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Made in us
Haemonculi Flesh Apprentice






T1nk4bell wrote:
Hmm I have in my head that things that go to the transporter also count for the peapole inside. Same like you advance an open top transport people inside can't shoot


I know thats true for hit mods, but I think that's it otherwise aura buffs would transfer.

   
Made in fi
Locked in the Tower of Amareo





T1nk4bell wrote:
Hmm I have in my head that things that go to the transporter also count for the peapole inside. Same like you advance an open top transport people inside can't shoot


That is specific rule for open topped etc that allows shooting from inside. That rule can be found on relevant datasheets and ergo doesn't apply to say rhino or landraider any more than rule for say lychguard bodyguard applies to immortals

2024 painted/bought: 109/109 
   
Made in us
Deranged Necron Destroyer




Yeah the reason they can't fire is because they're still in the transport. Since the Overlords get out, they restriction stops applying to them (though they won't be able to MWBD themselves the turn they disembark, which is annoying).
   
Made in de
Regular Dakkanaut




Ah okay
   
Made in gb
Tail-spinning Tomb Blade Pilot




Cross Post from BatReps:



Setting aside the result, the list looks like an interesting mix—relying on C’Tan and Tesla for anti horde, and using C’Tans as bruisers.

Feels light on screening units for dedicated CC.

Thoughts?
   
Made in de
Regular Dakkanaut




Well I live ctan lists and think they are Pretty good now.
I would drop the night bringer for scarabs here.
I often play 2-3 deceiver + transcendent.

This message was edited 1 time. Last update was at 2019/12/23 22:57:02


 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

This is what I've been running after CA dropped. It's fun and has potential, but I've been playing shooty lists all edition so I am working on upping my melee game.

Spoiler:


++ Battalion Detachment +5CP (Necrons) [64 PL, 9CP, 985pts] ++

+ No Force Org Slot +

[Reference] Fractured Personalities (All)

[Reference] Powers of the C'tan (All)

Battle-forged CP [3CP]

Detachment CP [5CP]

Dynasty Choice
. Dynasty: Sautekh

+ HQ +

Imotekh the Stormlord [10 PL, 1CP, 140pts]
. Warlord: Warlord Trait (Sautekh): Hyperlogical Strategist

Overlord [6 PL, 80pts]: Staff of Light

+ Troops +

Immortals [4 PL, 75pts]: 5x Immortal, Tesla Carbine

Immortals [4 PL, 75pts]: 5x Immortal, Tesla Carbine

Immortals [4 PL, 75pts]: 5x Immortal, Tesla Carbine

+ Heavy Support +

Transcendent C'tan [12 PL, 180pts]

Transcendent C'tan [12 PL, 180pts]

Transcendent C'tan [12 PL, 180pts]

++ Outrider Detachment +1CP (Necrons) [77 PL, 1CP, 1,015pts] ++

+ No Force Org Slot +

Detachment CP [1CP]

Dynasty Choice
. Dynasty: Nephrekh

+ HQ +

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

+ Fast Attack +

Canoptek Wraiths [18 PL, 210pts]
. 5x Canoptek Wraith

Canoptek Wraiths [18 PL, 210pts]
. 5x Canoptek Wraith

Canoptek Wraiths [18 PL, 210pts]
. 5x Canoptek Wraith

Destroyers [18 PL, 300pts]
. 6x Destroyer: 6x Gauss Cannon

++ Total: [141 PL, 10CP, 2,000pts] ++

Created with BattleScribe


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 no
Grisly Ghost Ark Driver





T1nk4bell wrote:
Well I live ctan lists and think they are Pretty good now.
I would drop the night bringer for scarabs here.
I often play 2-3 deceiver + transcendent.


Well you're only ever allowed one Deceiver in a list. He's a very specific character after all.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

T1nk4bell wrote:
=
I often play 2-3 deceiver + transcendent.


Well no wonder you're doing well; you're cheating. Deceiver is a special character, and you can only have 1 of him.

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 fi
Locked in the Tower of Amareo





Though minor cheating. 1 deceiver gives sufficient relocation most of the time. He'll likely improve result with additional t.c'tan

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




Dudes I meant 1 deceiver + 1-2 transcendent... = 2-3 ctans...
   
Made in gb
Been Around the Block




T1nk4bell wrote:
Dudes I meant 1 deceiver + 1-2 transcendent... = 2-3 ctans...


Dont ever get something wrong on here, the GduB fan boys will eat you alive.
   
Made in de
Regular Dakkanaut




jep
   
Made in us
Freaky Flayed One




sieGermans wrote:
Cross Post from BatReps:



Setting aside the result, the list looks like an interesting mix—relying on C’Tan and Tesla for anti horde, and using C’Tans as bruisers.

Feels light on screening units for dedicated CC.

Thoughts?




He is cheating with the C'Tan powers. You can not double up on them unless all have been taken. Unless he blew a bunch of CP during the game. I don't think he did.
   
Made in de
Regular Dakkanaut




Well he has 4 ctans so he can know two powers double

And he has two times meteor and two times thunderbolt so totaly legit

This message was edited 1 time. Last update was at 2019/12/24 16:49:31


 
   
Made in us
Infiltrating Broodlord




New York

Happy Holidays DakkaDakka

It is I, Dio! Jk, I'm the Necron player (Ronny) in the above battle report with the C'tan spam vs Astra Militarum. The list is perfectly legal im a stickler for getting the rules correct when I play (a gift and a curse) I do swap powers mid game often when using Ctans if it fits the situation more than likely if i can bank mileage on Cosmic Fire, Thunderbolt or some times deal some few last wounds via Anti matter meteor. This is def a strong Stratagem to keep in mind every turn.

A little background on me (I play/own basically every faction) Necrons are one of my top 10 favs so im putting more effort into them as they will be my very first painted (by my own hand) faction. So you can expect more batreps and other Necron related things from www.battle-report.com

Competiively ive only attended 1 large event (BFS Team Event in 2018) to which i took Necrons which i painted to 3 color standard the week before. I went 3-0 on the first day taking on the likes of Beast Coast #2 and other good players at a time where Necrons honestly were widely considered the weakest faction (next to GK Of course) I dropped from day 2 of the event for "reasons" so i guess that's all to say you can expect to see me in the future at events trying to make Necrons Great Again. Or something do follow us if interested.

I also have play tested the hell out of Necrons both prior and post CA and id like to share my thoughts with you all even if we dont all need to necessarily agree. We can all benefit from shared experience

Post CA - Necrons Analysis

My thoughts after a lot of play testing with Necrons both prior to CA and after is as follows for those interested:

Overall Necrons want a battalion and possibly two additional specialised detachments (outrider/spearhead in most cases) to max cp count

Getting cheaper HQs which are most of the time a tax that only fills a support role in the army is very good for ensuring you can get a little extra muscle in there. Necron Lords and Overlords specially look very compelling to fit these requirements.

For starters i think you always want a solid anti tank weapon or several. Doomsday Arks x3 or Heavy Destroyers x9 seems the best suited to me to guarantee you can pack a long ranged punch. Due to the nature of Necrons most of the time you are stuck at midrange.

The outrider is where you really have the most flexibility and houses many of necrons best units. If you want to gear towards destroyers, wraiths, tomb blades this is where you want to finalize that selection to determine the rest of your list. An alternative to this outrider detachment is the Doom Scythe x3 airwing which was popularized by our very own Christopher. However i don't think that detachment is a must as the other options are solid options aswell.

What I think the airwing detachment does very well (better) is dishing out a ton of mortal wounds. Most armies just dont want any part of that but i feel thats a one turn gimmick that can fall apart if 1 flyer is dropped T1 which is very likely against most opponents.

Alternatively i have been putting serious serious play testing time with C'tans and for the most part found it to be very successful when properly supported. Without good support they perform worst than every other option mentioned prior. However with regards to tossing mortal wounds at your opponent they are the best option superior to the airwing even as they are more difficult to take out in a turn or two and can hit single targets aswell as blobs and castles. *Yes i am advocating for Ctans* post-CA they are a very respectable option for this interchangeable slot.

How many Ctans? Thats the next question i assume everyone would have. For starters always take the Deceiver if you have room for a Ctan he is the #1 draft pick because he gives you flexibility while still carrying out the main roll of mortal wound spitting just as good as any other. Secondly if you are taking more ctan take 4 total (the Deceiver+3 others) this maximizes your powers. Tested it enough to confirm its either *1* or *4* no inbetweens if you want maximum carnage.

The battalion should be the last thing you fill out specifically the HQ sections of all detachments should be our last concern as all HQs are there for support in most cases and are very interchangeable so accomodate them so they play their role while allowing the rest of your actual army to do it's job.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in de
Regular Dakkanaut




Pretty nice post.
I play mostly deceiver +1 transcendent and have relatively good success with 6 heavy destroyers + one dda.
Than wraiths for support the ctans. Immortal battalion with immothek, cryothek with veil and a fully bumped destroyer lord ( with two times come back chance) and - 1 dmg. 10 triarch prets with rod
Last match vs ultra Marines I tabled my opponent in turn 5
Both ctans together dished out about 39 mortals in the whole game + meele dmg done was pretty worth the points

This message was edited 1 time. Last update was at 2019/12/24 18:09:22


 
   
Made in us
Infiltrating Broodlord




New York

I didn't make a batrep out of it but i did pit Necrons vs Blood Angels the very next day testing out Wraiths Post-CA + Ctan Spam and well this is the result....

T1
The Blood Angels rushed at me but i deployed so far back that nothing was charged or killed. They had 1st turn

I then charged a unit of wraiths into them and tossed a couple mortal wounds while advancing the ctans forward

T2
The "Before" image im basically surrounded by Blood Angels about to charge my Wraiths. That 3++ holds strong vs tons and tons of wounds piled on them.

Ctans move in while Wraiths entertain blobs of BA..cosmic fire x2 + Transdimensional Thunderbolt x2 does massive damage to what would otherwise be a deadlock melee battle. Ctans charge everything without an invul and kill it.

T3
Blood Angels concede after ive wiped all the strongest units in the army in the previous turn. This is the "After" photo

[Thumb - IMG_20191222_114616.jpg]
Before

[Thumb - IMG_20191222_124655.jpg]
After

This message was edited 1 time. Last update was at 2019/12/24 18:31:51


1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in de
Regular Dakkanaut




That's nearly how I use them together with wraiths to soak up and support the ctans. Works wonderfully
   
Made in us
Freaky Flayed One




Thank you for the post very well thought out. I apologise for the C'tan powers that was my reading error.

I see in the BA battle you are rocking a Catacomb Comand barge any reason? Also are those Wrathes naked or have some whip coils since the price drop?
   
Made in us
Decrepit Dakkanaut




If he's using Mephrit they have merit. I still like sniping CCBs.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Infiltrating Broodlord




New York

Pyrothem wrote:
Thank you for the post very well thought out. I apologise for the C'tan powers that was my reading error.

I see in the BA battle you are rocking a Catacomb Comand barge any reason? Also are those Wrathes naked or have some whip coils since the price drop?


No worries. The choosing of powers is the reason why I think it should always be either 1 or 4 with no inbetweens. The flexibility is what you want with these, I've play tested up to the maximum of 5 def saw diminishing returns.

I play test everything I own at least once to see if it has any potential. Since the CA changes I wanted to give everything a fair shake, theory crafting is great and all but ultimately you want to also put it to practice and see the in-game value aswell. The annihilation barge did not do much for me as expected but it is pretty cheap though I think heavy destroyers would've been a better option to compliment the 2 transcendent c'tans in the spearhead.

The command barge had the solar staff (the entire army was Nephrek) so i can shutdown some overwatch before charging with the C'tans. Also I have owned this thing since 5th edition and make any excuse to include it when it isn't a huge detriment to the list. Thematically the goal of the list was to run Wraiths + C'tan to do exactly what I did to those Blood Angels. Pin something down and mortal wound it to death. I was aware though that this list would struggle hard vs flyers, I had another unrecorded game where I got completely wrecked by a 6 flyer list from Astra Militarum Scions. Thus I concluded C'tan need support to function they didn't do horrible vs the flyers the rest of the list just wasn't ready to support that at all. For that game I was testing the Zandrekh +Obyron combo with Lychguard now that it's much cheaper to execute...instant fail when I saw the wall of flyers my opponent was running.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in hk
One Canoptek Scarab in a Swarm




Hello Akaiyou!
Great post and thank you for sharing your ideas here on DakkaDakka. My question is, if you're running 4 C'Tans, why not opt for the Vault instead? You're saving points and you get better value on the powers using the Vault. So yeah, just want to know your thoughts on that.

This message was edited 1 time. Last update was at 2019/12/25 04:04:43


 
   
Made in us
Freaky Flayed One




The Vault will spam out less powers per turn and is not a character that can hide. It is child's play for any built list to take out a Vault turn 1 so this is a more flexible and powerful list in my opinion.
   
Made in de
Regular Dakkanaut




Jep the point is you can bring things like wraiths and the ctans can't be shoot at.
A vault = mostly dead in one turn
   
Made in de
Nihilistic Necron Lord






Germany

How do you kill a nihilakh tvault camping within 3" of an objective marker with reclaim a lost empire (3+ inv) in one turn ? You can even play reclaim a lost empire twice because its not played during a phase, giving it 2+ inv. Its 4CP though. I wouldnt play it though, 566 is way to much points for what it can do.

This message was edited 1 time. Last update was at 2019/12/25 08:24:48


 
   
Made in de
Regular Dakkanaut




You kill it like you kill a 3++ knight before nerf. and a knight has t8
   
Made in us
Irked Necron Immortal



Colorado

No one really builds for 3++ Knights anymore. We're all too concerned about SM for that.
   
Made in de
Regular Dakkanaut




That's not the thing. It was no problem to kill a 3++ t8 knight 28 wounds in one turn.
Wy it should be problem to kill a Modell with T7 and less wounds und one turn?
   
Made in fi
Locked in the Tower of Amareo





v0iddrgn wrote:
No one really builds for 3++ Knights anymore. We're all too concerned about SM for that.


High rof -1/-2 d2 type of weapons worked then, they work vs marines and they work vs vault

2024 painted/bought: 109/109 
   
 
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