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Made in de
Regular Dakkanaut




We‘re running a small 35PL campaign in my local GW store.

My list:
Spoiler:

++ Battalion Detachment +5CP (Necrons) [35 PL, 687pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

Lord [5 PL, 109pts]: Resurrection Orb, Warscythe

Overlord [6 PL, 128pts]: Artefact: The Veil of Darkness, Resurrection Orb, Warscythe
. Warlord: Warlord Trait (Codex 3): Immortal Pride

+ Troops +

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

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

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

++ Total: [35 PL, 687pts] ++

Created with BattleScribe


1st game against admech plasma spam and one dragoon.
My Immortals got completely annihilated. He played Metalica doctrine for no -1 while advancing. I also got no cover because upgrades are free for PL so every squad had the ignore cover upgrade.
I still managed to win because I killed his 3 units that could score (scenario mission). Was kind of a hilarious win. I had only the Overlord and the Lord left.

2nd game was against TSons.
He played 3 MSU squads rubric marines. 1 squad full flamer. Ahriman and a generic sorcerer captain.
Even though I could kill his squads with Tesla I again got destroyed. I tried to at least farm some points but every round he reliably killed one full Immortal squad and significantly damaged another one.

IF there is something I could wishlist from GW it would be „please don‘t advertise Necrons as a „tough“ faction“
   
Made in de
Nihilistic Necron Lord






Germany

Next time try this list, almost impossible to kill :

Spoiler:

++ Outrider Detachment +1CP (Necrons) [33 PL, 733pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

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

+ Fast Attack +

Tomb Blades [14 PL, 324pts]
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster

Tomb Blades [14 PL, 324pts]
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster

++ Total: [33 PL, 733pts] ++

Created with BattleScribe
   
Made in no
Grisly Ghost Ark Driver





barontuman wrote:

What you can do is run your DLord as your Warlord and give the Novokh wraiths exploding 6s, they really love that.

But you risk losing your WL



Assuming you could keep up (you can't), and manage to get a full squad of wraith into combat, then on average you'll get 3 additional attacks. Or, you could just take 2 more wraiths, and get 6 additional attacks plus some points back.


Oh it's better than that. Those rerolls spawn extra attacks, the extra attacks themselves get rerolls.

Don't remember the figure but you're looking at more than 50% increase.

EDIT: exploding 6s is close to but not as good as bringing two more wraiths of you already have six (so you'd have to add three then to a new unit)

But you might noy afford more, and you need to have HQs anyway. Force multiplying the existing wraiths might still be the better option.

This message was edited 1 time. Last update was at 2019/03/30 19:17:39


 
   
Made in de
Regular Dakkanaut




 p5freak wrote:
Next time try this list, almost impossible to kill :

Spoiler:

++ Outrider Detachment +1CP (Necrons) [33 PL, 733pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Mephrit

+ HQ +

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

+ Fast Attack +

Tomb Blades [14 PL, 324pts]
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster

Tomb Blades [14 PL, 324pts]
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster
. Tomb Blade: Shadowloom, Shieldvanes
. . Two Gauss Blasters: 2x Gauss Blaster

++ Total: [33 PL, 733pts] ++

Created with BattleScribe


Yeee i like this list...the thing is...during list building I totally forgot about the existence of tomb blades

Luckily we can raise our PL and right now I‘m going for 5PL to get 3 tomb blades (and then another 5 to get a 6 squad).
   
Made in de
Nihilistic Necron Lord






Germany

ImPhaeronWeasel wrote:

Yeee i like this list...the thing is...during list building I totally forgot about the existence of tomb blades


I dont know whether to laugh or to cry
   
Made in fi
Locked in the Tower of Amareo





Since tomb blades came into mention gaus or tesla? Also what upgrades are generally good or mix? Some 5++ and some 3+ to have different models vs different hits coming seems more efficient than everybody having 3+/5++ or just one.

2024 painted/bought: 109/109 
   
Made in de
Regular Dakkanaut




tneva82 wrote:
Since tomb blades came into mention gaus or tesla? Also what upgrades are generally good or mix? Some 5++ and some 3+ to have different models vs different hits coming seems more efficient than everybody having 3+/5++ or just one.


In normal 40k format I usually go for Gauss if I want to play aggressively or Tesla if they are more of a quick distress unit to pick obj.

All with shieldveins and if Tesla the ignore cover upgrade (but not always) and if Gauss no upgrade.

I don‘t think the 5++ is necessary. Apart from the campaign I was writing about and/or plasma spam in your local meta the 5++ will never be used.
If still unsure just mix 2:4 or 3:3
   
Made in gb
Proud Triarch Praetorian





I swear by Guass, Shields & Nebs. Sprinkle some Particles just to have some higher strength to make things look twice at the unit

Makes the Tomb Blade a budget Destroyer, and they have the bonus of being our only access to ignores cover.

And if the Vanguard Primaris catch on, cover will become a relevant thing again.


Most recent list I wrote has 9 blades, 6 guass 3 particle, all with shields and nebs

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 fi
Locked in the Tower of Amareo





Well plasma spam is pretty common spam...Plus lascannons etc. Orks' have plenty of -3 or more firepower in form of mek guns.

2024 painted/bought: 109/109 
   
Made in se
One Canoptek Scarab in a Swarm



Stockholm

Aside from tomb blades, we can also use the solar pulse strat to ignore cover

---- +++ ----

My mother was a woman

---- +++ ---- 
   
Made in ca
Discriminating Deathmark Assassin





Stasis

 p5freak wrote:
Has anyone considered running a crimson haze dlord with 3x9 novokh scarabs ? That's 108 attacks, re-rolling failed hits, with additional attacks on 6s, again re-rolling all failed hits ?


This is my core army, but add in 6 Spyders.

My general list is:

Crimson Haze DLord with either the Casket, or a fancy scythe
3x9 Scarabs
Cloaktek
3x 2 Spyders with Fabricator Claws and Twin Particle Beamers
3x 2 Sentry Pylons, one set has a Teleportation Matrix
1995pnts

This message was edited 2 times. Last update was at 2019/03/31 05:23:29


213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in gb
Proud Triarch Praetorian





Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see

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 de
Regular Dakkanaut




Anyone seen a necron player in adepticon doing well?

I haven‘t, even though the diversity is quite impressive compared to the usual ITC AM/Knight & Ynari.

I hope GW sees this and does some minor tweak in the next FAQ, but I can not think what it should be (probably something with RP and/or how our teleportation works).
   
Made in us
Been Around the Block





 IHateNids wrote:
Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see


To be fair, that's an extremely effective core that also creates a Battalion. It's hard to turn that down.
   
Made in gb
Proud Triarch Praetorian





 Werekill wrote:
 IHateNids wrote:
Most of my semi-comp lists tend to be built around imotekh chaperoning 2 lots of Tesla Immortals, and a Lord Veiling a unit of Guass Immortals

it's 700 points of efficient firepower, but thats about it... it's not particularly tanky, but it leaves 1000 points of chop-and-change for most of my local events.

Hwever, this time I'm doing something different, so we shal see


To be fair, that's an extremely effective core that also creates a Battalion. It's hard to turn that down.
yeah, that tends to be one of the prime factors in keeping it around

It doesnt help that I tend to be shot off the board a lot though, because GW seem to think RP is worth so much more than it is

That, and of course who can compare with "my Catachan Earthshakers roll 3d6 and pick the highest for number of sots, and then have reroll ones to hit because this particular chap is standing next to them", x3

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Been Around the Block




So I have 3 ark box’s on the way. I am for sure going to build 2 of them into doomsday arks but am on the fence for the third. I like the idea of a ghost ark I’m just unsure of its fortitude. Having it on the front lines makes me think it will be rapid fired by fire warriors or charged in combat by gene stealers and be torn to pieces. Unless it’s a target priority thing and most people expect them to die and are thankful it wasn’t their squad of warriors or immortals instead?

Is three doomsday arks just no fun to play against? I was thinking a monolith would be cool for my third heavy support slot but they seem to be panned pretty poorly atm.

Thanks for the tactical advice all, haven’t had a chance to play test a lot of these units as my usual opponents won’t come around until April
   
Made in gb
Proud Triarch Praetorian





a Third DDA is basically crucial if you expect lots of Knights/Tanks/Big Scary Monsters (i.e. a tournement)

2 DDAs is more than sufficient against most other tourney lists, and can cary against a Knight Soup list with good rolls, but 3 is better for Redundancy

a Ghost Ark carrying 10 dudes will happily kite around for the entire game, mostly unopposed, until your bigger stuff is taken care of, and that's basically all that caan be said. 20 Warriors + Cryptek + GA can be a right pig to shift, but it's nearly 50 points, so be wary


the monolith, I actively wish I could find away to make it good. Leaning on Decievering it up the board, then beaming a load of stuff out turn 1, but YMMV

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 gr
Freaky Flayed One





Facisminthe41m wrote:
So I have 3 ark box’s on the way. I am for sure going to build 2 of them into doomsday arks but am on the fence for the third. I like the idea of a ghost ark I’m just unsure of its fortitude. Having it on the front lines makes me think it will be rapid fired by fire warriors or charged in combat by gene stealers and be torn to pieces. Unless it’s a target priority thing and most people expect them to die and are thankful it wasn’t their squad of warriors or immortals instead?

Is three doomsday arks just no fun to play against? I was thinking a monolith would be cool for my third heavy support slot but they seem to be panned pretty poorly atm.

Thanks for the tactical advice all, haven’t had a chance to play test a lot of these units as my usual opponents won’t come around until April


3 Doomsday Arks is considered staple. Not including them is kind of a handicap. They're not "unfun" to play against, more than any other meta unit in the game, like any Knight, BA captains, Wyverns, Mortar squads, Riptides etc. Monolith, unfortunately, (and I say this having played some games with it this edition) is in its worst place. It does not have any shooting to pose threat, it is not tactically sound (like pulling units out of combat with teleports). Damn, it doesn't actually even let you teleport for free, you have to pay a CP. And, finally, it's super easy to kill while it costs a ton of points. I'm sorry to say this, since it's my favorite model but including one in your list is essentially like playing with 320 points less than your opponent.

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.

"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 se
One Canoptek Scarab in a Swarm



Stockholm

It is actually bizarre how poorly designed the monolith is for its intended purpose. A DDA is, in most games, effectively a lot more resilient than this unit, which is supposed to be like a mobile fortress. QS makes them insanely resistant to conventional AT weaponry, and their role allows them to be placed at the back, out of range of almost everything else. So what does the monolith get, that's supposed to act as a wall on the absolute frontlines?

It gets a couple wounds, in a game where wounds mean gak. It desperately needs some form of damage mitigation to be even usable

---- +++ ----

My mother was a woman

---- +++ ---- 
   
Made in fi
Locked in the Tower of Amareo





 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.

This message was edited 1 time. Last update was at 2019/04/02 08:16:45


2024 painted/bought: 109/109 
   
Made in se
One Canoptek Scarab in a Swarm



Stockholm

tneva82 wrote:
 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.


I used a couple circular 8mm magnets when I magnetized mine, it was very easy. I just put them in the hollow spot where the spine/cannon meets the chassis and can swap them around freely. But it of course depends on whether you want to be able to put the broken warriors on or not, in which case I'd imagine it could be a bit trickier.

I don't know, the monolith just being tough as nails would open up a lot of mobility options for the entire army, by giving it the ability to actually use tomb world deployment and dimensional corridor before being destroyed. Though dimensional corridor should probably be an innate ability rather than a stratagem tbh

I miss the old schtick of teleporting all over the place

This message was edited 1 time. Last update was at 2019/04/02 09:03:00


---- +++ ----

My mother was a woman

---- +++ ---- 
   
Made in gb
Proud Triarch Praetorian





I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith

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





Kahi the Uncertain wrote:
tneva82 wrote:
 necr0n wrote:

Besides that, extra Ghost Arks are a very good choice too, but I think you're only going for 3 arks at this point, so I'd say you focus on DDAs.


How tricky that thing is to magnetize?

Building my 1st ark. 1st is going to be flat out dda as I can never see myself using 0 dda and multiple ghost arks(as I plan to get that trio of dda's) but maybe 1-2 could be magnetized for variety if it's not too hard.

And yeah monolith has gone down far. when it first came out I remember it being near invulnerable. How mighty have fallen.



though just making it tough isn't golden solution especially at the price. If it's tough but can't be a threat it just gets ignored.


I used a couple circular 8mm magnets when I magnetized mine, it was very easy. I just put them in the hollow spot where the spine/cannon meets the chassis and can swap them around freely. But it of course depends on whether you want to be able to put the broken warriors on or not, in which case I'd imagine it could be a bit trickier.

I don't know, the monolith just being tough as nails would open up a lot of mobility options for the entire army, by giving it the ability to actually use tomb world deployment and dimensional corridor before being destroyed. Though dimensional corridor should probably be an innate ability rather than a stratagem tbh

I miss the old schtick of teleporting all over the place


The magnetization is quite easy in itself, its just a lot of it. The warriors can be quite easily magnetized to the spine, the cage/cannon as you say too (use the strongest you have here), the tubes on the cannon aren't too bad either. Nor is the "head piece" on the end of the cage.

What I consistently struggle with, is the spacing between the ribs for the guns. I can't seem to get those the same distance, so some guns fit nicely, some fit poorly, and its a hazzle.

If you sum up the number of magnets you need, its a staggering number in itself (5 for the cage/cannon/cap, 20 for the warriors, ~10 for the cannon tubings, 2 for the ark head piece, depending on if you go all in or use pin heads for the flayer arrays -> another 20 or 40) It'll take you a couple of nights, but should be doable in a week. Which isnt too bad. Allows for easier painting too.
   
Made in fi
Locked in the Tower of Amareo





Hmm...starting to wonder if just forgetting magnetization isn't best idea here after all. Magnets add up to price, tons of work and then storage issues to ensure I carry all and don't even accidentally lose anything.


2024 painted/bought: 109/109 
   
Made in us
Irked Necron Immortal





Jackson, TN

tneva82 wrote:
Hmm...starting to wonder if just forgetting magnetization isn't best idea here after all. Magnets add up to price, tons of work and then storage issues to ensure I carry all and don't even accidentally lose anything.



IDICBeer 40k guide to magnetizing the Arks:

https://www.youtube.com/watch?v=CdJG2CULnAg


Automatically Appended Next Post:
 IHateNids wrote:
I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith


The Enhanced Invasion Beam (tele2) Stratagem says use before using the "Eternity Gate ability", but you did not use the ability, you used "Dimensional Corridor" thus they can not be combined.

This message was edited 1 time. Last update was at 2019/04/02 12:32:32


 
   
Made in gb
Freaky Flayed One



United Kingdom

 IHateNids wrote:
I actually think a short-range shooting Deciever Bomb would produce very good results if you doubled down on the shunt, taking a monolith and playing Mephrit

Shard goes anyway, pulls the Monolith as the 1 automatically, then extra stuff is bonus.

use the Teleport + Tele2 stratagems (1CP each, so no more front-loaded than normal), to get either two units with weapons, or one with weapons & one support, to add to the Deciever himself and the other units he pulled

That means that in addition to the DDAs at the back, and theoretically the flyers that plan on popping a strat, and the Deciever either Time's Arrowing a key character or just Cosmic Fire-ing away, you have a lot of your army delievred into most effectve weapons range on the first turn, which could be devastating


Of course, YMMV, but I think it's an interesting tactic, and it really doesnt take much out of a "normal" list, as everything you would expect in a list is already included, just, then you have a monolith


For me there are two things to do with this, either pump out Mephrit troops into -2/-3 range and blast away or send in Novokh lychguard to curbstomp stuff and shut down a ton of shooting in the process. Unfortunately, the latter is just so expensive once you tally up the cost of the Monolith, the Deceiver, your melee units... it's over a 1000 points.

I agree that Dimensional Corridor should be free but won't go into all the things needed to make the Monolith competitive here
   
Made in gb
Proud Triarch Praetorian





ok, I stand slightly corrected, so you need to have stuff in reserve to be fully useful, but other than that it's still the leading theory on how to make it viable

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





There is also the added benefit that opponents will take a while to learn how to defend against it. There are pit traps in deployment and movement they must avoid. But it'll only last so long and likely won't bother good players.
   
Made in us
Been Around the Block




It does seem really strange to me that the monolith has no invulnerable save or QS. Even stranger that the Obelisk is seemingly worse for more points. At least the monoliths guns do AP damage... (Although what a beautiful model the obelisk is)
   
Made in no
Grisly Ghost Ark Driver





Facisminthe41m wrote:
It does seem really strange to me that the monolith has no invulnerable save or QS. Even stranger that the Obelisk is seemingly worse for more points. At least the monoliths guns do AP damage... (Although what a beautiful model the obelisk is)


I agree. It was ridiculously closely priced to the Vault at one point, which sports a 4+ invul and gakloads of ctan powers.

It'd be nice to have an invul on it or a further price drop, and perhaps something to differentiate it from the monolith. No AP S7 teslas and a gimmicky anti fly feature doesn't cut it.
   
 
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