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Made in de
Regular Dakkanaut




Is there a viable 1k Necron list out there?

Especially one that handels knights somehow?
   
Made in us
Irked Necron Immortal





Jackson, TN

 CKO wrote:
If you have 2 ghost arks by a warrior squad can they re-animate 3 times?


No, just like the Cryptek, the tricky wording of "any friendly" is in the ability.

But, you do get to trigger the ability and roll reanimation for multiple units of warriors near it as it says "units."

It is basically a non-stacking aura.

 p5freak wrote:
You can get a third RP roll (once per battle) with the orb of eternity.


Not in the same turn, the Ghost ark ability says otherwise.
   
Made in us
Dakka Veteran




ImPhaeronWeasel wrote:
Is there a viable 1k Necron list out there?

Especially one that handels knights somehow?


What type of tryhard jackass is bringing knights to 1k pts? If it's just one, you can try Novokh Lychguard. With fight twice, entropic strike, MWBD, and Veil, you should be able to cripple it, if not kill it. You can't really drop it with shooting as the 3++ laughs at your shooting. More than one Knight at 1k you win by finding someone to play who isn't an donkey-cave.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

RogueApiary wrote:
ImPhaeronWeasel wrote:
Is there a viable 1k Necron list out there?

Especially one that handels knights somehow?


What type of tryhard jackass is bringing knights to 1k pts? If it's just one, you can try Novokh Lychguard. With fight twice, entropic strike, MWBD, and Veil, you should be able to cripple it, if not kill it. You can't really drop it with shooting as the 3++ laughs at your shooting. More than one Knight at 1k you win by finding someone to play who isn't an donkey-cave.


More Knights are easier. Strats are once per turn, so if there's multiple Knights, there's only one that's rocking a 3++.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Dakka Veteran




 JNAProductions wrote:
RogueApiary wrote:
ImPhaeronWeasel wrote:
Is there a viable 1k Necron list out there?

Especially one that handels knights somehow?


What type of tryhard jackass is bringing knights to 1k pts? If it's just one, you can try Novokh Lychguard. With fight twice, entropic strike, MWBD, and Veil, you should be able to cripple it, if not kill it. You can't really drop it with shooting as the 3++ laughs at your shooting. More than one Knight at 1k you win by finding someone to play who isn't an donkey-cave.


More Knights are easier. Strats are once per turn, so if there's multiple Knights, there's only one that's rocking a 3++.


At 1k points, you don't have that type of firepower to split off to draw out the rotate and still one round the other Knight. With two Knights he can comfortably keep them both at 4++. Meanwhile a Crusader is going to be shredding through QS/Destroyers with the 2D and D3D guns so you don't have a lot of time on your side either.

This message was edited 1 time. Last update was at 2019/02/28 02:57:11


 
   
Made in de
Nihilistic Necron Lord






Germany

 Draco765 wrote:

Not in the same turn, the Ghost ark ability says otherwise.


You are wrong. Read the ark and the orb rules. The orb is used after you make your RP roll from the ark.

https://www.dakkadakka.com/dakkaforum/posts/list/763901.page

This message was edited 1 time. Last update was at 2019/02/28 06:48:54


 
   
Made in de
Regular Dakkanaut




RogueApiary wrote:
ImPhaeronWeasel wrote:
Is there a viable 1k Necron list out there?

Especially one that handels knights somehow?


What type of tryhard jackass is bringing knights to 1k pts? If it's just one, you can try Novokh Lychguard. With fight twice, entropic strike, MWBD, and Veil, you should be able to cripple it, if not kill it. You can't really drop it with shooting as the 3++ laughs at your shooting. More than one Knight at 1k you win by finding someone to play who isn't an donkey-cave.


Its a small tourney I have in my local store.

The diversity is actually pretty good their but everytime I go to this tourney I play Knights 2 out of 3 times. I guess my luck isnt the best.

And the people who want to win this small tourney they usually play the meta (means Knights, dark elves, IG soup etc.).

Usually I place somewhere around the middle (15/16 out of 30). Last time I was the best Necron player (with 12/13 place). All the rest above are Knights, elves, IG/Admech soup).

So if I want to get at least a little bit higher I HAVE to have an answer to knights.
   
Made in gb
Proud Triarch Praetorian





You could just out Donkey-Cave him

Cloaktek with Abyssal Staff, 2x DDA, Repair Spyder, Sautekh Strat
+
DLord w/ Warscythe w/ 3x 3 Scarabs, Novokh
is IIRC 950~ points

Or bring 3 Doom Scythes and a Battalion of Tesla Immortals to fuel those beautiful 3d3MW strats

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 gb
Deranged Necron Destroyer



UK, Midlands

Against a knight with a 3++ DDAs and Doom scythes are pretty bad. MWBD tesla Immortals will probably do as much. As someone else mentioned, Novokh Lychguard with the +1 strength strat and possibly fighting twice are quite good.

Overlord+ Veil + Voidscythe + Reroll charge WL trait
Overlord

10x Tesla Imm
10x Tesla Imm
10x Tesla Imm

10x Lychguard

3x Scarabs
3x Scarabs

999pts

This might be good? Tesla Immortals can clear screens while the Lychguard hide and wait to teleport into combat. Scarabs can grab objectives, absorb overwatch, and possibly add some MW with their strat.

Might struggle vs Dark Eldar with lots of Disintegrators though.

   
Made in no
Grisly Ghost Ark Driver





Keep in mind, 10 MWBD tesla immortals aren't too shabby against a knight. If you get them reroll 1s to wound, you're looking at almost 4 wounds per salvo. Without othe lord yuor 3x10 group is still doing 10 wounds to it. Perhaps those LG should be the decoy and the immortals your real knight killers.

If it gets too close, throw in your overlords to deal the final blows.
   
Made in us
One Canoptek Scarab in a Swarm






 p5freak wrote:
 Draco765 wrote:

Not in the same turn, the Ghost ark ability says otherwise.


You are wrong. Read the ark and the orb rules. The orb is used after you make your RP roll from the ark.

https://www.dakkadakka.com/dakkaforum/posts/list/763901.page


Gonna have to say no on that, if you read the res orb and orb of eternity it states, " once
per battle, immediately after you have made your Reanimation
Protocols rolls." - direct copy posta from the PDF codex.

Since it says immediately after you make your RP roll you can use the orbs ability. Not several phases into your turn. So you can only ever have a max of 2 RP rolls for a unit per turn.

This message was edited 3 times. Last update was at 2019/02/28 15:26:59


 
   
Made in no
Grisly Ghost Ark Driver





 Tauris_Blazestar wrote:
 p5freak wrote:
 Draco765 wrote:

Not in the same turn, the Ghost ark ability says otherwise.


You are wrong. Read the ark and the orb rules. The orb is used after you make your RP roll from the ark.

https://www.dakkadakka.com/dakkaforum/posts/list/763901.page


Gonna have to say no on that, if you read the res orb and orb of eternity it states, " once
per battle, immediately after you have made your Reanimation
Protocols rolls." - direct copy posta from the PDF codex.

Since it says immediately after you make your RP roll you can use the orbs ability. Not several phases into your turn. So you can only ever have a max of 2 RP rolls for a unit per turn.


Couldn't RP roll for both "beginning of turn" and "after Ghost Ark mvoed in range" be covered by that sentence? The GA-induced RP roll should be as good as any
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

It seems kind of irrelevant. It only applies to warriors after you've already RP'd twice so it would never be worth it. No one takes res orbs anyway.
   
Made in us
One Canoptek Scarab in a Swarm






torblind wrote:
 Tauris_Blazestar wrote:
 p5freak wrote:
 Draco765 wrote:

Not in the same turn, the Ghost ark ability says otherwise.


You are wrong. Read the ark and the orb rules. The orb is used after you make your RP roll from the ark.

https://www.dakkadakka.com/dakkaforum/posts/list/763901.page


Gonna have to say no on that, if you read the res orb and orb of eternity it states, " once
per battle, immediately after you have made your Reanimation
Protocols rolls." - direct copy posta from the PDF codex.

Since it says immediately after you make your RP roll you can use the orbs ability. Not several phases into your turn. So you can only ever have a max of 2 RP rolls for a unit per turn.


Couldn't RP roll for both "beginning of turn" and "after Ghost Ark mvoed in range" be covered by that sentence? The GA-induced RP roll should be as good as any


In addition, at the end of your Movement
phase, you can make Reanimation Protocols rolls for
slain models from <DYNASTY> Warriors units within
3" of any friendly <DYNASTY> Ghost Arks. You cannot
use this ability on a unit that has been the target of a
resurrection orb or the Orb of Eternity this turn.
Doubtful, RP is coming from the Ghost ark not the standard RP at the start of your turn. The last line of the ability also calls out the orbs stating that you can use the Ghost Ark ability on units that used an orb.


Automatically Appended Next Post:

This message was edited 2 times. Last update was at 2019/02/28 16:03:35


 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Random fact:

There is a 25% chance that you will want to use the rerolled charge WL trait on a unit trying to make a 9" charge with MWBD on.

There is a 75% chance that you will either make the charge, or be better off using a CP to reroll one dice.

Don't know if that info is really helpful for anyone but there it is.



But if it artefact does allow you to make an RP roll after the Ghost Ark's Repair Barge ability why don't Necrons have a stronger showing at the competitive level?


Because the ability to do that is fairly useless anyway?

This message was edited 1 time. Last update was at 2019/02/28 16:04:49


 
   
Made in us
One Canoptek Scarab in a Swarm






Resurrection Orb: If this model has a resurrection
orb, once per battle, immediately after you have made
your Reanimation Protocols rolls at the beginning of
the turn
, you can make Reanimation Protocols rolls for
models from a friendly <DYNASTY> INFANTRY unit
within 3" of this model.


Model with resurrection orb only. The Orb of Eternity replaces the
bearer’s resurrection orb. If a model has the Orb of Eternity, once
per battle, immediately after you have made your Reanimation
Protocols rolls, you can make Reanimation Protocols rolls for
models from a friendly <DYNASTY> INFANTRY unit within 3" of
the bearer; when making these rolls add 1 to the result of each roll.


Though I can see the argument after going over the codex again for the Orb of Eternity to slip in there since it doesn't say exactly the same thing as the Res Orb. But if the artefact does allow you to make an RP roll after the Ghost Ark's Repair Barge ability why don't Necrons have a stronger showing at the competitive level?

This message was edited 1 time. Last update was at 2019/02/28 16:07:50


 
   
Made in us
Haemonculi Flesh Apprentice






Hey guys, what are your thoughts on ways to deal with deathwatch? I have been seeing them more and more. One list had:

Catachan Battalion
2 CC
3 Infantry squads

Grey Knight Supreme Command
Draigo
2 GM Nemisis dread knights

Deathwatch Battalion
Watch Master
Librarian
4 Squads of Vets with with max Storm shields and storm bolter
-Blackshield
-Terminator
-Bike
-Vanguard vet
One squad has a heavy bolter for hellfire shells stratagem.

Those squads can piss shots with the beta bolter drill (36) with a ton of rerolls. It's very annoying to face in ITC format. It gets real annoying when the NDK or draigo gate forward after using that strat and sanctuary to get a 2+ invulnerable save.

EDIT: One more thing, those vet squads each get a teleporter homer for free, which zone block reserves somehow.

I haven't faced it with my necrons yet, but my current list is:
Sahtek Battalion
Imotekh
cryptek SoL
2x10 tesla immortals
5 Guass immortals
Triarch stalker HR
Triarch stalker HGC
6 destroyers
9 tomb blades with GB Shield V
Sautekh Spearhead
Lord VB
2xDDA
3 heavy destroyers
I sometimes swap the 9 tomb blades for 5 wraiths and 3 scarabs.

Just looking for some strategies since I don't play my necrons as often as my other armies, but post CA18 I have been dusting them off. Deathwatch especially in ITC format seems reall strong when souping.

This message was edited 1 time. Last update was at 2019/02/28 16:23:48


   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I would guess that MWBD Tesla Immortals win a shootout vs those vet squads if you can stay in cover. If the vets are also in cover use the Solar Pulse strat.

   
Made in us
Haemonculi Flesh Apprentice






Moosatronic Warrior wrote:
I would guess that MWBD Tesla Immortals win a shootout vs those vet squads if you can stay in cover. If the vets are also in cover use the Solar Pulse strat.



I considered that, the problem is with special issue ammo they can reach you at 30" without them moving while immortals walk 5" and shoot 24". I thought of solar pulse but he also can tank wounds on the terminator which really cuts down the damage, the real nightmare is when your inside 24" of those vets. They hit average 32 hits and wound on 2's rerolling 1's with poison rounds. I am not sure the immortals work alone, I'd need to use them along with the destroyers I'm guessing. I own two Doomscythes, maybe I need a third for the stratagem, I just don't know what I'd drop form the list besides the heavy destroyers, probably the stalkers?

I'd like to solve this with the list I posted (it's just a lot of fun using a lot of different stuff and versatile) but if we can't come up with some idea I guess I'll have top make a change

   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I think your list will find it very hard to win that match up. I also can't think of many cron lists that would do well. Mortal wounds would be very good vs all those invuls but we can't generate many.

I think your list would be better if you made the small Gauss Blaster unit into another 10 Tesla Imms, dropped the heat ray Stalker and made one (or both) of your non Immotek HQs into Overlords.
   
Made in us
Haemonculi Flesh Apprentice






Yea, it's a rough match for sure but I am guessing the triple doomscythe strat and the storm might gut the vet teams. Problem there is he can always opt to just reserve them, then drop in and nix a doomscythe or two. But then I'd be up on points hopefully. IDK it's tough.

BTW why would I want 3 overlords?

This message was edited 1 time. Last update was at 2019/02/28 17:20:39


   
Made in no
Grisly Ghost Ark Driver





 Tauris_Blazestar wrote:
torblind wrote:
 Tauris_Blazestar wrote:
 p5freak wrote:
 Draco765 wrote:

Not in the same turn, the Ghost ark ability says otherwise.


You are wrong. Read the ark and the orb rules. The orb is used after you make your RP roll from the ark.

https://www.dakkadakka.com/dakkaforum/posts/list/763901.page


Oh. So that's pretty definite then. No 3rd RP using an orb

Gonna have to say no on that, if you read the res orb and orb of eternity it states, " once
per battle, immediately after you have made your Reanimation
Protocols rolls." - direct copy posta from the PDF codex.

Since it says immediately after you make your RP roll you can use the orbs ability. Not several phases into your turn. So you can only ever have a max of 2 RP rolls for a unit per turn.


Couldn't RP roll for both "beginning of turn" and "after Ghost Ark mvoed in range" be covered by that sentence? The GA-induced RP roll should be as good as any


In addition, at the end of your Movement
phase, you can make Reanimation Protocols rolls for
slain models from <DYNASTY> Warriors units within
3" of any friendly <DYNASTY> Ghost Arks. You cannot
use this ability on a unit that has been the target of a
resurrection orb or the Orb of Eternity this turn.
Doubtful, RP is coming from the Ghost ark not the standard RP at the start of your turn. The last line of the ability also calls out the orbs stating that you can use the Ghost Ark ability on units that used an orb.


Automatically Appended Next Post:
   
Made in de
Nihilistic Necron Lord






Germany

 Tauris_Blazestar wrote:

Though I can see the argument after going over the codex again for the Orb of Eternity to slip in there since it doesn't say exactly the same thing as the Res Orb. But if the artefact does allow you to make an RP roll after the Ghost Ark's Repair Barge ability why don't Necrons have a stronger showing at the competitive level?


A RP roll from the GA is a RP roll. Thus its legal to use the orb after the GA RP roll. However, you need to pick the res orb for 35 pts., the relic orb (which uses up your free relic slot), and its only once per battle. And its after you already made two RP rolls, with 4+, if a cryptek is nearby. Meaning you will probably already have reanimated quite a lot of warriors, there wont be many left to reanimate on 3+.
   
Made in us
Dakka Veteran




 Red Corsair wrote:
Hey guys, what are your thoughts on ways to deal with deathwatch? I have been seeing them more and more. One list had:

Catachan Battalion
2 CC
3 Infantry squads

Grey Knight Supreme Command
Draigo
2 GM Nemisis dread knights

Deathwatch Battalion
Watch Master
Librarian
4 Squads of Vets with with max Storm shields and storm bolter
-Blackshield
-Terminator
-Bike
-Vanguard vet
One squad has a heavy bolter for hellfire shells stratagem.

Those squads can piss shots with the beta bolter drill (36) with a ton of rerolls. It's very annoying to face in ITC format. It gets real annoying when the NDK or draigo gate forward after using that strat and sanctuary to get a 2+ invulnerable save.

EDIT: One more thing, those vet squads each get a teleporter homer for free, which zone block reserves somehow.



Mortal wounds to get around the 3++. Scarabs/Ctan powers. -1 AP is pretty much the sweet spot for forcing failed saves on storm shields/termies so Gauss should be pretty good in the matchup.

Also, the homers don't zone block reserves as they are not units. Almost the opposite, if you get within 9", the homers are destroyed. Keep in mind though that if you are at say, 10", the Deathwatch can teleport to their homer ignoring the normal 9" deepstrike restriction and can proceed to get like a 3-4" charge.

He's probably under the mistaken impression the teleport homer is a model. It has no datasheet and can't be interacted with (ie you can't shoot or charge it) so it's not. If he points out blip markers zone, that's because blip markers explicitly say they zone.

This message was edited 1 time. Last update was at 2019/02/28 21:31:48


 
   
Made in no
Grisly Ghost Ark Driver





 p5freak wrote:
 Tauris_Blazestar wrote:

Though I can see the argument after going over the codex again for the Orb of Eternity to slip in there since it doesn't say exactly the same thing as the Res Orb. But if the artefact does allow you to make an RP roll after the Ghost Ark's Repair Barge ability why don't Necrons have a stronger showing at the competitive level?


A RP roll from the GA is a RP roll. Thus its legal to use the orb after the GA RP roll. However, you need to pick the res orb for 35 pts., the relic orb (which uses up your free relic slot), and its only once per battle. And its after you already made two RP rolls, with 4+, if a cryptek is nearby. Meaning you will probably already have reanimated quite a lot of warriors, there wont be many left to reanimate on 3+.


Are you not seeing the text that they are quoting? Last sentence.


Automatically Appended Next Post:
If you mean to pull some RAW shenanigans and be 'that guy' then at least say so
[Thumb - Screenshot_20190228-225555.png]

This message was edited 1 time. Last update was at 2019/02/28 22:08:32


 
   
Made in us
Haemonculi Flesh Apprentice






RogueApiary wrote:
 Red Corsair wrote:
Hey guys, what are your thoughts on ways to deal with deathwatch? I have been seeing them more and more. One list had:

Catachan Battalion
2 CC
3 Infantry squads

Grey Knight Supreme Command
Draigo
2 GM Nemisis dread knights

Deathwatch Battalion
Watch Master
Librarian
4 Squads of Vets with with max Storm shields and storm bolter
-Blackshield
-Terminator
-Bike
-Vanguard vet
One squad has a heavy bolter for hellfire shells stratagem.

Those squads can piss shots with the beta bolter drill (36) with a ton of rerolls. It's very annoying to face in ITC format. It gets real annoying when the NDK or draigo gate forward after using that strat and sanctuary to get a 2+ invulnerable save.

EDIT: One more thing, those vet squads each get a teleporter homer for free, which zone block reserves somehow.



Mortal wounds to get around the 3++. Scarabs/Ctan powers. -1 AP is pretty much the sweet spot for forcing failed saves on storm shields/termies so Gauss should be pretty good in the matchup.

Also, the homers don't zone block reserves as they are not units. Almost the opposite, if you get within 9", the homers are destroyed. Keep in mind though that if you are at say, 10", the Deathwatch can teleport to their homer ignoring the normal 9" deepstrike restriction and can proceed to get like a 3-4" charge.

He's probably under the mistaken impression the teleport homer is a model. It has no datasheet and can't be interacted with (ie you can't shoot or charge it) so it's not. If he points out blip markers zone, that's because blip markers explicitly say they zone.


A teleport homer literally is a model though, it comes in a kit. I am not saying your wrong, but where in the rules for reinforcements arriving from off the table does it say a model needs a data slate or stat line to be an enemy model. Not disagreeing with you but I need to be able to quote something.

Also, do you really think C'tan are efficient enough? I don't see how a 200 point model as slow as they are is going to remove enough to get their points back. They would probably just soak me for big game hunter or head hunter.

This message was edited 1 time. Last update was at 2019/03/01 01:49:18


   
Made in us
One Canoptek Scarab in a Swarm






torblind wrote:
 p5freak wrote:
 Tauris_Blazestar wrote:

Though I can see the argument after going over the codex again for the Orb of Eternity to slip in there since it doesn't say exactly the same thing as the Res Orb. But if the artefact does allow you to make an RP roll after the Ghost Ark's Repair Barge ability why don't Necrons have a stronger showing at the competitive level?


A RP roll from the GA is a RP roll. Thus its legal to use the orb after the GA RP roll. However, you need to pick the res orb for 35 pts., the relic orb (which uses up your free relic slot), and its only once per battle. And its after you already made two RP rolls, with 4+, if a cryptek is nearby. Meaning you will probably already have reanimated quite a lot of warriors, there wont be many left to reanimate on 3+.


Are you not seeing the text that they are quoting? Last sentence.


Automatically Appended Next Post:
If you mean to pull some RAW shenanigans and be 'that guy' then at least say so


He is talking about sequencing: RP at start of turn, Ghost Ark Repair Barge End of Movement, then pop Orb for one more RP shenanigans with warriors. Which is kinda of a lot to invest for warriors but I'm a fan of silver tides cause

This message was edited 3 times. Last update was at 2019/03/01 02:23:32


 
   
Made in ie
Deranged Necron Destroyer





He is talking about sequencing: RP at start of turn, Ghost Ark Repair Barge End of Movement, then pop Orb for one more RP shenanigans with warriors. Which is kinda of a lot to invest for warriors but I'm a fan of silver tides cause


Which you can't do as Repair Barge specifically states "You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn."

No offense to you or the original poster. But, how hard is it to go to your codex, proof read your idea and make sure you are right in your statement before posting on an internet forum about something that you can't do.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
One Canoptek Scarab in a Swarm






 Odrankt wrote:
He is talking about sequencing: RP at start of turn, Ghost Ark Repair Barge End of Movement, then pop Orb for one more RP shenanigans with warriors. Which is kinda of a lot to invest for warriors but I'm a fan of silver tides cause


Which you can't do as Repair Barge specifically states "You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn."

No offense to you or the original poster. But, how hard is it to go to your codex, proof read your idea and make sure you are right in your statement before posting on an internet forum about something that you can't do.


When someone says no offense...

Yup, I tend to read the codex very often. With the way it is worded you are correct, if you use the orbs after your initial RP roll at the beginning of your turn then you can not target that same unit with the Ghost Ark ability. The idea being brought up is the way the Orb of Eternity is worded with no restriction to a phase like the Rez orb and using it after the Ghost Ark triggers RP again.

This message was edited 2 times. Last update was at 2019/03/01 03:49:40


 
   
Made in de
Nihilistic Necron Lord






Germany

Red Corsair wrote:A teleport homer literally is a model though, it comes in a kit. I am not saying your wrong, but where in the rules for reinforcements arriving from off the table does it say a model needs a data slate or stat line to be an enemy model. Not disagreeing with you but I need to be able to quote something.

Also, do you really think C'tan are efficient enough? I don't see how a 200 point model as slow as they are is going to remove enough to get their points back. They would probably just soak me for big game hunter or head hunter.


A teleport homer is not a model, read the FAQS. BRB update 1.3. And I don't any ctanis worth it's points, maybe the deceiver for it's redeploy ability.



Odrankt wrote:
He is talking about sequencing: RP at start of turn, Ghost Ark Repair Barge End of Movement, then pop Orb for one more RP shenanigans with warriors. Which is kinda of a lot to invest for warriors but I'm a fan of silver tides cause


Which you can't do as Repair Barge specifically states "You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn."

No offense to you or the original poster. But, how hard is it to go to your codex, proof read your idea and make sure you are right in your statement before posting on an internet forum about something that you can't do.


I suggest you do the same. It's perfectly legal to use the relic orb after the arks RP roll.

This message was edited 1 time. Last update was at 2019/03/01 04:53:02


 
   
 
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