they don't get the dynasty keyword?
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


You forgot the 4th and best option: Zhan + Oby + Veil-tek. The most reliable option and significantly cheaper than the Deceiver. As long as you can make good use of the HQs after the initial attack there's no waste. Even with no other units you can use the HQ's to give the Lychguard: MWBD + random buff + reroll 1s to wound + 4+ RP + Fallback from combat and still charge every turn.

Turn 1: Veil Zhan; Ghostwalk Lychguard: 3" charge

This message was edited 2 times. Last update was at 2018/12/10 17:08:29


 
   
Made in gb
Deranged Necron Destroyer




 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe


Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


This is something I wanted to talk about actually, with the changes to mission structure and how first turn is decided in CA missions, Deceiver bombing seems like a more viable tactic, since we'll know (exlcuding siezes) who is going first before we deploy.
   
Made in no
Grisly Ghost Ark Driver





IanVanCheese wrote:
 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe


Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


This is something I wanted to talk about actually, with the changes to mission structure and how first turn is decided in CA missions, Deceiver bombing seems like a more viable tactic, since we'll know (exlcuding siezes) who is going first before we deploy.


You Deceiver re-deploy after seize


Automatically Appended Next Post:
 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


If it makes you happier, Lychguard get out and move Turn 2 these days. (As they're treated as disembarking form a Transport per a recent FAQ)

This message was edited 1 time. Last update was at 2018/12/10 17:12:32


 
   
Made in us
One Canoptek Scarab in a Swarm






 _Ness wrote:
Well why dont we pair our praetorians with a cloaktek? fit a dlord in there aswell and we have a nice mobile, punchy and durable force.


Triarch Praetorians do not benefit from Dynasty Codes and can only receive buffs from Anrakyr the Traveler, Illuminor Seraz, the re-roll 1s to hit from the Triarch Stalker and their stratagem that is unit specific.

Edit: I forgot about the Disruption Fields stratagem too, it's not restricted by Dynasty and targets any Necron Infantry units giving +1 to strength in the fight phase.

This message was edited 1 time. Last update was at 2018/12/10 17:29:13


 
   
Made in no
Grisly Ghost Ark Driver





 Tauris_Blazestar wrote:
 _Ness wrote:
Well why dont we pair our praetorians with a cloaktek? fit a dlord in there aswell and we have a nice mobile, punchy and durable force.


Triarch Praetorians do not benefit from Dynasty Codes and can only receive buffs from Anrakyr the Traveler, Illuminor Seraz, the re-roll 1s to hit from the Triarch Stalker and their stratagem that is unit specific.

Edit: I forgot about the Disruption Fields stratagem too, it's not restricted by Dynasty and targets any Necron Infantry units giving +1 to strength in the fight phase.


And Imotekh's MWBD (he is the supreme ruler of the triarch after all)
   
Made in us
Decrepit Dakkanaut




 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.

With them being significantly cheaper, I'm feeling the Kutlakh route. YES I know he's really expensive and needs a price cut, but treating him as Nephrekh, getting the auto 6" advance, and finally being able to charge afterwards could be a huge boon. I even had slightly below mediocre success doing that with Flayed Ones.

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
Regular Dakkanaut




Bay area, CA

I might try Lychguard with shields instead of Wraith.

10 LG have 4++ and for 2CP they can go 3++ and on 6s mortals back. They cost ~same but have slightly more wounds and can reanimate.

I'm going to try 2 setups:

1. Veil them in cover (2+, 3++ with 2CP)
2. Zahn+Obyron+Criptek veil and turn 1 charge
   
Made in ca
Regular Dakkanaut





 ArtyomTrityak wrote:
I might try Lychguard with shields instead of Wraith.

10 LG have 4++ and for 2CP they can go 3++ and on 6s mortals back. They cost ~same but have slightly more wounds and can reanimate.


if you really wanna go all in, pay 4 CP, nihilakh + shield stratagem brings them to a 2++ invul, for (only!!! /s ) 4 CP if they are near an objective. Unfortunately can't bouce mortals back on a 5+. But it is a wee bit cheaper in points than wraiths. You just end up loosing mobility wich is, IMO, one of the strongest point of the wraiths.
   
Made in us
Regular Dakkanaut




Bay area, CA

VoidSempai wrote:
 ArtyomTrityak wrote:
I might try Lychguard with shields instead of Wraith.

10 LG have 4++ and for 2CP they can go 3++ and on 6s mortals back. They cost ~same but have slightly more wounds and can reanimate.


if you really wanna go all in, pay 4 CP, nihilakh + shield stratagem brings them to a 2++ invul, for (only!!! /s ) 4 CP if they are near an objective. Unfortunately can't bouce mortals back on a 5+. But it is a wee bit cheaper in points than wraiths. You just end up loosing mobility wich is, IMO, one of the strongest point of the wraiths.


4CP is too expensive, 3++ is fine. Also nihilakh has to use this at the end of turn so opponent might just ignore them and you wasted CP.
I am not sure it will work in competitive game but i love Lychguard models and will try.

I understand about mobility and wraith, that's true. But Veil can teleport lychguard too. I can start in cover, then veil to cover and if opponent decides to shoot me with heavy guns use 2CP 3++ 6 mortals.

This message was edited 2 times. Last update was at 2018/12/10 18:08:39


 
   
Made in us
One Canoptek Scarab in a Swarm






torblind wrote:
 Tauris_Blazestar wrote:
 _Ness wrote:
Well why dont we pair our praetorians with a cloaktek? fit a dlord in there aswell and we have a nice mobile, punchy and durable force.


Triarch Praetorians do not benefit from Dynasty Codes and can only receive buffs from Anrakyr the Traveler, Illuminor Seraz, the re-roll 1s to hit from the Triarch Stalker and their stratagem that is unit specific.

Edit: I forgot about the Disruption Fields stratagem too, it's not restricted by Dynasty and targets any Necron Infantry units giving +1 to strength in the fight phase.


And Imotekh's MWBD (he is the supreme ruler of the triarch after all)


Yup, his MWBD does state Necron Infantry too. Keep forgetting bout him since he is Sautekh and it's stuck in my head that Dynasties only play with their own.

This message was edited 2 times. Last update was at 2018/12/10 18:18:53


 
   
Made in no
Grisly Ghost Ark Driver





Slayer-Fan123 wrote:
 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.

With them being significantly cheaper, I'm feeling the Kutlakh route. YES I know he's really expensive and needs a price cut, but treating him as Nephrekh, getting the auto 6" advance, and finally being able to charge afterwards could be a huge boon. I even had slightly below mediocre success doing that with Flayed Ones.


I always wanted to try that, 11" move + 2d6 charge feels like a threat range that should be playable.

Could you even use two night scythes to bring them upfield? Probably too risky if you go second. Perhaps two night scythes for the LG and the Deceiver for Kutlakh ( he doesn't need to charge turn one, just be where the LG land turn two)
   
Made in us
Freaky Flayed One




Preats get nothing from Crypteks. Lack of Dynasty key word kill the usefulness of them.
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

Everyone made some pretty great points why Praetorians still are not in a good place right now, even with the points drops. Which is too bad, because they are some of my favorite models in the range.

I like the Ideas of dropping in Lychguard, but what are the high profile targets that they are going to be able to take care of, before they get shot of the board, and how many in a unit?


For my list, right now I am looking at a starting point of 3x DD arks and 2x HGC stalkers. For only 710 points, it's a pretty phenomenal anchor to a list. I won't be able to fit in everything I want, but I may get close.


Here is what I have right now:

Spoiler:


it's 2 points over, but I am very close

Battalion
Lord- Staff of Light 75
Overlord- Staff of light 94
Immortals x10
Immortals x10
Immortals x10
Triach Stalker- HGC
Triarch Stalker- HGC
6x Destroyers Gauss Cannon

Spearhead:
Cryptek- Chronometron
DD Ark
DD Ark
DD Ark
I'll need to recheck my math at somepoint, but I think that is a bout right, I will need to juggle around the wargear a bit though to make it under 2k.

This message was edited 3 times. Last update was at 2018/12/11 00:20:48


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





I'm in a bit of a pickle at the moment.

A few months ago I was in a 2v2 tourney with a Tau ally. We had a nice gunline which overal did pretty well. Except that we lost the majority of the matches because we couldn't control the objectives.
Now, we have another 2v2 tourney ahead of us and I don't want to make the same mistake.

So, I was thinking of making the following list:
Spoiler:

Mephrit Battalion
Cryptek /w Chrono
Overlord

2x20 Warriors
10x Immortals /w tesla

C'tan shard of the Deceiver

With this list I can Deceive the entire Warrior blob up, control probably two mid-field objectives and be a major nuisance to my opponents. Of course, this does leave the Tau to do the majority of the damage, especially the anti-tank.

I also want to take a battalion since the 3 CP for being battleforged are shared between the two players.


Now the other list I was thinking of is much more balanced and adds a lot more firepower to the table:
Spoiler:

Nephrekh outrider

Cryptek /w chrono

8x Tomb blades /w tesla, shield vanes
6x destroyers
3x scarabs

2x DDA's.


A lot more firepower, but only the Tomb Blades who really have any kind of mobility to take and hold an objective.

I really don't know you guys.... two gunline armies didn't work out last time, maybe I should give the silver tide a go?

This message was edited 3 times. Last update was at 2018/12/10 23:29:16


 
   
Made in us
Longtime Dakkanaut




Ute nation

 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


I would be impressed if someone got away from a nightscythe lychguard, it's a 3" disembark, followed by a 5" move, and even if the target booked it at 12" it's still a 4" charge. As long as you are not going after ravenwing, the chances of them getting away are pretty slim. Maybe the opponent can get a screen in place, but it's still harder to deal with than deep striking by a country mile. Plus the night scythe doesn't have to drop them off turn two, and can hop over screens, and no screen I know if is faster than a night scythe. It might turn out to not be efficient enough points wise, but concept is pretty solid.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

 Grimgold wrote:
 skoffs wrote:
 Grimgold wrote:
I think we can make lychguard work at their new points, maybe

For me, they still have the same problem as before: how do you effectively and reliably get them into combat?

Night Scythe-
Turn 1, starts on the board, moves up next to Lychguard target.
Turn 2, Lychguard get out... but taget has probably moved away out of Lychguard charge range.
Turn 3, Lychguard can start walking now, hopefully moving towards something worth charging.

Veil-
Turn 1, Veil across board 9" away from Lychguard desired target. Too far to reliably charge.
Turn 2, start walking towards target... which has, itself, probably moved away.

Deceiver+Zahn+Obyron-
Turn 1 charge... but gonna cost you a fortune in points. Plus, you can't guarantee you're actually going to be able to go first.


I would be impressed if someone got away from a nightscythe lychguard, it's a 3" disembark, followed by a 5" move, and even if the target booked it at 12" it's still a 4" charge. As long as you are not going after ravenwing, the chances of them getting away are pretty slim. Maybe the opponent can get a screen in place, but it's still harder to deal with than deep striking by a country mile. Plus the night scythe doesn't have to drop them off turn two, and can hop over screens, and no screen I know if is faster than a night scythe. It might turn out to not be efficient enough points wise, but concept is pretty solid.


Grim,

What are you thinking for your list right now?

I'm tinkering a bit myself, and I really would like to fit Immotekh in my above list, but I am not sure of the cuts I would make. I haven't decided fully on my Dynasties yet, but I am thinking Sautekh for the primary at least.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in gb
Proud Triarch Praetorian





Very much by happy accident, my old just-over-2000-points 6th-Ed style funsies list might have been condensed down to 1750 if I did my mental math right.

Opinions?

(Warning: unedited BattleScribe within)
Spoiler:


++ Battalion Detachment +5CP (Necrons) [112 PL, 2016pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

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

Overlord [6 PL, 104pts]: Artefact: The Veil of Darkness, Voidscythe
. Warlord: Warlord Trait (Codex 1): Enduring Will

+ Troops +

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 210pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Seismic Assault

Lychguard [8 PL, 170pts]: Hyperphase Sword and Dispersion Shield, 5x Lychguard

+ Fast Attack +

Tomb Blades [10 PL, 206pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Particle Beamer, Shieldvanes
. Tomb Blade: Nebuloscope, Particle Beamer, Shieldvanes

+ Heavy Support +

Monolith [19 PL, 381pts]

+ Flyer +

Night Scythe [8 PL, 160pts]

Night Scythe [8 PL, 160pts]

++ Total: [112 PL, 2016pts] ++

Created with BattleScribe

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
Regular Dakkanaut




Bay area, CA

 IHateNids wrote:
Very much by happy accident, my old just-over-2000-points 6th-Ed style funsies list might have been condensed down to 1750 if I did my mental math right.

Opinions?

(Warning: unedited BattleScribe within)
Spoiler:


++ Battalion Detachment +5CP (Necrons) [112 PL, 2016pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

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

Overlord [6 PL, 104pts]: Artefact: The Veil of Darkness, Voidscythe
. Warlord: Warlord Trait (Codex 1): Enduring Will

+ Troops +

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

Necron Warriors [12 PL, 180pts]: 15x Necron Warrior

+ Elites +

C'tan Shard of the Nightbringer [12 PL, 210pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Seismic Assault

Lychguard [8 PL, 170pts]: Hyperphase Sword and Dispersion Shield, 5x Lychguard

+ Fast Attack +

Tomb Blades [10 PL, 206pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Nebuloscope, Particle Beamer, Shieldvanes
. Tomb Blade: Nebuloscope, Particle Beamer, Shieldvanes

+ Heavy Support +

Monolith [19 PL, 381pts]

+ Flyer +

Night Scythe [8 PL, 160pts]

Night Scythe [8 PL, 160pts]

++ Total: [112 PL, 2016pts] ++

Created with BattleScribe


List looks interesing but i do not see anti-tank. You need DDA's

I'm thinking about not bringing troops at all.
2 detachments:

1. 3xDDA, 2 Stalkers, Cryptek
2. Catacomb Barge, 6xDestroyers, 3x6 Tomb Blades with gauss, 2xAnnihilation barges, scarabs.

Barges and TB zoom and get objectives + shoot small targets, DDA and Stalkers shoot big ones
   
Made in gb
Deranged Necron Destroyer




Doctoralex wrote:
I'm in a bit of a pickle at the moment.

A few months ago I was in a 2v2 tourney with a Tau ally. We had a nice gunline which overal did pretty well. Except that we lost the majority of the matches because we couldn't control the objectives.
Now, we have another 2v2 tourney ahead of us and I don't want to make the same mistake.

So, I was thinking of making the following list:
Spoiler:

Mephrit Battalion
Cryptek /w Chrono
Overlord

2x20 Warriors
10x Immortals /w tesla

C'tan shard of the Deceiver

With this list I can Deceive the entire Warrior blob up, control probably two mid-field objectives and be a major nuisance to my opponents. Of course, this does leave the Tau to do the majority of the damage, especially the anti-tank.

I also want to take a battalion since the 3 CP for being battleforged are shared between the two players.


Now the other list I was thinking of is much more balanced and adds a lot more firepower to the table:
Spoiler:

Nephrekh outrider

Cryptek /w chrono

8x Tomb blades /w tesla, shield vanes
6x destroyers
3x scarabs

2x DDA's.


A lot more firepower, but only the Tomb Blades who really have any kind of mobility to take and hold an objective.

I really don't know you guys.... two gunline armies didn't work out last time, maybe I should give the silver tide a go?



Neither list is doing it for me, but it would help to know what the Tau player is bringing. I'm yet to see what everyone else sees in Tomb Blades. They just get shot off the table before making an impact in every match I've ever seen them in. For their cost and role, I'd almost always rather have more wraiths on the table.

How about List 1, but drop the Deceiver for a DDA and switch your codes over to Sautekh. You've now got a nice balance of movement and firepower.

Or you could swap the Deceiver for 5 wraiths *(you'd need to drop an Immortal/warrior or 2). Nothing says this is my objective like 5 wraiths sat on it and they can relocate quickly to deal with threats.
   
Made in us
Longtime Dakkanaut




Ute nation

 Sasori wrote:

Grim,

What are you thinking for your list right now?

I'm tinkering a bit myself, and I really would like to fit Immotekh in my above list, but I am not sure of the cuts I would make. I haven't decided fully on my Dynasties yet, but I am thinking Sautekh for the primary at least.


Still in the very early stages of planning, but my lists core gimmick is a double deploy Novokh lychstar with overlord. First deploy happens from a night scythe, they get dropped off near something valuable and charge it hoping to make it less valuable. Then once the damage is done they veil out of any tarpit on them and into the vicinity of a new target, which they will (hopefully) charge and beat up. I go with crimson haze as the warlord trait, since it gives the lychguard dakka dakka dakka for melee hits. The rest of the outrider is filled up six wraiths (who are scary good in novokh) six scarab bases, and 9 dual gauss blaster tomb blades, because tomb blades don't really benefit from Nephrek.

My battalion is the bog standard Nephrek battalion with one exception, Overlord for the tesla immortal, lord to reroll wound rolls of one, two units of immortals, one with tesla and one with gauss, a ten man of warriors, and a unit of six destroyers (for translocation crypt to keep them safe round 1). Nephrek is great for our units on foot, an 11 inch advance means it's not hard for them to get where I need them. It's also the only real choice for destroyers otherwise they'll get alphaed off of the board before they can get somewhere to hurt someone. I do what seems to be unthinkable on this board and skip the DDA, because my luck has been terrible with them, I know on paper they are ok, and got better with the points reductions, but they just seem like a CP sink with having to reroll the number of shots, and always disappoint me with their damage output. Maybe if I ran three of them I would feel different about it, but one by itself just doesn't seem worth taking.

Here is the first draft of the list I'm thinking about:
Spoiler:
-->Nephrek battalion<--
-=HQ=-
Lord - 65 (74)
+Voidblade - 6

Overlord - 84 (93)
+Warscythe - 9

-=Troops=-
Immortal x10 - 80 (150)
+tesla carbine x10 - 70

Immortals x10 - 80 (150)
+gauss blasters x10 - 70

warriors x10 - 110

-=Fast attack=-
destroyers x6 - 300

-->Novokh Outrider<--
-=HQ=-
Overlord - 84 (93)
Warlord - Crimson haze
Artifact - Veil of Darkness
+Warscythe - 9

-=Elites=-
lychguard x10 190 (280)
+warscythe x10 90

-=fast attack=-
Wraiths x6 288

scarabs x6 78

Tomb Blades x 9 126 (252)
+Gauss Blaster x 18 126

-=transport=-
night scythe 135


*edit* math hammer
As for the damage output of the lychguard, MWBD and disembark happen at the same time, so they can have it up for the fight phase, assuming the target is a knight or something like it, using disruption fields for 1 cp, so too specify everything that's going on 2+ to hit, reroll failed to hit, and 6's on either the original roll or the rerolls generate an extra hit:

(5/6 + (1/6 * 5/6) + (1/6 * 5/6) + (1/6 * 1/6 * 5/6)) = 1.11 hits per attack so 22.2 hits on average (can be higher if the dice are hot)
wounding on 4s with no save means: 22.2 * 1/2 * 2 = 22.2 damage on average
Then overlord will do an average of three-ish damage, but even if he does 2 it's still a dead knight. The points seem ok, counting overlord and night scythe this is just over a 1:1 ratio of attacker commitment to enemy points destroyed, which is as good as it gets in 8th ed 40k. Then if they aren't wiped off of the board, they get to veil and do it again.

*edit 2* why I made this list
Now that we have points changes and a means to get around how awful tomb world deploy was at the start of 8th ed, I want to try to create some list to diversify necrons offensive options. In this list I go for a four point offensive strategy, Destroyers, Wraiths, Lychguard, and tomb blades. If anyone of them gets whacked early on, the hope is the other three will be able to pick up the slack. It also fits my aesthetic vision of the necrons as an army that combines assault and shooting to get the job done in a way few other armies can. I'm still working on a way to get the overlord a void scythe (probably drop a scarab base), but I'm having a hard time justifying an 11 point bump over a warscythe. The next list I'm working on is a more traditional gunline, to take advantage of the changes to immortals, DDAs, and stalkers. The idea would be to fill the board with quantum shielded long range hitters backed up by mobile options like destroyers and tomb blades. I'm still an ardent believer in the fact the tesla destructors need an upgrade, as that could make our lists much more interesting, but when life gives you lemons you throw them back at life, and make yourself a drink with whatever is laying about the kitchen.

This message was edited 2 times. Last update was at 2018/12/11 05:44:15


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On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes
   
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frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


Yeah it's a decent play, basically the cheaper version of Deceiver bombing with a Monolith. I think the reason people prefer to do it with a monolith is that you can use the Dimensional Corridor Stratagem to magic an extra unit up the board. Then your opponent usually has so many problems to deal with that the monolith has a reasonable chance of surviving. it's all very dependent on going first though, sadly.
   
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This message was edited 1 time. Last update was at 2018/12/11 14:37:49


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frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


This....isn't a bad idea....can they charge if the Night Scythe was redeployed...since the Night Scythe Specifically is NOT a transport?

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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. 
   
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frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


With the drop in points for the Night Scythe and even Shieldguards, it's not entirely a bad idea. Heck, it wasn't bad preCA either, minus the reliance on going first. Scythe + 10 Scytheguards is 415 though, and that's before adding the Deceiver.

The Scythe DOES, however, have the same main gun as the Annihilation barge iirc, so you're only paying 15 more points for a Flyer Barge - second gun - QS but + transport and + -1 to hit it. Not a bad trade.

Edit: @iGuy91: Yup! You can drop from the Scythe and charge. It counts as a normal disembarkment from a transport now, thanks to the Big FAQ 2.



So post CA, I decided to make a list that really abused the point drops. I think I've created a list with a great balance of firepower and durability, where the opponent has to really think about what to shoot.

To calculate points, I used the point cost change summaries from Reddit. Pre-CA, this list would have cost a heaping 374 points more.

Spoiler:
2000 pts Sautekh 1x Battalion = +5cp

1x Overlord + scythe, warlord with veil and Sautekh trait = 95
1x Lord + hyperphase sword = 68

3x 5 Immortal squads + gauss (sadly only have Gauss modeled, but considering that these are backline holders, this isn't too bad) = 225

10x Lychguard + shields = 280

1x Triarch Stalker + Heavy Gauss = 125

6x Wraiths + no extra gear = 288

9x Tomb Blades with Shieldvanes, + Gauss (swap to Tesla?), + 2 looms (point filler + random tanking) = 289

3x DDA = 480

1x Doom Scythe = 150

Sautekh was picked for the warlord trait (this list is cp heavy) and for the code, to help the Scythe tremendously. It also benefits the DDAs and Blades in various scenarios, especially if I swap the Blades to Tesla and use the +1 Strat.

The game plan is to veil up the Lychguards turn one and charge, which thanks to MWBD (which sticks on post veil, according to rulings) has a ~70% chance as long as you have a command reroll. This sticks a tough unit up the board with great durability, especially after stratagems. Miss the charge, and your opponent has to chew through a 3+ Invuln post-stratagem that risks mortal wounds reflecting back. Not bad.

Between the Wraiths, Blades, Lychguard, and the 4 vehicles with QS, there's some fantastic durability here without costing firepower. Even the flyer has the -1 to hit attached to it.

The scythe was explicitly picked for the great Tesla attached to it. 150 for 8 strong Tesla shots plus a mini DDA, AND a -1 to hit it? Sign me up.

If you go second and use the beta rules, this list also has the benefit of having every model always start in deployment. You can abuse the hell out of the 2 cp for all cover strat.


Side note, our flyers still not having Hover mode is criminal. It's less painful this edition where facing for shooting doesn't matter, but still. The flavor is cool, but it really hurts playability and fun.

This message was edited 3 times. Last update was at 2018/12/11 14:20:49


 
   
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 iGuy91 wrote:
frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


This....isn't a bad idea....can they charge if the Night Scythe was redeployed...since the Night Scythe Specifically is NOT a transport?


Just, if you go second, it goes boom and your LG are lost, no emergency deploy turn 1.
   
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torblind wrote:
 iGuy91 wrote:
frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


This....isn't a bad idea....can they charge if the Night Scythe was redeployed...since the Night Scythe Specifically is NOT a transport?


Just, if you go second, it goes boom and your LG are lost, no emergency deploy turn 1.


I thought the latest FAQ fixed that? Units deploying through the Nightscythe count as if they deployed from transports. I know the wording is still funny, but the intention with updating the FAQ was obviously to fix this issue.
   
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torblind wrote:
 iGuy91 wrote:
frackgrenade wrote:
On the topic of trying to get lychguard into combat, has anyone tried deciever redeploying a nightscythe to 12 inches away, then lychguard get out 8 and its a 4 inch charge? Turn one straight into combat.


Probably still way to many points on a lacklustre unit but could be interesting. Could double up and do it with two scythes


This....isn't a bad idea....can they charge if the Night Scythe was redeployed...since the Night Scythe Specifically is NOT a transport?


Just, if you go second, it goes boom and your LG are lost, no emergency deploy turn 1.


That's easy enough though, considering the redeploy happens AFTER seizing, if you go second just don't redeploy the Nightscythe, redeploy some other unit (at this point redeploying Shieldguard works well because they're durable enough to take the fire) and use the Nightscythe like you normally would.

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 ArtyomTrityak wrote:

List looks interesing but i do not see anti-tank. You need DDA's


Is there really no option for us for anti-vehicle besides sodding DDAs?

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