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Made in us
Longtime Dakkanaut




Ute nation

 p5freak wrote:

Automatically Appended Next Post:
 Grimgold wrote:

I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.


What makes you think he cant enter buildings ? Are you talking about ruins ? Because buildings dont exist in the rules.


Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Numberless Necron Warrior




sieGermans wrote:
Necronplayer wrote:
Pyrothem wrote:
I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!


If you're going Sautekh, I'd just bring Imotekh to call the storm to easily proc Methodical Destruction.


Bear in mind that this interpretation of “attack” has not been consistently upheld at all events. Many different TOs have ruled on this differently—especially after the FAQ syntactical change.


This is true.

I recall when the codex originally came out, the disagreement on the wording of 'unsaved wound' was that it implied that you were taking a save roll and failing, excluding mortal wounds and therefore Imotekhs ability.

Now with the latest errata, they changed it to be attack that causes you to lose one or more wounds. In this context, mortal wounds can trigger it, but now the confusion is on the word 'attack'.

Hopefully we can get another FAQ response on this issue!
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I think Immoteks storm quite clearly works for triggering MD now. Arguing otherwise is a real stretch.

Now that he costs 160pts he's cheaper than 2 Overlords which I think makes him a really good choice.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

 Grimgold wrote:
 p5freak wrote:

Automatically Appended Next Post:
 Grimgold wrote:

I really want to make nightbringer work, he is a singularly good beat stick. The catch is his screen is a non-trivial issue, either he takes your scarabs with him, or you have to run him with praetorians. He can't keep up with wraiths, and tomb blades might work, but they are better off getting in to rapid fire range and melting faces. He can't go in transports, he doesn't get a dynasty keyword, and he can't enter buildings. Has anyone figured out a way around his failings or is one of my favorite models just going to continue collecting dust.


What makes you think he cant enter buildings ? Are you talking about ruins ? Because buildings dont exist in the rules.


Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.

With the fly keyword, walls don't really matter in the movement phase.

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
Nihilistic Necron Lord






Germany

Moosatronic Warrior wrote:
1- They fill your 2 compulsory HQ slots so it's not an extra 275pts, they cost about 100pts more than 2 basic HQs. And they are adding movement to a unit every turn, as well as the ability to fall back and act normally. Plus they have better stats than the basic HQ versions, and a few extra abilities.


Good point, i didnt think of that.

Moosatronic Warrior wrote:
2- If you do use them to, for example, launch 10 Lychguard up the board, they are by no means "stuck there" in any negative sense. Firstly "there" is where the action is. There is a unit of Lychguard for them to support, and they can keep Ghostwalking them, which provides a significant amount of movement even when NZ and VO are right by each other.


Depends on who you play against. A fast moving army like (Dark) Eldar can choose to ignore you where you are and move away quickly. Thats what i meant with stuck there.

Moosatronic Warrior wrote:
3- They don't excel at shooting or melee because, like all Necron HQs, they are support characters. VO is pretty choppy in his own right though.


Not really pretty choppy. A SM captain with TH outperforms him, for less points. Im not talking about captain slamguinius here, just a regular captain.

Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.


Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.
   
Made in us
Longtime Dakkanaut




Ute nation

 p5freak wrote:


Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.


Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.


He doesn't have the fly keyword during the charge phase, and can't move through ceilings or walls even when he is flying.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gr
Freaky Flayed One





Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.

I'd love some feedback on my list.
Spoiler:

Battalion Sautekh: 1315pts

Zahndrekh - 150pts
Obyron - 125pts


10 Immortals - 150pts
10 Warriors - 110pts
10 Warriors - 110pts

5 Lychguard (shields) - 125pts

Deceiver - 225pts

Doomsday Ark - 160pts
Doomsday Ark - 160pts

Outrider Nephrekh: 677pts

Cloaktek (veil of darkness) - 85pts

5 Wraiths - 240pts
6 Destroyers - 300pts
4 Scarabs - 52pts

Total - 1992pts


Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

 Grimgold wrote:
 p5freak wrote:


Grimgold wrote:
Sorry I didn't explain that well, it's one of those ITC things, since the nightbringer is not infantry he can't go through walls, and since all FLG terrain has four walls that means he is more or less unable to enter buildings.


Is this a house rule ? Units with FLY ignore terrain and models in the movement phase.


He doesn't have the fly keyword during the charge phase, and can't move through ceilings or walls even when he is flying.


He doesn't lose the fly keyword during the movement phase, but he can only ignore terrain and models during the movement phase...and that's exactly why he can move through walls and ceilings during the movement phase. Models with fly completely ignore terrain in the movement phase. The limitations on moving through walls only applies to normal movement.

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 gb
Deranged Necron Destroyer




 necr0n wrote:
Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.

I'd love some feedback on my list.
Spoiler:

Battalion Sautekh: 1315pts

Zahndrekh - 150pts
Obyron - 125pts


10 Immortals - 150pts
10 Warriors - 110pts
10 Warriors - 110pts

5 Lychguard (shields) - 125pts

Deceiver - 225pts

Doomsday Ark - 160pts
Doomsday Ark - 160pts

Outrider Nephrekh: 677pts

Cloaktek (veil of darkness) - 85pts

5 Wraiths - 240pts
6 Destroyers - 300pts
4 Scarabs - 52pts

Total - 1992pts


Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers around and trying to take them away from sticky situations with VoD.


You're paying way too many points for the movement tricks, while having precious little that benefits from them. One of the Arks should go to fill out that Lychguard unit for starters. I think the Cloaktek and Zahndrek/Obyron combo is enough, the Deceiver seems like overkill. I'd use those points to trade the warriors in for more full Immortal Squads.
   
Made in dk
Loyal Necron Lychguard






 necr0n wrote:
Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.

I'd love some feedback on my list.
Spoiler:

Battalion Sautekh: 1315pts

Zahndrekh - 150pts
Obyron - 125pts


10 Immortals - 150pts
10 Warriors - 110pts
10 Warriors - 110pts

5 Lychguard (shields) - 125pts

Deceiver - 225pts

Doomsday Ark - 160pts
Doomsday Ark - 160pts

Outrider Nephrekh: 677pts

Cloaktek (veil of darkness) - 85pts

5 Wraiths - 240pts
6 Destroyers - 300pts
4 Scarabs - 52pts

Total - 1992pts


Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.

You're underpaying for your Lychguard. 5*(19+3+6)=5*28=140=/=125

I'd cut the Nephrekh stuff, there isn't room in your list for that I don't think, you want to get some actual use out of Obyron, however, as is your biggest Obyron target is a 150 pt unit and you only have 350 pts of Sautekh Infantry in addition to that. Get a 2x20 Warriors in there instead of the Wraiths and Scarabs. Cut the DDAs for a Ghost Ark and some more Lychguard or if you want to be more serious, cut the Lychguard entirely.

You can't have your cake and eat it too. The Nephrekh element is strong, but it's taking up so much that you're strangulating any chance of the Zahndrekh element to be worth its asking price, you'll probably find that out after a couple of games and then go back to playing a more cookie-cutter battalion with a Nephrekh outrider, which is probably going to be stronger than any Obyron list, but I think this manages to be weaker than something like that but also weaker than something that takes full advantage of what Obyron brings to the table.

This message was edited 1 time. Last update was at 2018/12/13 21:19:43


 
   
Made in us
Numberless Necron Warrior




 necr0n wrote:
Based on all the love Z-Oby gets I thought I'd try to make a list with them included. So how's the following for 2k? My thoughts are that 5 shield lychguard are probably not very killy, so as to justify an entire redeploy + teleport combo, but I like it anyway and I wanna try it. It just feels impossible to me atm to make a list at 2k points, I feel it's too little.

I'd love some feedback on my list.
Spoiler:

Battalion Sautekh: 1315pts

Zahndrekh - 150pts
Obyron - 125pts


10 Immortals - 150pts
10 Warriors - 110pts
10 Warriors - 110pts

5 Lychguard (shields) - 125pts

Deceiver - 225pts

Doomsday Ark - 160pts
Doomsday Ark - 160pts

Outrider Nephrekh: 677pts

Cloaktek (veil of darkness) - 85pts

5 Wraiths - 240pts
6 Destroyers - 300pts
4 Scarabs - 52pts

Total - 1992pts


Deceiver redeploys Zahndrek (for turn 1 obyron/Lychguard charge) / DDA depending on the game. Destroyers probably DS from Nephrekh stratagem. Wraiths try to get T1-T2 charge with Nephrekh advance + adaptive subroutines. Cloaktek's probably chasing the Destroyers arround and trying to take them away from sticky situations with VoD.


Like others have already said, I think you're spreading yourself too thin. Your list should commit to a gimmick and invest in it.

If the redeploy strat, I'd suggest changing the troops to MSU immortals and maxing out the lychguard.
   
Made in no
Grisly Ghost Ark Driver





Moosatronic Warrior wrote:
Here's a balanced list that fits in all our fun teleporting options whilst still having a solid core of powerful units:

Zhandrek
Obyron
Overlord + Veil + Voidscythe

10x Tesla Immortals
10x Tesla Immortals
10x Tesla Immortals

10x Lychguard

5x Destroyers

Doomsday Ark
Doomsday Ark
Monolith


Our teleporting tricks only work on infantry units, so there's 5 of them that can all pack a punch.

There are well over a dozen ways to chain the different teleporting mechanics together to allow you to pretty much put any unit anywhere, but I'm not going to go into them here. Having lots of options is the point of the list, but here are 2 possible opening tricks:

1: The classic: Veil Zhandrek > Ghostwalk Lychguard to Zhandrek > 3" charge for Lychguard.

2: Jump 4 souped up shooting units into the midfield:

-MWBD on all three Tesla squads from the Overlord+ Zhandrek+ Phaerons Will Strat. The Destroyers get their Extermination Protocols strat.
-One Tesla unit is Veiled to anywhere.
-One Tesla unit is Ghostwalked 15.5" forward from Zhandrek (Zhandreks advance 8.5"+ Ghostwalk range 6"+ 1" base size)
-One Tesla unit is Dimensional Corridor-ed 9" forward from the Monolith (3" disembark+ 1" base size+ 5" move)
-The Destroyers move forward 10" (plus an advance if necessary thanks to the Sautekh trait)

This negates our 24" range limitation nicely and all that shooting plus the DDAs, and maybe the Monolith, could do some serious damage. Throw in Methodical Destruction somewhere to top it off.


Oby & Zahn are 275 pts. Thats insane for adding some movement to a single unit. Its at least 355 pts. to bring one unit across the map. Then they are stuck there, they would have to walk from there, unless you have a ghost ark which is another 135 pts., or a monolith for 321 pts. Neither of them excel at melee or shooting. They are not worth the points.


I'm not suggesting that these two will be a feature of the most competitive lists, merely that they are very interesting to use. However, I would argue a few of your points:

1- They fill your 2 compulsory HQ slots so it's not an extra 275pts, they cost about 100pts more than 2 basic HQs. And they are adding movement to a unit every turn, as well as the ability to fall back and act normally. Plus they have better stats than the basic HQ versions, and a few extra abilities.

2- If you do use them to, for example, launch 10 Lychguard up the board, they are by no means "stuck there" in any negative sense. Firstly "there" is where the action is. There is a unit of Lychguard for them to support, and they can keep Ghostwalking them, which provides a significant amount of movement even when NZ and VO are right by each other.

3- They don't excel at shooting or melee because, like all Necron HQs, they are support characters. VO is pretty choppy in his own right though.



This I want to try out. There is definitely potential in chaining end-of-movement teleporting shenanigans. It's hard to keep your head above water and do it right but it'll leave your enemy bedafled

Think I said this last time you posted 7 or so neat teleporting comboes but it still applies, I think it's awesome.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

If any of you can spare the time, I've got a couple of questions that don't really relate to CA:

1) Why are Tesla Immortals so much more popular than Gauss ones?

I get that Tesla Immortals have synergy with MWBD, so I can understand including a unit of them per Overlord. However, it seems that Tesla is basically always taken even when someone is using far more Immortal units than Overlords. Is the AP-2 really not worth it? It seems like it gives the unit a lot more versatility.


2) What are your thoughts on the different Dynasty Codes?

My lists generally use:
- Destroyer Lord
- Overlord
- Immortals
- Wraiths
- Destroyers
- 1 Triarch Stalker
(I also have a CCB/Annihilation Barge, a few scarabs and 10 Deathmarks, some or all of which might actually see use now.)

Anyway, it just seems like there isn't any obvious option. Sautekh is useful for the Stalker but not much else, Novokh is okay for the Wraiths and D. Lord but not much else, Mephrit is okay for the Destroyers and poor or useless for everything else, Nephrekh is good for the Wraiths (and maybe the D. Lord) but mediocre or poor for everything else, and Nihilakh just seems crap on everything. Maybe they're just well-balanced, but that doesn't help me when it comes to choosing one.

Could someone give me some advice?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Decrepit Dakkanaut






UK

 vipoid wrote:
1) Why are Tesla Immortals so much more popular than Gauss ones?


MWBD synergy like you said, Assault 2 instead of Rapid Fire 1 both so you can keep up full weight of fire and so you don't have to get dangerously close to achieve the weapon's full potential, and anti-horde utility without sacrificing too much general power--20 Tesla shots that generate another quarter or so again extra hits is nothing to sniff at against even 3+ saves. The only unit I'd be tempted to run Blasters on would be Tomb Blades, because they're far more able to utilise the Rapid Fire aspect, or Immortals you're planning to teleport or Veil into a backline somewhere you'll probably be in RF range as soon as you pop in.

Blasters just don't quite have the extra edge in anything like Tesla has against hordes, and unless you can guarantee they can both realibly get into and stay in RF range, they're not pulling nearly as much weight. That said, if you can, a Mephrit detatchment of them is hitting with AP-3. It's mainly getting them into that position that's tricky. Maybe if the Monolith did its job as a siege transport they'd be more viable.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
Made in us
Decrepit Dakkanaut




Well at least at minimum Gauss Immortals have two niche roles for them:
1. Sautekh ones can advance and shoot. How much a utility that is? Meh.
2. Dropped out of a Flying Croissant.

That's maybe about it for now. They're not bad at all, but Tesla fulfills a need.

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 jp
Proud Triarch Praetorian





 vict0988 wrote:
Cut the DDAs for a Ghost Ark and some more Lychguard
... well that's the first time that's ever been suggested.


For me there's one simple thing that would make me want to take Lychguard that GW has refused to do after so many chances to fix it:
Mixed Wargear.
Allow Lychguard units to be able to take Warscythes AND Swords+Shields in the same unit and you'd fix one of their biggest issues. (all other armies are able to do so, hell even in our own codex are we allowed to do so (TBs), why are LG handicapped like this?)

 
   
Made in au
Pestilent Plague Marine with Blight Grenade





torblind wrote:
Pyrothem wrote:
I find my TIM's (Tesla Immortals) are savage with Sautekh. Have a lord with the relic staff and you can pretty much guarantee a wound on something then with their strat the MWBD TIM's pop on 4's, 5's and 6's! This also allows your Tomb Blades to have bonuses they are so jealous about that infantry get. Really need those DDay Arks to land blows? Chip one wound off with something then they can hit on 2's!


As always, the bonus to Tesla units diminishes after the first +1.

It's better, for total damage dealing potential, to have two Tesla units at +1, rather than one at +2. So spread the love.


Agree - Imotekh and two Tesla Immortal units are the first thing added to every list I do.


"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in us
Longtime Dakkanaut




Ute nation

So tried out my mixed list (below in spoilers) against a fairly nasty death guard list (3 plague burst crawlers, 3 blight drones, demon prince, a cultist blob, plague marines in rhinos, a couple of lords and a few support characters), and won 27 to 13 using ITC missions. Without getting into all of the gory details, the wraiths did their job and kept two plaugeburst crawlers tied up, killed a lord, reduced the cultist blob to three dudes, but we all know how good wraiths are. The double deploy lychstar functioned as well as I had hoped, dropping a plague burst crawler, two rhinos, three(?) characters, a squad of plague marines, and all of that just from getting shot out of the night scythe on turn 1, I never even needed to use the veil. The overlord with them died to an unfortunate set of botched rolls, but hey that's 40k for ya. Tomb blades more or less just kept the demon prince busy the whole game, he was never quite able to finish them off, and just enough would get up with reanimation protocols to keep him from wiping the squad the next round. Destroyers were ok, they dealt with the plague drones, cleaned up a squad of plague marines going for an objective, I wanted them to dunk the demon prince, but he was saved by the character rule. I'd say tying up the plaugebusrt crawlers is what won me the game, he had very few units with fly, so the lychstar and wraiths being in his gunline from turn 1 just shut down his offense.

Because I kept his heavy guns tied up, reanimation protocols really saved my bacon, I got back around back 8 lychguard (224 points), 3 destroyers (150 points), and 11 tomb blades (252 points) over six turns, it was an unassailable amount of snowball. My big problem is I burned through all of my CP by the end of the second round, which is why my overlord died on turn 3, with no chance to come back. Anyway Just thought I'd let you guys know how my crazy new idea worked out.

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

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






Germany

 vipoid wrote:

1) Why are Tesla Immortals so much more popular than Gauss ones?

I get that Tesla Immortals have synergy with MWBD, so I can understand including a unit of them per Overlord. However, it seems that Tesla is basically always taken even when someone is using far more Immortal units than Overlords. Is the AP-2 really not worth it? It seems like it gives the unit a lot more versatility.


There is a stratagem that lets you do MWBD twice, so only one overlord needed to buff two units. There is another stratagem that removes cover. Tesla is always two shots. Tesla can still shoot after advancing. Tesla always scores three hits when overwatching on a natural 6.

 vipoid wrote:

2) What are your thoughts on the different Dynasty Codes?

My lists generally use:
- Destroyer Lord
- Overlord
- Immortals
- Wraiths
- Destroyers
- 1 Triarch Stalker
(I also have a CCB/Annihilation Barge, a few scarabs and 10 Deathmarks, some or all of which might actually see use now.)

Anyway, it just seems like there isn't any obvious option. Sautekh is useful for the Stalker but not much else, Novokh is okay for the Wraiths and D. Lord but not much else, Mephrit is okay for the Destroyers and poor or useless for everything else, Nephrekh is good for the Wraiths (and maybe the D. Lord) but mediocre or poor for everything else, and Nihilakh just seems crap on everything. Maybe they're just well-balanced, but that doesn't help me when it comes to choosing one.

Could someone give me some advice?


Sautekh is useful for taking imotekh, and for any unit with heavy weapon that moves, it also gives you access to a stratagem which gives +1 to hit, which means tesla explodes on 4+. Imagine MWBD twice on two units of 10 tesla immortals. Targeting, and wounding, an enemy unit with the stalker, then using that stratagem on that enemy unit. 40 tesla shots hitting on 2+, re-rolling 1s. You can score 80 hits with this. Dont underestimate a 9 model unit of novokh scarabs. 36 attacks, re-rolling all failed hits. Mephrit is meh on footslogging infantry (although charging mephrit tesla immortals can be quite dangerous), but ok on flying units, its easier to get within half range, and they can still fallback and shoot in case they get attacked in melee. Nephrekh is good for deepstriking infantry (which includes (heavy) destroyers) and scarabs. Auto advancing 6", which benefits CC units like scarabs and wraith, who can still charge with a stratagem. Nihilakh is good for units that dont move, like the DDA. There is a nasty nihilakh stratagem which gives +1 to saves, if you didnt move, or are within 3" of an objective marker. If wraith manage to tie up a knight in CC they become pretty much indestructible with that stratagem, its a 2+ inv. The knight cant fallback because wraith arent infantry nor swarm. A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice. If you have two tvaults, both can get a 3+ inv.

Dont just look at the code only, there are stratagems involved as well, some are quite strong.

This message was edited 2 times. Last update was at 2018/12/14 07:17:31


 
   
Made in gb
Regular Dakkanaut




Luckily ive been given a part built triach stalker by a friend whats the best loadout for it?

   
Made in jp
Proud Triarch Praetorian





 p5freak wrote:
A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.

Wut.

 
   
Made in gb
Deranged Necron Destroyer




 skoffs wrote:
 p5freak wrote:
A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.

Wut.


Because the stratagem doesn't happen in a phase, it can be used multiple times in.
   
Made in dk
Loyal Necron Lychguard






daismith906 wrote:
Luckily ive been given a part built triach stalker by a friend whats the best loadout for it?

Gauss if you want it to support DDAs or if you're planning on being agressive, Particle if your want it to support Warriors. Heat if you're expecting your opponent to be agressive. Gauss is the most versatile because of range and is what I'd recommend if you're building your first one, it's not like the 4 extra shots with Particle is going to make a huge difference against Orks anyway if that is what you're shooting at.


Automatically Appended Next Post:
IanVanCheese wrote:
 skoffs wrote:
 p5freak wrote:
A tvault camping on an objective marker gets a 3+ inv. This stratagem can be played multiple times on one unit. Do you want your tvault to have a 2+ inv ? Play it twice.

Wut.


Because the stratagem doesn't happen in a phase, it can be used multiple times in.

Very overrated. It won't protect the rest of your army, paying 4 CP is a total waste in most circumstances. The Sautekh Strat increases your firepower by 50% if you're just gunning down a huge blob of whatever, while less meaningful your opponent can't play around it in the same way you can with the Nihilakh Strat.

This message was edited 1 time. Last update was at 2018/12/14 10:39:20


 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Immortals, Gauss vs. Tesla

Tesla all the way.

-The maths shows that it's better against more targets, especially at 24" which is where you want to be.
-In practice I've found that Tesla scares people, while Gauss feels like nothing until you get in 12".
-Tesla benefits much more from MWBD, and you will always have 2-3 uses of MWBD in a list.
-Tesla Immortals are our best unit at what they do: anti horde
-Gauss Immortals provide AP, everything has AP in our army (if it isn't Tesla)- Both Destroyers, Wraith, Lychguard, DDAs, Pretorians, Warriors, Monolith, HQ weapons, C'tan... We have so much AP that invul saves are one of our biggest problems to deal with.

So, Tesla is far better at doing it's job than Gauss is, and Teslas job is one that actually needs doing.


Dynasty Traits

The problem with our Dynasties is that none of them are very good in general- they only really help specific units.

Mephrit: This is a really good boost for rapid fire weapons.
Novokh: Obviously for CC units, but not Pretorians, or C'tan, and won't do a lot for Lychguard (or Flayed ones lol) if you're using MWBD. So Wraith and Scarabs.
Nephrek: Also Nice for Wraith and Scarabs due to the advance and charge strat.
Nihilak: DDAs.
Sautekh: Mandatory for Doom Scythes and Tomb Sentinels. Handy on DDAs and Gauss Cannon Anni Barges.

All of these can help other units, a little bit, sometimes.

If you're spamming a particular type of unit from the above there may be an obvious Dynasty, but most lists don't seem to be. So it comes down to the stratagems, Warlord Traits, and special characters (The Veil is the only relic). Since the FAQ to first turn reserves nerfed Nephrek, there is one clear winner in all three of these options: Sautekh.

Sautekh is the default Dynasty. Only when your list skews heavily in a specific direction should you consider anything else.



More on Zhandrek and Obyron (because I can't help ranting about them)

If we assume that both characters move and advance an average of 8.5" before using the Ghostwalk Mantle, and that the target unit also moves 5", then the ability effectively means:

-Draw a 39" diameter circle centered on Obyron.

-Draw a 31" diameter circle centered on Zhandrek.

-Any infantry unit in Obyrons circle can be moved to anywhere in Zhandreks circle.

That's a massive amount of board. If NZ and VO start the turn holding hands in the middle of the board, you can teleport a unit from your deployment zone into your opponents deployment zone.


If you take a Monolith (maybe you shouldn't lol), and use Dimensional Corridor(DC) on either NZ, VO, or the target unit prior to Ghostwalking, then additionally:

-Any unit in Obyrons circle can be moved to anywhere in Zhandreks circle, or anywhere in a 45" diameter circle centered on the Monolith -(DC NZ)

-Any unit in Obyrons circle, or within a 53" diameter circle centered on the Monolith, can be moved to anywhere in Zhandrekhs circle -(DC VO)

-If the Monolith is within 4" of Obyrons circle, any infantry unit on the board can be moved to anywhere in Zandrekhs circle -(DC the unit)


That's an awesome set of mechanics to have access to in a strategy game, and adds some real depth to the army. Competative? Probably not, but many opponents are not going to be able to keep track of all the things that could happen.

   
Made in no
Grisly Ghost Ark Driver





Love these rants, problem of course is that you yourself likely end up as confused as the opponent.

But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.


Automatically Appended Next Post:
How do you draw a. 31" circle around NZ?

He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle

This message was edited 1 time. Last update was at 2018/12/14 14:35:57


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Agreed about the dynasty traits. They are really limited and don't do anything to benefit the army as a whole. I don't know if its a difference in design policy, incompetence or malice, but compared to what other factions get, they are more or less useless unless you have a really specific build in mind.

If the necron codex is to be redone, the dynasty traits should be the first on the block.

This message was edited 1 time. Last update was at 2018/12/14 14:53:55


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
Numberless Necron Warrior




torblind wrote:
Love these rants, problem of course is that you yourself likely end up as confused as the opponent.

But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.


Automatically Appended Next Post:
How do you draw a. 31" circle around NZ?

He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle



Right, with advance, he'll move 8.5". If he gives himself MWBD, it will be 9.5" from his initial spot. VO picks them up and adds a another 6" so 15.5" total from his initial spot.

If you chose to move NZ in the opposite direction instead, then you double that value.

<-----15.5"-----> NZ <------15.5"------->
   
Made in no
Grisly Ghost Ark Driver





Necronplayer wrote:
torblind wrote:
Love these rants, problem of course is that you yourself likely end up as confused as the opponent.

But it sure offers a game mechanic that's wildly different from simply moving opposing forces towards one another hoping your offence will be stronger than his defence.


Automatically Appended Next Post:
How do you draw a. 31" circle around NZ?

He moves 8.5", VO picks up a unit somewhere else and puts them within 6" of NZ, doesn't that them become a 14.5" circle



Right, with advance, he'll move 8.5". If he gives himself MWBD, it will be 9.5" from his initial spot. VO picks them up and adds a another 6" so 15.5" total from his initial spot.

If you chose to move NZ in the opposite direction instead, then you double that value.

<-----15.5"-----> NZ <------15.5"------->


Oh I was thinking radius but I rereading I see that he says diameter of course. I guess it make senses since its the total distance traveled by target unit.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Yeah, diameter. Also the extra inch is the teleported units base size, only the edge of the base needs to be within 6" of Zhan. I suppose you can also add an inch to the diameters for Zhan and Obys base sizes.

problem of course is that you yourself likely end up as confused as the opponent.


Too right. I spent a silly amount of time figuring out how to write the options in a succinct manner in that post above.

This message was edited 4 times. Last update was at 2018/12/14 15:28:38


 
   
Made in gb
Dakka Veteran





Had my first game since CA on Wednesday. It was 1250 points vs Gaurd and I tabled him on on turn 6. 14 Victory points to 4. This had more to do with him not playing very well than anything else though

Spoiler:


I took:

Mephrit

Lord w/ sword & veil
Cryptek (warlord) w/ chrono & mephrit warlord trait

3x5 Tesla Immortals

5 Destroyers (1 was heavy)

DDA

Nightbringer

4 Wraiths

6 Scarabs


He took (as best as I can remember):

Company commander
Primaris Psyker
Commissar

2 platoon commanders
2 command squads

2 veteran squads
4 infantry squads - all with heavy weapons
2 chimeras

Vindicare Assassin

Leman Russ

Basilisk

2 scout sentinels

1 heavy weapons squad of lascannons


Let's just say I wasn't very confident going into the game, given the amount of forces he was able to take. But I was very aggressive and luckily I got first turn.

-My DDA just about had line of sight on his LRBT and popped it first turn.
-The Wraiths sprinted up my right flank and used the strat to make an 8 inch charge into a very poorly placed infantry squad.
-Veiled the Lord and one squad of Immortals behind his flamer squad on his right flank and killed them all.
-NB was a big disappointment all game. Powers were underwhelming and when he got into combat on turn 4, destroyed a chimera but then spent the next 5 combat phases failing to kill anything at all.
-Scarabs killed a sentinel and the DDA killed the other one
-His Basilisk and heavy weapons killed 4 Destroyers who were rubbish in the first 2 turns, doing almost nothing.
-Vindicare sniped my Cryptek dead by the end of turn 2. That thing is a steal for 80 points.
-Wraiths daisy chained onto the Basilisk on turn 2, rolling 10 inches for the charge and surrounding it. Killed it on turn 3
-Lord and Immortals charged his vets, spent the rest of the game in combat, the only significant damage to either particiant coming from exploding chimera
-3 Destroyers got back up and then they went to work, slaughtering everything for the remainder of the game.
-He shot a lot into my Wraiths and used smite and the Assasin to finish them all off on turn 4
-Other 2 squads of Immortals mopped up the rest of his infantry
-Game ended with heroic last stand of his HQ's in combat against my Scarabs, Nightbringer and Destroyers

In my next game against the same guy which will be 1500p, I will drop the NB because I feel he's not suited to this matchup and take a Triarch Stalker instead

   
 
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