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Made in us
Haemonculi Flesh Apprentice






 Grimgold wrote:
 JNAProductions wrote:
What's the range on Counter Tactics, though?


12", but that's plenty for most in your face special characters like mortarion or Dante.


Mortarion and Dante are scary because they wreck you themselves. The characters your going to see more often are buffing tank lines and in castles with screens. Your never debuffing those fellas.

   
Made in us
Dakka Veteran





Talent for Annihilation - 1 CP
"Mephrit Stratagem"

-Use this before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

SO - correct me if I'm wrong-- You could use this on Tesla Immortals. The 6's would add 2 hits from the Tesla rule, then you roll the additional hit rolls for the stratagem. The stratagem can't generate more hit rolls. BUT those new 6's could generate 2 more Tesla hits. Am I seeing this correct or is this incorrect?

I'll explain the way I am thinking of it in my head. You aren't generating more hit rolls but you are generating more automatic hits. I hope I'm not being TFG by thinking this way.

This message was edited 1 time. Last update was at 2018/03/13 16:48:30


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Red Corsair wrote:
@ Vpoid I mean your examining Immotek with extreme prejudiced


If this is how you want to play it, fine. I will assume that every one of your posts is written from a malicious standpoint.

 Red Corsair wrote:
I am being objective.


If you want to be objective (or at least maintain the pretence that you are), perhaps you shouldn't assume the mindsets of others?

 Red Corsair wrote:
He is an incredible buy for an army if you are looking at acquiring CP's and having a buff character.


So long as you don't mind spending a lot of points on HQs, sure.

 Red Corsair wrote:

Of course you can always take a bare bones battalion for 335. But it won't add much to your army beyond CP's. Perhaps this is an option if your spamming destroyers from another detachment, but now your army is incredibly thin on the ground and won't have much board control.


I'm struggling to understand your point here. Surely the point of taking bare-bones HQs is that you have more points to spend on other choices instead? Hence, I don't understand why the rest of the Battalion would be bare-bones? I'm not even sure there'd be much point in taking a Battalion like that in the first place.


Moosatronic Warrior wrote:
Here's another way I'm looking at Imotekh:

Assuming you wanted a Battalion and at least one other 1 CP detachment, he can take the place of 2 HQs for a similar price.

Say you have 3 troops and 3 Elites for a 7 CP army. You need 3 HQs for this. Or you could just take Imotekh and one HQ and keep it as a Battalion- it will be a similar cost and the same amount of CPs.


But you could also just drop the third HQ altogether. You'd miss out on 1CP, but you'd have ~100pts to spend on something else instead.


Actually, let me just make my position clear: I like Imotekh. This is probably the best he's ever been and, since I own the model anyway, I'm sure I'll be trying him out.

Also, in terms of points, I think he's much better than 2 Overlords.

My issue with him is that I don't find myself taking 2 Overlords in the first place. And, whilst he definitely brings a lot more than an Overlord for his cost, I'm not convinced that the extra 100pts wouldn't be better spend on non-HQ models.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Haemonculi Flesh Apprentice






mhalko1 wrote:
Talent for Annihilation - 1 CP
"Mephrit Stratagem"

-Use this before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

SO - correct me if I'm wrong-- You could use this on Tesla Immortals. The 6's would add 2 hits from the Tesla rule, then you roll the additional hit rolls for the stratagem. The stratagem can't generate more hit rolls. BUT those new 6's could generate 2 more Tesla hits. Am I seeing this correct or is this incorrect?

I'll explain the way I am thinking of it in my head. You aren't generating more hit rolls but you are generating more automatic hits. I hope I'm not being TFG by thinking this way.


Nah, you shoot 10 shots for example and lets say you get 3 unmodified 6's, you then make 3 more hit rolls for those. Then you would apply any arks.

   
Made in us
Numberless Necron Warrior




 Red Corsair wrote:
Moosatronic Warrior wrote:
Here's another way I'm looking at Imotekh:

Assuming you wanted a Battalion and at least one other 1 CP detachment, he can take the place of 2 HQs for a similar price.

Say you have 3 troops and 3 Elites for a 7 CP army. You need 3 HQs for this. Or you could just take Imotekh and one HQ and keep it as a Battalion- it will be a similar cost and the same amount of CPs.

Taken like this he seems a decent choice. The problem I've been having is that if I'm writing a list where I need 3 HQ's, I can't justify making one of them cost 200pts. The tax is already way too high.

So, while he seems pretty good on paper, it's really a question of how he fits into the detachments you're taking as to whether or not you want him. Most of the time his +1CP won't be a bonus, it will just make him an equal choice compared with 2 cheaper HQs.


He works best in a battalion that your fleshing out. If all your trying to do is farm CP's taking thin battalions then he won't be worth it. I also really like his storm ability though, something that think other posters are really underestimating. It's literally a big smite with 48 inch range that you pick the target as long as it isn't a character below 10 wounds, that then little smites on a 16% chance anything nearby. How this can wilfully be ignored as piece of the equation is bizarre to me.


So what I'm getting from this, if you have more than one dynasty you want to soup, you need multiple detachments(3HQs, if choosing battalion). This is looking like 350+ points in HQ slots if you bring Imotekh. That is a lot of points put into what we can say are mostly buff bots. If you don't bring him, then somewhere closer to 225 points in HQs.

On the other hand, I think he would be near best in slot if you're only going for a single dynasty army. Necrons are expensive enough as it is, so you'll likely just bring a batallion in this case. And for the points you already mentioned, he has the efficiency of 2 HQs, a CP, and cool ability all rolled up into one.

   
Made in us
Loyal Necron Lychguard




CCBs are quite decent, and but don't compare that well to something like a Shield Captain on Dawneagle Jetbike. Less attacks is painful, as is the innate lack of an Invuln. You can kit out 1 CCB to get 4++ and potentially some extra attacks, but can't bring multiple fast hunting Characters.

Granted it's not a 1 to 1 comparison, they're built for different tasks and different Codices. I think you could potentially build a decent list with 2-3 CCBs and some screening units like Wraiths/Tomb Blades/Scarabs, or just Deep Striking things nearby.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Any thoughts on the artefacts?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Regular Dakkanaut




Nobody thinking about Mephrit for Deceiver bomb, useable for alpha and beta strike depending on enemy deployment and who goes first?

Mephrit Batallion:

CCB /w whatever (Tesla Cannon + Staff of Light I guess)
Lord /w Staff of Light, Orb & Veil of Darkness
3x 10 Immortals /w Tesla
Deceiver

Point cost: 1014 (+307 for an optional full unit of Destroyers with one Heavy Destroyer, see below)

- during deployment, hide all units except the CCB, screen it with Scarabs or whatever near your frontline
- after game start, use Deceiver to move him and two Immortal units (should be doable with CP reroll) into position for later
- start of your turn, MWBD x2 with "Phaerons Will" stratagem, should work with the 12" range on Wave of Command
- movement phase, move first two Immortal units into position less than 12" away from targets
- end of the movement phase, teleport Lord and the third unit of Immortals into position, should be possible to get the Lord into postion to grant rerolls to two units at least (and use the Orb on two units next turn)
- kill ALL THE THINGS, possibly using "Solar Flare" and "Talent for Annihilation" statagems (ignore cover on one enemy unit, and additional hits on 6s)

You can still drop in a unit of Destroyers with "Translocation Crypt" and buff them with "Extermination Protocols". CP heavy obviously, but kills a lot of stuff - 27 MEQ for the Immortals alone with just 2x MWBD (other buffs not factored in), the Destroyers kill a tank most likely. And at least the participating units are safe from the enemy at the same time. Gets interesting if going up against a list running something similar (any version of Nids Flyrants + Jormungandr tunnel bomb, or BA "Descent of Angels" Death Company/Sanguinary Guard bomb). Comes down to who blinks first, lol.

A Nephrekh detachment for the Destroyers is a pretty much a given, so maybe:

Nephrekh Outrider
Illiminor Szeras - 143
Destroyers - 307
Scarabs - 117
Scarabs - 117

684, plus 1014 for the Batallion, leaves 302. Not sure what to do with that yet.

This message was edited 1 time. Last update was at 2018/03/13 17:19:54


 
   
Made in us
Dakka Veteran





 Red Corsair wrote:
mhalko1 wrote:
Talent for Annihilation - 1 CP
"Mephrit Stratagem"

-Use this before a MEPHRIT unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.

SO - correct me if I'm wrong-- You could use this on Tesla Immortals. The 6's would add 2 hits from the Tesla rule, then you roll the additional hit rolls for the stratagem. The stratagem can't generate more hit rolls. BUT those new 6's could generate 2 more Tesla hits. Am I seeing this correct or is this incorrect?

I'll explain the way I am thinking of it in my head. You aren't generating more hit rolls but you are generating more automatic hits. I hope I'm not being TFG by thinking this way.


Nah, you shoot 10 shots for example and lets say you get 3 unmodified 6's, you then make 3 more hit rolls for those. Then you would apply any arks.


Well yes you would set the +2 hits from arks aside as they are automatic hits and for each 6 you roll you roll the additional hit. BUT my question is whether or not the generated extra hit rolls can generate extra arks since they aren't generating more hit rolls they are generating more hits.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Veil seems to be better than all the rest.
   
Made in us
Haemonculi Flesh Apprentice






@Vpoid I didn't mean extreme prejudice the way your taking it mate. It's a colloquial term. It means your being hyper efficient and vigilant in your task. Which then came off bizarre to me when you said you would take a destroyer lord just because.

Never assumed your mindset, I questioned your own words. Your responsible for whatever mindset your in, not me. just like I am for myself. No need to make things personal when they aren't.

BTW this is the second time now you have argued in circles with me about a unit, only to basically concede. I never said he was an auto take in every list. Of course you need to plug him into a list he works best with...



Automatically Appended Next Post:
Necronplayer wrote:
 Red Corsair wrote:
Moosatronic Warrior wrote:
Here's another way I'm looking at Imotekh:

Assuming you wanted a Battalion and at least one other 1 CP detachment, he can take the place of 2 HQs for a similar price.

Say you have 3 troops and 3 Elites for a 7 CP army. You need 3 HQs for this. Or you could just take Imotekh and one HQ and keep it as a Battalion- it will be a similar cost and the same amount of CPs.

Taken like this he seems a decent choice. The problem I've been having is that if I'm writing a list where I need 3 HQ's, I can't justify making one of them cost 200pts. The tax is already way too high.

So, while he seems pretty good on paper, it's really a question of how he fits into the detachments you're taking as to whether or not you want him. Most of the time his +1CP won't be a bonus, it will just make him an equal choice compared with 2 cheaper HQs.


He works best in a battalion that your fleshing out. If all your trying to do is farm CP's taking thin battalions then he won't be worth it. I also really like his storm ability though, something that think other posters are really underestimating. It's literally a big smite with 48 inch range that you pick the target as long as it isn't a character below 10 wounds, that then little smites on a 16% chance anything nearby. How this can wilfully be ignored as piece of the equation is bizarre to me.


So what I'm getting from this, if you have more than one dynasty you want to soup, you need multiple detachments(3HQs, if choosing battalion). This is looking like 350+ points in HQ slots if you bring Imotekh. That is a lot of points put into what we can say are mostly buff bots. If you don't bring him, then somewhere closer to 225 points in HQs.

On the other hand, I think he would be near best in slot if you're only going for a single dynasty army. Necrons are expensive enough as it is, so you'll likely just bring a batallion in this case. And for the points you already mentioned, he has the efficiency of 2 HQs, a CP, and cool ability all rolled up into one.



Exactly. And because of the insane start up costs for the crons, I am starting to think Necron Salad as it was termed is a bad idea. You end up taxing the crap out of your list one way or another. You either go cheap battalion at which point your not using the characters buffs and it makes the tax that much worse. Or you go for Outrider, spearhead and vanguard and don't bother with a battalion, just take the cake from whatever dynasty your after, and live with not having many CP's or more then likely the Hyperlogical Strategist WLT. Sautek isn't horrible for a spearhead but spearhead is the least appealing to me personally.

This message was edited 1 time. Last update was at 2018/03/13 17:16:35


   
Made in dk
Loyal Necron Lychguard






Maybe those 30 Tomb Blades I bought at the release of the last codex will come in handy anyways. Still haven't assembled them though.

I don't get why you are suddenly talking about taking Lords, I thought everyone agreed they were trash?

Gotta admit I'm disappointed with this thing, increasing the cost of Wraiths this much is stupid, people were saying they were bad FFS, I know they were awesome, but when half the community thinks it's a bad choice maybe don't increase the cost by more than 20%? The lack of a nerf to Scarabs just means that it's going to be all Scarabs all day.

The lack of a buff to the Monolith is laughable, I have to be missing something right?

They also buffed the wrong Cryptek, I mean wth is going on?

Maynarkh is also going to be utterly useless, just like the Krieg, which is nice, or something?
   
Made in us
Loyal Necron Lychguard




 vipoid wrote:
Any thoughts on the artefacts?


I'm curious how it'll pan out.

Veil of Darkness has an edge by being the only utility piece. Everything else is some sort of weapon or armor, but Veil is useful even if you are relying on your Characters to support rather than fight. I suppose Orb of Eternity is also a support option, but Res Orbs in general aren't great.

As I don't think our HQs are particularly amazing beatsticks, if not the Veil I would go for either a ranged weapon or an armor type, leaning towards the former. Voltaic Staff is just a Gauss Cannon that your DLord or CCB can fire without -1 to hit, so that's good. Solar Staff is likely better, with more shots and a -1 Hit debuff. Abyssal is, imo, too situational and RNG reliant, though not terrible. Gauntlet of the Conflagrator is pretty bad unless your meta is nothing but hordes.

As far as the armor types go, I would rank them 4++ >= Sempiternal >= Timesplinter > 2+ > Nanoscarab. In my book, preventative is better than reactive, so while the healing from Nanoscarab is cool, if you die it doesn't do anything half the time. Invulns, boosted stats, and 5+++ are great. 2+ is nearly as good, but I think it does less overall unless you're facing lots of AP0 (which isn't the meta). Timesplinter or Nanoscarab might be the better choice if you're facing lots of MWs.

The two Warscythes are fairly similar. Blood Scythe is better when facing more bodies, Voidreaper is better when facing tougher things. I personally don't think I'd pick a melee artifact most of the time. Edit: I might consider Blood Scythe if going full Novokh, to be fair. If your entire strategy is melee, it's quite good, though I don't think that's a viable build.

This message was edited 1 time. Last update was at 2018/03/13 17:52:24


 
   
Made in fi
Jervis Johnson






I've been brainstorming, here's my random 2k lists

-18 destroyers, 15 immortals, 9 tomb blades, deceiver, 2 crypteks, destroyer lord
-3 tesseract vaults, 15 immortals, 2 crypteks, 6 scarab swarms
-18 destroyers, 15 immortals, 2 crypteks, ccb, tesseract vault

I can't think of anything that works superbly well. Just 'ok'. Maybe that's good for the game.

I appreciate those 'Deceiver bomb' ideas based on the Tesla Immortals, but I just don't have a lot of faith in footslogging infantry with let's face it short range weaponry and no 'fly' or other escapes. Tyranids send units halfway across the galaxy to tie everything (40" moves and 2D6" charge), BA Captains, Dawneagles, etc. everything murder elite infantry that's footslogging around trying to look cool.

   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Grimgold wrote:


Scarabs, I hesitate to put them in the loser category because we weren't relying on them to be offensive powerhouses, so the weapon skill nerf doesn't really affect their main role. Still, there were quite a few situations where their number of attacks and 3+ weapon skill might turn the tide of a fight, and now they are less likely to do that.



Did you forget you can sacrifice one at the cost of a single CP to deal D3 mortal wounds?
That's pretty handy.

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 us
Rampaging Carnifex





Fredericksburg, Virginia

I think monoliths did get a buff since you can bring in 2 units (with a strategem) and teleport a 3rd unit from another place on the board... all on the same turn. Seems like a big buff from just 1 unit in the index.

6000+
2500
2000
2000
 
   
Made in us
Decrepit Dakkanaut




 vict0988 wrote:
Maybe those 30 Tomb Blades I bought at the release of the last codex will come in handy anyways. Still haven't assembled them though.

I don't get why you are suddenly talking about taking Lords, I thought everyone agreed they were trash?

Gotta admit I'm disappointed with this thing, increasing the cost of Wraiths this much is stupid, people were saying they were bad FFS, I know they were awesome, but when half the community thinks it's a bad choice maybe don't increase the cost by more than 20%? The lack of a nerf to Scarabs just means that it's going to be all Scarabs all day.

The lack of a buff to the Monolith is laughable, I have to be missing something right?

They also buffed the wrong Cryptek, I mean wth is going on?

Maynarkh is also going to be utterly useless, just like the Krieg, which is nice, or something?

We are talking about Lords because their aura is suddenly not useless.

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
Pyro Pilot of a Triach Stalker





The Eternity Gate

SM gunlines don't find lieutenants useless which holds the same for necrons which are inherently shooty.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in nz
Dakka Veteran




The Storm is really good, it's more akin to laying two smites on any target you want, sans characters.

I guess the Deciever is our answer for screening?

This message was edited 1 time. Last update was at 2018/03/13 18:21:09


 
   
Made in us
Loyal Necron Lychguard




CthuluIsSpy wrote:
Did you forget you can sacrifice one at the cost of a single CP to deal D3 mortal wounds?
That's pretty handy.

1CP for d3MWs which can fail 1/6 of the time. And you die whether it fails or not. It's neat, but I'd usually not spend a CP on it.
Zimko wrote:I think monoliths did get a buff since you can bring in 2 units (with a strategem) and teleport a 3rd unit from another place on the board... all on the same turn. Seems like a big buff from just 1 unit in the index.

They're buffed, sure. But it's still extremely expensive and does little to nothing the turn it comes in. 380 is a lot of points for what amounts to a teleport beacon with some decent shooting.
buddha wrote:SM gunlines don't find lieutenants useless which holds the same for necrons which are inherently shooty.

Eh, sorta? Lieutenants are better for low shot high quality shooting (Devastators, Hellblasters, etc), which we don't have. DLord is nice with Destroyers, sure, but foot Lords buffing Immortals/Warriors isn't going to take the world by storm.
Halfpast_Yellow wrote:I guess the Deciever is our answer for screening?


Sure, it does the job and the Deceiver himself is pretty solid between his stats and the new powers. Depends on what you're facing, of course - Scouts and Nurglings will block your blockers since they are anywhere on the board during deployment, and other Infiltrators like Raven Guard/Alpha Legion happen at the same time as you. His utility does make him fairly attractive, though, even though I wish it was a flat 2 or 3 units and not a d3.

This message was edited 1 time. Last update was at 2018/03/13 18:36:58


 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




Slayer-Fan123 wrote:
 vict0988 wrote:
Maybe those 30 Tomb Blades I bought at the release of the last codex will come in handy anyways. Still haven't assembled them though.

I don't get why you are suddenly talking about taking Lords, I thought everyone agreed they were trash?

Gotta admit I'm disappointed with this thing, increasing the cost of Wraiths this much is stupid, people were saying they were bad FFS, I know they were awesome, but when half the community thinks it's a bad choice maybe don't increase the cost by more than 20%? The lack of a nerf to Scarabs just means that it's going to be all Scarabs all day.

The lack of a buff to the Monolith is laughable, I have to be missing something right?

They also buffed the wrong Cryptek, I mean wth is going on?

Maynarkh is also going to be utterly useless, just like the Krieg, which is nice, or something?

We are talking about Lords because their aura is suddenly not useless.


Also the output on wraiths jumped up notably and they became a lot more mobile and abusable. They can now advance and charge and then benefit from any number of buffs depending which codes you take or which characters buff them + pick up RP
   
Made in us
Numberless Necron Warrior




Point for point, I believe a unit of regular destroyers is our most efficient anti vehicle with the use of the RR failed hits and wounds 1CP strategem. Some mathhammer below:

Against a T7 3+ target:
Destroyers w/ RR 1s to hit takes 38.57 points per unsaved wound
Destroyers w/ RR strategem takes 20.25 points per unsaved wound

Heavy destroyers w/ RR 1s to hit takes 31.41 points per unsaved wound
Heavy destroyers w/ RR stratagem takes 20.61 points per unsaved wound

DDA w/ dynasty RR 1s to hit takes 30.38 points per unsaved wound

Pylon w/ dynasty RR 1s to hit takes 30.31 points per unsaved wound
Pylon w/ dynasty RR 1s to hit takes 24.24 points per unsaved wound (flyers)


Also, worthy to note, that 1CP boosts the destroyers efficiency by 90.5%. So for 300 points into a unit of destroyers, that 1CP spent has a value of 271 points.

Obviously, there are range differences with each, and extra RNG for some options, but if you get into range with them (I'm thinking deep strike stategem), they will live up to their name.

This message was edited 1 time. Last update was at 2018/03/13 19:11:45


 
   
Made in us
Loyal Necron Lychguard




So you could do things like take Deceiver + Monolith, and then put the Monolith anywhere on the board T1 and spit out 3 units via Strats. The ones teleported via Dimensional Corridor can even move afterwards, which isn't terrible.

Warming a bit to the Monolith. It's still far too expensive, but can be made to work with a decentralized list that wants to teleport around the board. However, I'm not convinced that type of list can realistically work for several reasons.


Automatically Appended Next Post:
Dudeface wrote:
Slayer-Fan123 wrote:
 vict0988 wrote:
Maybe those 30 Tomb Blades I bought at the release of the last codex will come in handy anyways. Still haven't assembled them though.

I don't get why you are suddenly talking about taking Lords, I thought everyone agreed they were trash?

Gotta admit I'm disappointed with this thing, increasing the cost of Wraiths this much is stupid, people were saying they were bad FFS, I know they were awesome, but when half the community thinks it's a bad choice maybe don't increase the cost by more than 20%? The lack of a nerf to Scarabs just means that it's going to be all Scarabs all day.

The lack of a buff to the Monolith is laughable, I have to be missing something right?

They also buffed the wrong Cryptek, I mean wth is going on?

Maynarkh is also going to be utterly useless, just like the Krieg, which is nice, or something?

We are talking about Lords because their aura is suddenly not useless.


Also the output on wraiths jumped up notably and they became a lot more mobile and abusable. They can now advance and charge and then benefit from any number of buffs depending which codes you take or which characters buff them + pick up RP


I'm not convinced the output of the Wraiths jumped notably. The extra AP is better than the damage, because D2 does nothing against single wound models, which is still a huge amount of units in the game. Depends on the target.

This message was edited 1 time. Last update was at 2018/03/13 19:20:11


 
   
Made in de
Longtime Dakkanaut




Necronplayer wrote:
Point for point, I believe a unit of regular destroyers is our most efficient anti vehicle with the use of the RR failed hits and wounds 1CP strategem. Some mathhammer below:

Against a T7 3+ target:
Destroyers w/ RR 1s to hit takes 38.57 points per unsaved wound
Destroyers w/ RR strategem takes 20.25 points per unsaved wound

Heavy destroyers w/ RR 1s to hit takes 31.41 points per unsaved wound
Heavy destroyers w/ RR stratagem takes 20.61 points per unsaved wound

DDA w/ dynasty RR 1s to hit takes 30.38 points per unsaved wound

Pylon w/ dynasty RR 1s to hit takes 30.31 points per unsaved wound
Pylon w/ dynasty RR 1s to hit takes 24.24 points per unsaved wound (flyers)


Also, worthy to note, that 1CP boosts the destroyers efficiency by 90.5%. So for 300 points into a unit of destroyers, that 1CP spent has a value of 271 points.

Obviously, there are range differences with each, and extra RNG for some options, but if you get into range with them (I'm thinking deep strike stategem), they will live up to their name.

Yeah, I feel like 1 unit of deep-striking Destroyers is a pretty easy pick, provided you can find room for the detachment. I'm not nearly as impressed with them without the stratagem, so I'm reluctant to take more than one unit. Unfortunately unless you're going for something very specific you probably don't want that code on very many things. But Scarabs are pretty promising with it since you mostly want them for movement anyway, and occasionally the ability to guarantee a 16" flying move and then still charge will be incredible.

Maybe something like:
Sautekh Battalion:
Imotekh
Lord
23 Immortals
3 DDAs

Nephrekh Outrider:
Cryptek
3 Scarabs
6 Destroyers
9 Tomb Blades

Where you could drop a DDA or the Tomb Blades to find room for other stuff. It might make sense to drop off a bunch of Warriors with the Destroyers. Or move the Tomb Blades to Sautekh to benefit from their stratagem.

I feel like the DDAs are pretty promising too. You don't necessarily have to just keep them sitting in your deployment zone all game -- in many games it probably makes sense to move them aggressively on turn 1 to leverage their flayers. The low power cannon is still pretty solid against many targets.

This message was edited 1 time. Last update was at 2018/03/13 19:25:52


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I had a goofy sort of list idea using the Mephrit dynasty. Might be too expensive though

x4 Night Scythes
4x10 Immortals with Gauss Blasters

If one scythe gets shot down, use the strat to have 2 units pop out into rapid fire range. Dump 80 STR 5 AP -3 shots into targets of choice from up close where to hit modifiers won't be in effect.
Added bonus, Night Scythes got cheaper, and have that -1 to hit them to help keep them alive.

I'm imagining the rest of the list being long range shooting and scarab screens to keep them firing, and destroyers.
I used to run this in 5th and 6th ed, and had a lot of fun with it. Would this be the new incarnation?

This message was edited 1 time. Last update was at 2018/03/13 19:30:34


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 nz
Dakka Veteran




The Sautekh Bat + Nephkreh Outrider is where my thoughts are at too. I'm still undecided on the Tomb Blades as part of it... maybe the Deciever + Scarabs instead. Redeploying 2 DDA or setting out scarab denial could be clutch.

This message was edited 1 time. Last update was at 2018/03/13 19:36:25


 
   
Made in us
Haemonculi Flesh Apprentice






If I was inclined to Deceiver a big model I would probaly do it toe the vault over the monolith. It gets all the weapons in optimal range and the two of them will demand a ton of attention.

   
Made in de
Regular Dakkanaut




 iGuy91 wrote:
I had a goofy sort of list idea using the Mephrit dynasty. Might be too expensive though

x4 Night Scythes
4x10 Immortals with Gauss Blasters

If one scythe gets shot down, use the strat to have 2 units pop out into rapid fire range. Dump 80 STR 5 AP -3 shots into targets of choice from up close where to hit modifiers won't be in effect.
Added bonus, Night Scythes got cheaper, and have that -1 to hit them to help keep them alive.

I'm imagining the rest of the list being long range shooting and scarab screens to keep them firing, and destroyers.
I used to run this in 5th and 6th ed, and had a lot of fun with it. Would this be the new incarnation?


Gauss Blasters lose against Tesla even vs MEQ where you can make use of the AP -3, so vs GEQ or god help Ork Boys or Gants it gets even worse. Or vs Stealers/Demons/Poxwalkers for that matter.
   
Made in us
Decrepit Dakkanaut




Acehilator wrote:
 iGuy91 wrote:
I had a goofy sort of list idea using the Mephrit dynasty. Might be too expensive though

x4 Night Scythes
4x10 Immortals with Gauss Blasters

If one scythe gets shot down, use the strat to have 2 units pop out into rapid fire range. Dump 80 STR 5 AP -3 shots into targets of choice from up close where to hit modifiers won't be in effect.
Added bonus, Night Scythes got cheaper, and have that -1 to hit them to help keep them alive.

I'm imagining the rest of the list being long range shooting and scarab screens to keep them firing, and destroyers.
I used to run this in 5th and 6th ed, and had a lot of fun with it. Would this be the new incarnation?


Gauss Blasters lose against Tesla even vs MEQ where you can make use of the AP -3, so vs GEQ or god help Ork Boys or Gants it gets even worse. Or vs Stealers/Demons/Poxwalkers for that matter.

I'm not sure where you got that math as, when in Rapid Fire range, the Gauss Blasters entirely outdo the Tesla Carbines.

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
Haemonculi Flesh Apprentice






Halfpast_Yellow wrote:
The Sautekh Bat + Nephkreh Outrider is where my thoughts are at too. I'm still undecided on the Tomb Blades as part of it... maybe the Deciever + Scarabs instead. Redeploying 2 DDA or setting out scarab denial could be clutch.


Honestly I have cooled off on the bikes almost entirely. IDK, I still like them, but I struggle to put them into a list without wanting to take something else. They compete with the same roll as destroyers only they don't fill the wholes that destroyers do. I think the deceiver is practically must take from a competitive standpoint.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Acehilator wrote:
 iGuy91 wrote:
I had a goofy sort of list idea using the Mephrit dynasty. Might be too expensive though

x4 Night Scythes
4x10 Immortals with Gauss Blasters

If one scythe gets shot down, use the strat to have 2 units pop out into rapid fire range. Dump 80 STR 5 AP -3 shots into targets of choice from up close where to hit modifiers won't be in effect.
Added bonus, Night Scythes got cheaper, and have that -1 to hit them to help keep them alive.

I'm imagining the rest of the list being long range shooting and scarab screens to keep them firing, and destroyers.
I used to run this in 5th and 6th ed, and had a lot of fun with it. Would this be the new incarnation?


Gauss Blasters lose against Tesla even vs MEQ where you can make use of the AP -3, so vs GEQ or god help Ork Boys or Gants it gets even worse. Or vs Stealers/Demons/Poxwalkers for that matter.

I'm not sure where you got that math as, when in Rapid Fire range, the Gauss Blasters entirely outdo the Tesla Carbines.


He is probably assuming a lot of buffs for the telsa.

This message was edited 1 time. Last update was at 2018/03/13 19:46:13


   
 
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