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Made in de
Nihilistic Necron Lord






Germany

If blast weapon units will get a big point increase, the DDA will be hit hard. Problem is, its not an anti horde unit, its anti vehicle. I have a feeling it might be 200 pts. in 9th.


Automatically Appended Next Post:
 Aza'Gorod wrote:
 Sasori wrote:
I've watched a few batreps now, and with the smaller tablesize and how important control of the Midfield objectives are, I gotta say I am not much down on Gauss Reapers as I was before.

It could very well become a strat to sit on an objective with a blob and a Royal Warden, it may not be that easy to shift, especially if RP is really changing for the better.


I'm really hopeful we have some way to teleport the gauss reaper guys within the 7inchs for rapid fire or maybe via a nightscythe


Put them in a ghost ark, use the deceiver to reploy it 12.1" away from the enemy, disembark them, move them, and you are in rapid fire range. They can even charge, because only the ghost ark is affected by grand illusion.

This message was edited 1 time. Last update was at 2020/07/05 08:38:58


 
   
Made in gb
Been Around the Block




Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.

This message was edited 1 time. Last update was at 2020/07/05 12:12:11


 
   
Made in ro
Deranged Necron Destroyer




Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


I've already been using this strategy to fantastic effect in 8th, I agree that it's going to be even more useful in 9th. Of course we'll have to see what the new codex does, that strat might be going away or changing.

Even just with the lychguard strat to give them 3++ saves, they're really difficult to shift, especially if you get them in cover for a 2+/3++
   
Made in ca
Grisly Ghost Ark Driver






Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


From what we’ve seen of the leaked mission rules (which is a lot)... this isn’t going to be the case. Same max points from the primary objectives as secondary. A lot easier to max out the kill-point secondaries (giving 30 points out of 90). Plus being killy is the best form of defence: it prevents your opponent from being able to score on their turn.

See what's on my painting table Now painting: Gravis Captain 
   
Made in gb
Been Around the Block




From what we’ve seen of the leaked mission rules (which is a lot)... this isn’t going to be the case. Same max points from the primary objectives as secondary. A lot easier to max out the kill-point secondaries (giving 30 points out of 90). Plus being killy is the best form of defence: it prevents your opponent from being able to score on their turn.


The playtesters often seem to be saying the opposite, that hunkering on the objectives is critical. We'll see how it plays out.

This message was edited 1 time. Last update was at 2020/07/05 15:25:55


 
   
Made in us
Wicked Canoptek Wraith



United States

 p5freak wrote:
If blast weapon units will get a big point increase, the DDA will be hit hard. Problem is, its not an anti horde unit, its anti vehicle. I have a feeling it might be 200 pts. in 9th.


Automatically Appended Next Post:
 Aza'Gorod wrote:
 Sasori wrote:
I've watched a few batreps now, and with the smaller tablesize and how important control of the Midfield objectives are, I gotta say I am not much down on Gauss Reapers as I was before.

It could very well become a strat to sit on an objective with a blob and a Royal Warden, it may not be that easy to shift, especially if RP is really changing for the better.


I'm really hopeful we have some way to teleport the gauss reaper guys within the 7inchs for rapid fire or maybe via a nightscythe


Put them in a ghost ark, use the deceiver to reploy it 12.1" away from the enemy, disembark them, move them, and you are in rapid fire range. They can even charge, because only the ghost ark is affected by grand illusion.


"For rules purposes, units that are embarked on a transport model that has made a normal move, advanced, fallen back, or remained stationary also count as having made the same kind of move that turn."

I'm betting you won't be able to do that with the new rules.
   
Made in us
Regular Dakkanaut




Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


Lychgaurd? Why not wraiths? Yummy 2++
   
Made in ro
Deranged Necron Destroyer




weaver9 wrote:
Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


Lychgaurd? Why not wraiths? Yummy 2++


Wraiths can get the 2++ easier (they only need one strat, not two) but you can only get 6 wraiths, so less wounds and no in-built RP. I think wraiths will be great for putting pressure on and pinning the enemy in their deployment zone, but lychguard will be the guys that sit on the mid-field objectives and just don't die.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

IanVanCheese wrote:
 Aza'Gorod wrote:
I'm curious as to the damage calculations for the new scarabs vs the old ones, does anyone know if someone had done that?


Quick math

6 old scarabs vs tactical marine = 24 attacks, 12 hits, 4 wounds,
6 new scarabs vs tactical marine = 24 attacks, 12 hits, 5.33 wounds

6 old scarabs vs T6 and above = 24 attacks, 12 hits, 4 wounds
6 new scarabs vs T6 and above = 24 attacks, 12 hits, 3.66 wounds

Better vs T5 and below, slightly worse vs T6 and higher.

JNA, your maths is slightly off. You're giving new scarabs auto wound on 5s, it' on 6s. So it would be 18 hits total, of which 3 auto wound, not 6.

Basically better against anything except stuff they wound on 6s, since they could only ever wound on 5s at worst before and the auto wound on 6s to hit doesn't quite offset this. Overall it's a decent buff though.
Yeah, you're right.

That's my bad! I knew it was on a 6 too, I just goofed.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ro
Deranged Necron Destroyer




 JNAProductions wrote:


That's my bad! I knew it was on a 6 too, I just goofed.


Lol it's OK, my maths was wrong too. 65 million years in the tomb world does bad things to maths skills apparently. And your overall conclusion was right, new scarabs are better vs all targets (and I think they're absolute little weapons, Gonna be trialing 27 scarabs asap).

This message was edited 1 time. Last update was at 2020/07/05 17:52:55


 
   
Made in us
Loyal Necron Lychguard





 Gwyn chan 'r Gwyll wrote:
Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


From what we’ve seen of the leaked mission rules (which is a lot)... this isn’t going to be the case. Same max points from the primary objectives as secondary. A lot easier to max out the kill-point secondaries (giving 30 points out of 90). Plus being killy is the best form of defence: it prevents your opponent from being able to score on their turn.

The problem is that the kill units secondaries are designed to punish skew lists - other than Attrition (which itself requires your opponent to bring more small units than you) you are going to run out of stuff to kill before you max out that objective unless the other player brought a lot of that particular thing. The opponent needs to bring five characters for maxing Assassinate to even be possible, two titans for Titan Slayer, etc. I think maxing your secondaries is a pie in the sky scenario.

This message was edited 1 time. Last update was at 2020/07/05 20:46:28


 
   
Made in ro
Deranged Necron Destroyer




 Arachnofiend wrote:
 Gwyn chan 'r Gwyll wrote:
Asymmetric wrote:
Some speculation:

I'd keep an eye on the Nihilakh dynasty reclaim the lost empire stratagem + Lychguard in 9th. If 9th edition does boil down to marching into the centre of the board and holding objectives as the primary means to victory, swarming it with 10 man squads of sword and board lychguard and doubling down with reclaim the lost empire with a new improved re-animation protocols could be very hard for any army to shift. In non-ITC 8th events this combination was already strong for objective camping.


From what we’ve seen of the leaked mission rules (which is a lot)... this isn’t going to be the case. Same max points from the primary objectives as secondary. A lot easier to max out the kill-point secondaries (giving 30 points out of 90). Plus being killy is the best form of defence: it prevents your opponent from being able to score on their turn.

The problem is that the kill units secondaries are designed to punish skew lists - other than Attrition (which itself requires your opponent to bring more small units than you) you are going to run out of stuff to kill before you max out that objective unless the other player brought a lot of that particular thing. The opponent needs to bring five characters for maxing Assassinate to even be possible, two titans for Titan Slayer, etc. I think maxing your secondaries is a pie in the sky scenario.


Yeah, which I like tbh. You can go for some of the easier secondaries that can't be maxd out, and then devote your attention to stopping your opponent from getting theirs. I love that maxing secondaries is going to be very hard.
   
Made in gb
Freaky Flayed One





Crownworld Astilia

Hmmm interestingly Necrons have never really been a character heavy army but with regards to the Royal Warden + Gauss Reaper warriors camping in the centre of the board, I'm wondering if our character usage may go up compared to 8th.

Right now it seems like Overlord/Imotekh + Cryptek + Royal Warden + Lord is the basic format.

Would running 2 Royal Wardens make any sense? Or even 2 Overlords seeing as how their MWBD and Aura abilities are no longer restricted to Infantry iirc (One to camp at the back with DDA and the other with the bulk of the army)? That may push us to 5 characters in the HQ slot which is the max for a battalion without even factoring in the Skorpekh and or Lokhust destroyer lords. Necrons may well turn into a GSC esque army in regards to the mileage/necessity of their characters if my musings are correct.


The Qarnakh Dynasty - Starting Again From scratch...Once again

 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in us
Irked Necron Immortal





Jackson, TN

punisher357 wrote:
 p5freak wrote:
If blast weapon units will get a big point increase, the DDA will be hit hard. Problem is, its not an anti horde unit, its anti vehicle. I have a feeling it might be 200 pts. in 9th.


Automatically Appended Next Post:
 Aza'Gorod wrote:
 Sasori wrote:
I've watched a few batreps now, and with the smaller tablesize and how important control of the Midfield objectives are, I gotta say I am not much down on Gauss Reapers as I was before.

It could very well become a strat to sit on an objective with a blob and a Royal Warden, it may not be that easy to shift, especially if RP is really changing for the better.


I'm really hopeful we have some way to teleport the gauss reaper guys within the 7inchs for rapid fire or maybe via a nightscythe


Put them in a ghost ark, use the deceiver to reploy it 12.1" away from the enemy, disembark them, move them, and you are in rapid fire range. They can even charge, because only the ghost ark is affected by grand illusion.


"For rules purposes, units that are embarked on a transport model that has made a normal move, advanced, fallen back, or remained stationary also count as having made the same kind of move that turn."

I'm betting you won't be able to do that with the new rules.


None of those are what the Deceiver does. He just Redeploys the unit and applies his limitation to that Unit. The Embarked unit is just along for the ride.
   
Made in fr
Freaky Flayed One




 Mixzremixzd wrote:
Hmmm interestingly Necrons have never really been a character heavy army but with regards to the Royal Warden + Gauss Reaper warriors camping in the centre of the board, I'm wondering if our character usage may go up compared to 8th.

Right now it seems like Overlord/Imotekh + Cryptek + Royal Warden + Lord is the basic format.

Would running 2 Royal Wardens make any sense? Or even 2 Overlords seeing as how their MWBD and Aura abilities are no longer restricted to Infantry iirc (One to camp at the back with DDA and the other with the bulk of the army)? That may push us to 5 characters in the HQ slot which is the max for a battalion without even factoring in the Skorpekh and or Lokhust destroyer lords. Necrons may well turn into a GSC esque army in regards to the mileage/necessity of their characters if my musings are correct.

It is of course too soon to say but i doubt it. Our characters tends to be on the expensive side, usually without a lot of punch combat wise (compared to marines for example). Their buffs are good but not incredible and having more than 3 will cost us CP.
Our damage heavy units are already not cheap either, and 4 HQ will cost something like 350-400 pts, too much imho.
The only way i can see it happen is if mixed dynasties are a thing. Even then we could play double patrol with 2 characters.

This message was edited 1 time. Last update was at 2020/07/06 13:04:40


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I'm torn. I don't *want* to drop the points for a Lord, Overlord, Cryptek, AND Royal Warden in a list. I guess the first one to go is probably the Cryptek.

Depending on the list, might also need to shoehorn a Skorpehk Lord in there...

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




Shaelinith wrote:
 Mixzremixzd wrote:
Hmmm interestingly Necrons have never really been a character heavy army but with regards to the Royal Warden + Gauss Reaper warriors camping in the centre of the board, I'm wondering if our character usage may go up compared to 8th.

Right now it seems like Overlord/Imotekh + Cryptek + Royal Warden + Lord is the basic format.

Would running 2 Royal Wardens make any sense? Or even 2 Overlords seeing as how their MWBD and Aura abilities are no longer restricted to Infantry iirc (One to camp at the back with DDA and the other with the bulk of the army)? That may push us to 5 characters in the HQ slot which is the max for a battalion without even factoring in the Skorpekh and or Lokhust destroyer lords. Necrons may well turn into a GSC esque army in regards to the mileage/necessity of their characters if my musings are correct.

It is of course too soon to say but i doubt it. Our characters tends to be on the expensive side, usually without a lot of punch combat wise (compared to marines for example). Their buffs are good but not incredible and having more than 3 will cost us CP.
Our damage heavy units are already not cheap either, and 4 HQ will cost something like 350-400 pts, too much imho.
The only way i can see it happen is if mixed dynasties are a thing. Even then we could play double patrol with 2 characters.


I agree. I think the cost for another detachment may be too steep. That's got me a bit worried about units like the Royal Warden. I think all Necron armies will likely still want an Overlord and a Cryptek, which only leaves one HQ slot open for anything else. Lords are likely still good, but Skorpekh Lords look like decent toolbox units too. Not sure how that leaves space for the Royal Warden in most lists.
   
Made in ro
Deranged Necron Destroyer




Depends how good our strats are. We can happily spend 2cp on an extra patrol and still have more than we would have had to start in 8th, and that's before you add in the CP given every turn.
   
Made in gb
Proud Triarch Praetorian





I just like that fact that Overlords are no longer guaranteed to be more than one necessary in each list

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
Wicked Canoptek Wraith



United States

 Draco765 wrote:
punisher357 wrote:
 p5freak wrote:
If blast weapon units will get a big point increase, the DDA will be hit hard. Problem is, its not an anti horde unit, its anti vehicle. I have a feeling it might be 200 pts. in 9th.


Automatically Appended Next Post:
 Aza'Gorod wrote:
 Sasori wrote:
I've watched a few batreps now, and with the smaller tablesize and how important control of the Midfield objectives are, I gotta say I am not much down on Gauss Reapers as I was before.

It could very well become a strat to sit on an objective with a blob and a Royal Warden, it may not be that easy to shift, especially if RP is really changing for the better.


I'm really hopeful we have some way to teleport the gauss reaper guys within the 7inchs for rapid fire or maybe via a nightscythe


Put them in a ghost ark, use the deceiver to reploy it 12.1" away from the enemy, disembark them, move them, and you are in rapid fire range. They can even charge, because only the ghost ark is affected by grand illusion.


"For rules purposes, units that are embarked on a transport model that has made a normal move, advanced, fallen back, or remained stationary also count as having made the same kind of move that turn."

I'm betting you won't be able to do that with the new rules.


None of those are what the Deceiver does. He just Redeploys the unit and applies his limitation to that Unit. The Embarked unit is just along for the ride.


I should have elaborated what I meant. I'm aware the deceiver's ability isn't one of those things. I was meaning they won't be able to charge out of the ghost ark.
   
Made in no
Grisly Ghost Ark Driver





It's pretty clear what you mean, but it's not clear cut is it? You'd need to explicitly address thid situation in the deceiver's ability, as it's not listed among those things that prevent a transport from unloading and have them charge.

If you deceivered a Monolith or night scythe, would you not allow it to bring in a unit that could charge?

If you deceiver forward Zahndrekh, he can't charge, but would you not allow Obyron to ghost mantle a unit of lychguard to to him that then can charge?

There's all kinds of transportation mechanisms that open up with the deceiver. Unless it's explicitly mentioned that a transport can't unload with charge allowed, it's certainly open for discussion

This message was edited 1 time. Last update was at 2020/07/06 17:51:58


 
   
Made in ro
Deranged Necron Destroyer




 p5freak wrote:
If blast weapon units will get a big point increase, the DDA will be hit hard. Problem is, its not an anti horde unit, its anti vehicle. I have a feeling it might be 200 pts. in 9th.


The thing is, it used to be 193 pts in 8th and we still brought three of them. If it goes up to 180, I'll consider that a big win for us.

Edit:

having my first game of 9th tonight, 1K lists since we figure it's gonna be slow going.

Overlord
2 x 10 Tesla Immortals
10 x Shield Lychgaurd
6 x scarabs
Heat Ray Triarch Stalker
Doomsday Ark

Taking a mix of stuff that was good and stuff I think has been improved by 9th in various ways. I'm really into Heat ray Stalkers - if they stay cheap, I'm going to considering multiple of them.

This message was edited 1 time. Last update was at 2020/07/07 12:36:38


 
   
Made in ro
Deranged Necron Destroyer




Scattered notes and thoughts on that 9th ed game I mentioned above:

Close game but managed to squeak out the win (10/9). It was against imperial Fists, full infantry list. 2 x 3 Suppressors, 4 Inceptors, 3 x 5 Intercessors, Captain, Lt, 2 x 3 Eliminators.

He went first and smoked my DDA, god damn Imperial Fists ruin our tanks. Immortals did work, but very squishy as we know. Scarabs were heroic, made a darting move up to finish off a wounded Lt.

Stalker was good, smoked two suppressors in shooting with heat ray, then an inceptor in charge phase. It also exploded, doing a ton of MWs. It'd already made it's points by then anyway though, very happy with it as distraction carinfex/damage dealer.

Overlord changes are good (played with new MWBD + aura, but current wargear - also played new scarab rules). He still meh in combat, killed some intercessors but got wrecked by captain.

Overall, very happy with my first game of 9th, it looks a lot like 8th on paper, but it played very differently. EVen playing Only War, the super simple mission, it was all about board control.

Also, minimum board size for 1000pts is like a shoebox. Very cosy. Didn't get to use my VOD, no need and no space.

In summary. Scarabs rule, Heat Ray Stalker impressed me and new terrain rules vastly change the game. Subtle changes were interesting. Opposing player getting to swing first in no charger combat etc. Positive we will have missed some new stuff, but yeah, bring on 9th and our new codex.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

IanVanCheese wrote:
Scattered notes and thoughts on that 9th ed game I mentioned above:

Close game but managed to squeak out the win (10/9). It was against imperial Fists, full infantry list. 2 x 3 Suppressors, 4 Inceptors, 3 x 5 Intercessors, Captain, Lt, 2 x 3 Eliminators.

He went first and smoked my DDA, god damn Imperial Fists ruin our tanks. Immortals did work, but very squishy as we know. Scarabs were heroic, made a darting move up to finish off a wounded Lt.

Stalker was good, smoked two suppressors in shooting with heat ray, then an inceptor in charge phase. It also exploded, doing a ton of MWs. It'd already made it's points by then anyway though, very happy with it as distraction carinfex/damage dealer.

Overlord changes are good (played with new MWBD + aura, but current wargear - also played new scarab rules). He still meh in combat, killed some intercessors but got wrecked by captain.

Overall, very happy with my first game of 9th, it looks a lot like 8th on paper, but it played very differently. EVen playing Only War, the super simple mission, it was all about board control.

Also, minimum board size for 1000pts is like a shoebox. Very cosy. Didn't get to use my VOD, no need and no space.

In summary. Scarabs rule, Heat Ray Stalker impressed me and new terrain rules vastly change the game. Subtle changes were interesting. Opposing player getting to swing first in no charger combat etc. Positive we will have missed some new stuff, but yeah, bring on 9th and our new codex.



You know...i'm actually not surprised the Stalker is much improved, and the Heat Ray was a good go-to with the smaller board size. That, and the Stalker as a Vehicle ignores the move and shoot penalty as a vehicle...I may need to reconsider bringing mine again when 9th drops

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
Proud Triarch Praetorian





I brought one a lot. These changes make me very happy

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





 iGuy91 wrote:
IanVanCheese wrote:
Scattered notes and thoughts on that 9th ed game I mentioned above:

Close game but managed to squeak out the win (10/9). It was against imperial Fists, full infantry list. 2 x 3 Suppressors, 4 Inceptors, 3 x 5 Intercessors, Captain, Lt, 2 x 3 Eliminators.

He went first and smoked my DDA, god damn Imperial Fists ruin our tanks. Immortals did work, but very squishy as we know. Scarabs were heroic, made a darting move up to finish off a wounded Lt.

Stalker was good, smoked two suppressors in shooting with heat ray, then an inceptor in charge phase. It also exploded, doing a ton of MWs. It'd already made it's points by then anyway though, very happy with it as distraction carinfex/damage dealer.

Overlord changes are good (played with new MWBD + aura, but current wargear - also played new scarab rules). He still meh in combat, killed some intercessors but got wrecked by captain.

Overall, very happy with my first game of 9th, it looks a lot like 8th on paper, but it played very differently. EVen playing Only War, the super simple mission, it was all about board control.

Also, minimum board size for 1000pts is like a shoebox. Very cosy. Didn't get to use my VOD, no need and no space.

In summary. Scarabs rule, Heat Ray Stalker impressed me and new terrain rules vastly change the game. Subtle changes were interesting. Opposing player getting to swing first in no charger combat etc. Positive we will have missed some new stuff, but yeah, bring on 9th and our new codex.



You know...i'm actually not surprised the Stalker is much improved, and the Heat Ray was a good go-to with the smaller board size. That, and the Stalker as a Vehicle ignores the move and shoot penalty as a vehicle...I may need to reconsider bringing mine again when 9th drops


I agree in general just wanted to point out that we don't really have much heavy weapons on infantry that suffers to hit penalities in the first place

This message was edited 1 time. Last update was at 2020/07/08 15:05:13


 
   
Made in gb
Freaky Flayed One





Crownworld Astilia

Eyjio wrote:
 Sasori wrote:
Why are you not a fan of the Plasmacyte? Assuming in the regular Dex the Destroyers are 3-6, it seems really good. The buff can be extremely relevant, getting to strength 8 on the reap blade. Worst case, it can take something like a Lascannon shot if needed to keep the rest of the unit alive. yeah, the 1 in 6 chance to kill a destroyer isn't amazing, but if RP is improved it may not be that huge.

I've also revised my opinion of the Plasmancer as well. My main concern is it seems like our HQ slot going to be super competitive now.

You know, I was going off gut instinct to justify it, as the potential to kill off a 40 point model seemed insane, but you're right. Turns out, there are actually quite a few potential uses for the damn thing. I'm working off the (very tenuous) rumours that they do cap at 3 units per model, that they cost ~40 points each and the plasmacyte is an additional 15, bringing the squad to 135 points; a bit less than 7 intercessors in the new rules. So, here's some facts I found interesting:

-Other than a few cases, the reap-sword outperforms the threshers in almost all situations. If we have the option in the codex to arm all with swords, it's usually the right way to go.
-Those cases aren't always trivial; one of them is T4 W1/2 any save, no inv, where threshers are always just a little better.
-With infusing, S8 makes a huge difference against T4, making the reap-blade superior, and S6 threshers are better vs T5 W1/2 as you might expect from the +1S.
-T3 is also much weaker to the threshers after infusion; GEQ get mulched, as you'd anticipate, expecting to take over 10 casualties from a full strength attack vs 6 uninfused.
-Surprising one: against T5 or lower units, infusing and losing 1 destroyer still on average gives you 95% of the damage output as not infusing; i.e. infusing if you reach combat with full model count is almost always the best decision
-Unfortunately, vs high T models, infusing is extremely swingy: losing 1 thresher model (the ideal) reduces you to on average ~85% of your strength if you hadn't infused; if a model doesn't die, you're about 55% stronger.
-Because rerolling 1's to wound is multiplicative, the Skorptekh lord helps most vs multiwound models where the damage output really matters. Not shocking, but means between the blast gun, claw and reroll aura, it's a surprisingly well rounded unit for any match up.
-Slightly interesting aside: against many units in the game, D2 vs D3 is a lot bigger of a disparity than it looks, which manifests here also. VS a character with 5/6 wounds, D2 needs to hit an extra time, and VS W3 units, it's the same. As a fair amount of melee units have W3, you really want to keep the sword guy alive.

So, my intuition is completely wrong. Despite how it seems, the plasmacyte seems exceptionally useful; it will either eat a high damage shot for the unit, in which case that's 15 points spent to save 40 - a great trade, or it buffs the unit immensely in combat, and the backfire isn't as extreme as it looks. These guys are massive damage dealers and move very quickly. The downside is obvious - against other melee units, they really need the charge, and no inv is a huge disadvantage because they will just melt. Still, I'm glad I did the analysis, I don't feel like much of this was particularly obvious at all!


Seemed to good of an analysis to not post here.


The Qarnakh Dynasty - Starting Again From scratch...Once again

 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in ro
Deranged Necron Destroyer




Yeah I find myself agreeing with all of that, but I was never down on the plasmacyte to begin with - assuming 6 man destroyer units will be allowed in the codex.
   
Made in us
Wicked Canoptek Wraith



United States

torblind wrote:
It's pretty clear what you mean, but it's not clear cut is it? You'd need to explicitly address thid situation in the deceiver's ability, as it's not listed among those things that prevent a transport from unloading and have them charge.

If you deceivered a Monolith or night scythe, would you not allow it to bring in a unit that could charge?

If you deceiver forward Zahndrekh, he can't charge, but would you not allow Obyron to ghost mantle a unit of lychguard to to him that then can charge?

There's all kinds of transportation mechanisms that open up with the deceiver. Unless it's explicitly mentioned that a transport can't unload with charge allowed, it's certainly open for discussion


The reason monoliths and night scythes were allowed to do that is because they didn't function the same as a transport. They didn't actually hold the units. They were a mobile gateway to tombworld deployment.

The new rule sets the precedent that if your unit is in the transport and it moves, your unit inside counts as having moved.

This is the wrong thread for this discussion though. I'm bowing out.
   
Made in gb
Been Around the Block




I'm really hoping we can make a total blitz melee crons Novokh list with some real teeth now. Something built around a core of:

Outrider battalion (do we really care about playing down 3cp? People were successfully take outrider detachments in 8th with far less CP)

1 Skorpekh lord (loaded up with nastiest relic & warlord trait possible)
~18 Wraiths
~12 Skorpekh destroyers + 2 plasma (i'm assuming there unit size will go up to 6 in the codex).
~9 Scarab Filler.

Should come to around a little over ~1,500 points assuming the rumours for points costs are true for the indomitus kit and wraiths haven't drastically changed. Fill out the rest with fire support / troops / C'tan or whatever else takes my fancy until 2k.

Only thing I'm little concerned over is how quick we can reliably get the Skorpekh destroyers into melee without anyone blowing them off the table first turn.

This message was edited 1 time. Last update was at 2020/07/09 13:29:03


 
   
 
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