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Made in us
Dakka Veteran




 Red Corsair wrote:
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.



Core Rules, pg 176

Models & Datasheets
The rules and characteristics for all models, and some terrain features, are presented on data sheets, which you will need in order to use the models in battle.

Well, don't just jam them down his throat, but the DW player is not moving fast either with just vet squads. Find a nice place to relocate the deceiver 18" away from 3 of his DW units and use sky of falling stars to get almost a guaranteed D3 MW to each unit. That's 6 dead storm shields a turn on average dice. He either then needs to move away from your bubble of mortal wounfs, or get closer to draw LOS or charge in. It's not going to beat them by himself, but it'll zone him out or make him pay 120 pts/turn for the privilege.

I mean, in theory you could mess up his plans if he puts all three of his vet squads in deep strike and you use the Deceiver + a couple units to zone out the mid board.

Also, I think points efficiency is a huge trap that doesn't account fully for what a unit is doing for you on the battlefield. It's an ok starting point, but I would not lean on it too hard.
   
Made in ie
Deranged Necron Destroyer





I suggest you do the same. It's perfectly legal to use the relic orb after the arks RP roll.
the intention is clear mate. It's clear that GW doesn't want this to stack. Just because a loop holes let's you do it doesn't mean that was the original intent.

Play the game the way you want but I rather win my games with skills than use loop holes and legal cheating to win a game of toys people.


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 gb
Freaky Flayed One



United Kingdom

So I've recently painted up two big lots of both Praetorians and Canoptek Wraiths. I know I want to play with a strong force of fast melee units.

Question is, what would be better?

20 Praetorians with Voidblades and Particle Casters (possibly with Anrakyr for 40 MWBD attacks per unit in the fight phase)

12 Novokh Wraiths backed up by a Destroyer Lord with Crimson Haze
   
Made in de
Nihilistic Necron Lord






Germany

 Odrankt wrote:
I suggest you do the same. It's perfectly legal to use the relic orb after the arks RP roll.
the intention is clear mate. It's clear that GW doesn't want this to stack. Just because a loop holes let's you do it doesn't mean that was the original intent.

Play the game the way you want but I rather win my games with skills than use loop holes and legal cheating to win a game of toys people.



Sorry, i didnt know you know GWs intent. Are you 100% sure they didnt want the relic orb to be better than the standard orb ? They havent changed the rules in the necron FAQ, nor in two big FAQs, nor in CA 18, so it must be intended that its possible to use the relic orb after the GA RP roll.

This message was edited 2 times. Last update was at 2019/03/01 15:38:03


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

dapperbandit wrote:
So I've recently painted up two big lots of both Praetorians and Canoptek Wraiths. I know I want to play with a strong force of fast melee units.

Question is, what would be better?

20 Praetorians with Voidblades and Particle Casters (possibly with Anrakyr for 40 MWBD attacks per unit in the fight phase)

12 Novokh Wraiths backed up by a Destroyer Lord with Crimson Haze



12 Novokh Wraiths hit harder, and do more damage, and are more durable, plus, they can advance and charge with Adaptive Subroutines Stratagem.
You'll find Anrakyr (Despite being my FAVORITE Necron Character) is near impossible to keep up with the speed of the Praetorians. Also, as they lack a dynasty, they can't be helped by My Will be Done, they've really been neutered in our codex. That would be a rough setup to try and manage unless you know your enemy is coming right to you.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Freaky Flayed One



United Kingdom

Unless I'm missing something, Anrakyr (like Imotekh) can do MWBD on infantry regardless of dynasty.
   
Made in no
Grisly Ghost Ark Driver





 p5freak wrote:
 Odrankt wrote:
I suggest you do the same. It's perfectly legal to use the relic orb after the arks RP roll.
the intention is clear mate. It's clear that GW doesn't want this to stack. Just because a loop holes let's you do it doesn't mean that was the original intent.

Play the game the way you want but I rather win my games with skills than use loop holes and legal cheating to win a game of toys people.



Sorry, i didnt know you know GWs intent. Are you 100% sure they didnt want the relic orb to be better than the standard orb ? They havent changed the rules in the necron FAQ, nor in two big FAQs, nor in CA 18, so it must be intended that its possible to use the relic orb after the GA RP roll.


Really?

In this case it's bloody obvious as your way logically invalidates writing the rule they put in in th first place. With the disclaimer that the German codex is worded absurdly.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

dapperbandit wrote:
Unless I'm missing something, Anrakyr (like Imotekh) can do MWBD on infantry regardless of dynasty.

I stand corrected.


However, you'd only get one use of MWBD before you're likely out of range to use it. YMMV though

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in no
Grisly Ghost Ark Driver





 iGuy91 wrote:
dapperbandit wrote:
Unless I'm missing something, Anrakyr (like Imotekh) can do MWBD on infantry regardless of dynasty.

I stand corrected.


However, you'd only get one use of MWBD before you're likely out of range to use it. YMMV though


Yeah, trafficking Anrakyr around is a challenge
   
Made in gb
Freaky Flayed One



United Kingdom

It depends really. What I'd typically do is have them do their thing on a centre objective which they could reach if deployed aggressively. Anrakyr needs 3" for the +1 attack and 6" for MWBD, which he can give twice because the strategem doesn't specify DYNASTY either.

I have watched games and played games where looking back, I'm sure they would have caused my opponent a lot of problems.
   
Made in no
Grisly Ghost Ark Driver





Yeah the +1 A buffet is awesome
   
Made in gb
Freaky Flayed One



United Kingdom

It's what I'm thinking, 4 S5 AP-3 attacks per model hitting on 2s, these guys combine bucket of attacks with high AP.

The strat to make them S6 could see you wounding hordes on 2s as well.

There are more models and more wounds in the unit so they could be difficult to shift utterly, and I wouldn't have to pay 2CP for the chance to get some back with RP.

I'm honestly leaning Praetorians. UNLESS, I decided to take both... I'm assuming there's no way to make a list like that competitive lol, I'd have barely any room for AT or troops
   
Made in us
Grisly Ghost Ark Driver






I am sorry for asking silly questions but I just want to make sure I have rules correct before I make any financial commitments.

Turn 1 neither player can can deep strike (flayed ones, translocation crypt, forge world units) but we can use the veil correct.

   
Made in no
Grisly Ghost Ark Driver





 CKO wrote:
I am sorry for asking silly questions but I just want to make sure I have rules correct before I make any financial commitments.

Turn 1 neither player can can deep strike (flayed ones, translocation crypt, forge world units) but we can use the veil correct.


Correct. The Deceiver can also redeploy freely.
   
Made in us
Haemonculi Flesh Apprentice






How are folks using scarabs? I keep overlooking the fact that they can be used to inflict mortal wounds. I feels like that is a good use from them, despite costing CP.

   
Made in de
Nihilistic Necron Lord






Germany

Scarabs intercept smites, they screen and fight against melee units (dont underestimate 9 novokh scarabs), they hold objective markers, they explode in the enemys face, they deny area, they tie up vehicles in melee (and eventually destroy them). Very flexible, durable, cheap unit.
   
Made in us
Haemonculi Flesh Apprentice






 p5freak wrote:
Scarabs intercept smites, they screen and fight against melee units (dont underestimate 9 novokh scarabs), they hold objective markers, they explode in the enemys face, they deny area, they tie up vehicles in melee (and eventually destroy them). Very flexible, durable, cheap unit.


Yea I like them, I always seem to cut them for points however so I can pack more ranged firepower. Then I will find myself wanting mortal wound output or a cheap tarpit. I should probably start running them more often.

This message was edited 1 time. Last update was at 2019/03/02 15:37:31


   
Made in gb
Dakka Veteran





I use larger squads to tarpit expensive vehicles for the whole game (lol) and smaller squads to take objectives. Such a useful unit always in my army somewhere
   
Made in us
Irked Necron Immortal





Jackson, TN

 p5freak wrote:
 Odrankt wrote:
I suggest you do the same. It's perfectly legal to use the relic orb after the arks RP roll.
the intention is clear mate. It's clear that GW doesn't want this to stack. Just because a loop holes let's you do it doesn't mean that was the original intent.

Play the game the way you want but I rather win my games with skills than use loop holes and legal cheating to win a game of toys people.



Sorry, i didnt know you know GWs intent. Are you 100% sure they didnt want the relic orb to be better than the standard orb ? They havent changed the rules in the necron FAQ, nor in two big FAQs, nor in CA 18, so it must be intended that its possible to use the relic orb after the GA RP roll.


Sorry to have started this little rules fight, but after fully reviewing both effects, yeah, I must agree that subtle wording different does make a HUGE difference.

The Normal Orb has "at the beginning of the turn," The Relic Orb does not allowing it to work right after the Ghost Ark's ability has resolved. Those 6 words are what I missed and I had thought the Relic was simply a +1RP version of the basic Orb.
   
Made in de
Nihilistic Necron Lord






Germany

 Draco765 wrote:

Sorry to have started this little rules fight, but after fully reviewing both effects, yeah, I must agree that subtle wording different does make a HUGE difference.

The Normal Orb has "at the beginning of the turn," The Relic Orb does not allowing it to work right after the Ghost Ark's ability has resolved. Those 6 words are what I missed and I had thought the Relic was simply a +1RP version of the basic Orb.


Its different wording may make a HUGE difference, but it doesnt really matter, because no one will ever use it. I wont, because i dont play warriors. Its simply not worth it.
   
Made in us
One Canoptek Scarab in a Swarm






Well I do have another rules quandary involving Imotekh and the Phaeron's Will stratagem I believe someone made a stink about at LVO.

Phaeron of the Sautekh Dynasty: Imotekh the
Stormlord can use his My Will Be Done ability twice
a turn
, but only if you choose friendly SAUTEKH
INFANTRY units to be affected by it both times.


Use this Stratagem after an OVERLORD from your army
has used their My Will Be Done or Wave of Command
ability. That model can immediately use that ability for a
second time this turn.


Basically since Imotekh's ability has the word twice in it and the stratagem states 'a second time', they create a closed loop. So Imotekh can never give out more then 2 MWBDs a turn even if you waste a CP for it.

This message was edited 1 time. Last update was at 2019/03/02 20:17:27


 
   
Made in us
Irked Necron Immortal





Jackson, TN

 p5freak wrote:
 Draco765 wrote:

Sorry to have started this little rules fight, but after fully reviewing both effects, yeah, I must agree that subtle wording different does make a HUGE difference.

The Normal Orb has "at the beginning of the turn," The Relic Orb does not allowing it to work right after the Ghost Ark's ability has resolved. Those 6 words are what I missed and I had thought the Relic was simply a +1RP version of the basic Orb.


Its different wording may make a HUGE difference, but it doesnt really matter, because no one will ever use it. I wont, because i dont play warriors. Its simply not worth it.


Which, most likely is why it has never come up before.
The point cost of the Orb and the fact that there are much better relics just never let this issue come to light.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 Red Corsair wrote:
How are folks using scarabs? I keep overlooking the fact that they can be used to inflict mortal wounds. I feels like that is a good use from them, despite costing CP.


I tend to use them to intercept smites, and deny deep strike in large squads, OR use 3 man squads to hold backfield objectives out of LOS on the cheap, letting the rest of my army focus on murder.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Longtime Dakkanaut





What's the best support for a big unit of Wraiths?

I was thinking a Nephrekh Destroyer Lord with the Implaceable Conqueror WLT and the Solar Staff.

Just what I came up with but I'm sure there might be better options.
   
Made in no
Grisly Ghost Ark Driver





 dan2026 wrote:
What's the best support for a big unit of Wraiths?

I was thinking a Nephrekh Destroyer Lord with the Implaceable Conqueror WLT and the Solar Staff.

Just what I came up with but I'm sure there might be better options.


I would play them Novokh and give them exploding 6s in CC. Rerolling hits and exploding 6s with more rerolls is somewhat obnoxious.

DLord or CCBarge are nice for accompanying them. In this age of snipers, the CCB may prove more resilient. Or the double healing DLord.


Automatically Appended Next Post:
Don't forget that the first round of rerolls may give you even more 6s.


Automatically Appended Next Post:
Translates to a 63% increase in dmg output

This message was edited 2 times. Last update was at 2019/03/03 16:14:44


 
   
Made in de
Nihilistic Necron Lord






Germany

Novokh wraith with novokh dlord, crimson haze WLT, and voidreaper for damage output. Or nephrekh wraith with nephrekh dlord, implaceable conqueror WLT, and voidreaper. Or change the voidreaper to nanoscarab casket if you want a more resilient dlord.
   
Made in us
One Canoptek Scarab in a Swarm






It's Sunday so that means it's time for my local casual 40k meetup. I recently was able to fill out my Destroyer squad so I wanted to bring out all the toys I have this time. I kinda of want to keep the Tomb Blades in the outrider detachment so they can run with the Chronotek and Destroyers for RP goodness. Though I could toss them into the battalion to benefit from Methodical Destruction and let them run around on their own to cause havoc.

Spoiler:


++ Battalion Detachment +5CP (Necrons) [39 PL, -1CP, 719pts] ++

+ No Force Org Slot +

Dynastic Heirlooms [-1CP]: Dynastic Heirlooms: 1 Extra Artefact

Dynasty Choice: Dynasty: Sautekh

+ HQ +

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

Overlord [6 PL, 104pts]: Voidscythe

+ Troops +

Immortals [8 PL, 150pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 150pts]: 10x Immortal, Tesla Carbine

Necron Warriors [12 PL, 220pts]: 20x Necron Warrior

++ Outrider Detachment +1CP (Necrons) [37 PL, 671pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light

+ Fast Attack +

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

Destroyers [18 PL, 300pts]
. 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

Tomb Blades [10 PL, 198pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine

++ Vanguard Detachment +1CP (Necrons) [37 PL, 605pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Sautekh

+ HQ +

Lord [5 PL, 75pts]: Staff of Light

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

C'tan Shard of the Nightbringer [12 PL, 180pts]: Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt

Triarch Stalker [8 PL, 125pts]: Twin Heavy Gauss Cannon

++ Total: [113 PL, -1CP, 1995pts] ++

Created with BattleScribe

This message was edited 2 times. Last update was at 2019/03/03 17:41:55


 
   
Made in gb
Longtime Dakkanaut





Thanks for the advice guys. Appreciate it.

This message was edited 1 time. Last update was at 2019/03/03 22:29:06


 
   
Made in us
Regular Dakkanaut




If scarabs were made troops, it would be one of the single best, least unbalanced things you could do for the necron army.
   
Made in gr
Freaky Flayed One





 Tauris_Blazestar wrote:
It's Sunday so that means it's time for my local casual 40k meetup. I recently was able to fill out my Destroyer squad so I wanted to bring out all the toys I have this time. I kinda of want to keep the Tomb Blades in the outrider detachment so they can run with the Chronotek and Destroyers for RP goodness. Though I could toss them into the battalion to benefit from Methodical Destruction and let them run around on their own to cause havoc.

Spoiler:


++ Battalion Detachment +5CP (Necrons) [39 PL, -1CP, 719pts] ++

+ No Force Org Slot +

Dynastic Heirlooms [-1CP]: Dynastic Heirlooms: 1 Extra Artefact

Dynasty Choice: Dynasty: Sautekh

+ HQ +

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

Overlord [6 PL, 104pts]: Voidscythe

+ Troops +

Immortals [8 PL, 150pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 150pts]: 10x Immortal, Tesla Carbine

Necron Warriors [12 PL, 220pts]: 20x Necron Warrior

++ Outrider Detachment +1CP (Necrons) [37 PL, 671pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Nephrekh

+ HQ +

Cryptek [5 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light

+ Fast Attack +

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

Destroyers [18 PL, 300pts]
. 5x Destroyer: 5x Gauss Cannon
. Heavy Destroyer: Heavy Gauss Cannon

Tomb Blades [10 PL, 198pts]
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine
. Tomb Blade: Nebuloscope, Shieldvanes
. . Two Tesla Carbines: 2x Tesla Carbine

++ Vanguard Detachment +1CP (Necrons) [37 PL, 605pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Sautekh

+ HQ +

Lord [5 PL, 75pts]: Staff of Light

+ Elites +

C'tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire

C'tan Shard of the Nightbringer [12 PL, 180pts]: Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt

Triarch Stalker [8 PL, 125pts]: Twin Heavy Gauss Cannon

++ Total: [113 PL, -1CP, 1995pts] ++

Created with BattleScribe


Well, the only thing you'll earn if you keep the TB's nephrekh is the +1 to RP and that's only if you somehow can keep 1 cryptek (you wouldn't even benefit from the invulnerable save bubble, because they're not infantry) in range of TBs and Destroyers and kind of limit their movement. If they become sautekh, those tesla weapons are absolutely deadly with MD and they're used to the absolute potential.

"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."  
   
 
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