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2018/03/26 22:29:39
Subject: Re:Necrons NEW 8th ed. Codex tactica - Beta codex confirmed same as final release
For when you absolutely have to delete every enemy character on turn 1.
Except you can't have 3 Time's arrows unless you roll for it. If you pick your powers you have to select all of them. In order to get 3 time's arrows, you have to pick 12 powers first before selecting it as your 13th power. T vaults can only have 4 powers each, iirc.
The deciever puts that at 14 chosen powers as he selects two of his own. There is also the 1 cp strategem that lets you change one power of the C'tan to a different power. So with the above list you could actually have 4 uses of times arrow.
2018/03/26 22:50:45
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Gonna try and help fill out the Forge World part of that chart. More indepth analysis in spoilers.
Kutlakh: B- Really strong abilities but perhaps a bit niche
Spoiler:
Pros:
-Maynarkh as a FW faction can use any codes so he's all but generic
-Charge after advance for all Maynarkh Infantry within 12"
-Only named character with a Phylactery lets him use The Nanoscarab Casket for survivalbility on a frontline Overlord
-Staff of Light gives him a wide variety of Relic options
-His unique weapon gives him a strong melee option while maintaining the versatility of the Staff of Light's relic a benefit that no other Named Character has
Cons:
-He isn't sautekh so he can't mix with those particular named characters
-He costs as much as Imotekh
-Must be Warlord for his Advance/Charge buff
-Really minor but if you take Toholk they must use the same codes as they're both Maynarkh
Personally I plan on running him Nephrekh with Solar Staff and Implacable Conqueror accompanied by Lychguards. He functionally gives them a 12" move with MWBD and a 2d6+1" charge making them have a reliable 20 inch threat range able to hop through walls and chaff to get to the meaty bits in the back you want your melee doods to be chewing into. His Solar Staff denying Overwatch where appropriate and generally being a strong close range weapon that benefits from advancing, which again doesn't prevent his own charge(s).
I can't think of a better choice of Nephrekh Leadership actually giving Lychguards/Flayed ones an 11" solves much of their mobility issues for me. The detachment might be too over costed but it's probably my favorite way to actually deploy Guards at this point.
Toholk: C He costs too much while doing little unique, largely replacable with the Cloaktek for much cheaper while also being faster.
Spoiler:
Pros:
-His Vehicle Phylactery buff lasts the game without having to babysit the target like a Cloaktek
-Gets to buff a Vehicle while also keeping the Chronometron which our Cloaktek's can't
-Rerolling Seize the Initiative, an extra 16% chance to claim the first turn is nothing to sneeze at
-His range weapon has a higher AP than the regular Staff of Light and can inflict Mortal wounds
Cons:
-Expensive for a glorified Cloaktek
-Can only upgrade vehicles and only one a game. If it dies that's just too bad. If you opponent opts to ignore it or focuses it down in a turn too bad
-His ranged weapon is Heavy D3 not Assault 3 meaning he doesn't want to move to keep up with your troops and isn't guaranteed to get as many shots off.
Really his best use is rerolling SoI, it used to be buffing one of our stronger yet more survivable vehicles like a TV, T.ARK or G.PYLON as those will naturally draw fire and stand to benefit from gaining D3 a turn the most. Unfortunately a Cloaktek can do this about as well while also bouncing to heal another target if the enemy doesn't attack your vehicle or if it does get focused down. We pay almost a 100 pts for a sub-par cloaktek with a Chronometron and a reroll on SoI. I won't downplay the SoI it's the only reason I didn't rate him a D but I'm not sure it's worth the 40-60 pt gap in performance level in every other aspect of his character.
Acanthrites: C+ They are a solid unit with some strong rules but I fear over costed compared with the new Tomb Blades/Destroyers/H.Destroyers
Spoiler:
Pros:
-Very Strong weapon, albeit at close range their combination of BS3+ S7 and AP-4 with D6D means they can tear through anything without an Invuln fairly reliably Rerolling damage at half range is odd for such a close range gun but comes up more than you'd think.
-Being very fast allows them to get into killing range with their weapons alarmingly quickly
-Having fly they can avoid getting tar pitted and keep shooting their guns effectively
-WS3+ A3 S5 AP-3 makes them dangerous CC so that they can tear through a front line after shooting up the threat in the back. Additionally they aren't as appealing a target for your opponent's CC mobs looking to off a high damage ranged unit.
-Hard to Hit makes them more survivable getting into range/melee. Combined with W3 makes them relatively survivable
-For 2CP you can give them a turn of Reanimation if your opponent doesn't properly wipe them out.
Cons:
-Close range gun means that if whatever they are shooting at survives it CAN charge/shoot them the following or even preceding turns. Fortunately Fly allows them to mitigate some of this and they have a strong melee
-Slightly more expensive than Destroyers, considerably more than Tomb Blades
-Single shots apiece makes them very hit or miss compared with Destroyers while operating similarly to the H.Destroyers albeit at a much closer range
-No inherent RP on a W3 does feel bad
Costing 3 pts more than a H.Destroyer they trade 25" and S2 at range, rerolling 1s to hit, and Reanimation Protocols for +2" movement, rerolling damage withing 6", -1 to be hit and a strong melee. I think overall you get a more versatile model than the H.Destroyer being an excellent close range threat both in shooting and in melee. Your opponent will have a harder time wiping out a unit at range and actually risks some loses in melee against the Acanthrites. Adaptive Subroutines can help[/] them with their range issues but slapping a 1CP [i]fix on them doesn't fix them. Unfortunately they miss out on Extermination Protocols and Translocation Crypt by virtue of being Beasts so point to the H.Destroyers again. They have a minimum size of 3 but a max of 9 which simultainously makes them harder to splash but easier to keep around via Repair Subroutines granting RP to the unit.
I wouldn't write them off outright, they are a very strong unit and were a mainstay of my Index forces but they are perhaps price prohibitive with the new boons on the H.Destroyers. They have a higher damage potential per point per turn than their counterparts but the range discrepancy combined with no Deepstrike Equivalent to protect them from first turn alpha strikes and help them with objective grabbing/getting in range might be their tombstone. I'd suggest trying them, they have potential and are--at worst--outclassed but by no means weak.
Night Shroud Bomber: F, you are paying 110 pts over the Night Scythe for a once per game Bombing Run that does at most 12 Mortal wounds but more reliably 2-6 Mortal wounds and an extra 4 shots while also losing the Invasion Beams. The Night Scythe is by no means a good, and while the Invasion Beams are not a good mechanic I do not feel that 110pts and the Beams is not an equal trade for a 2-6 MW on a likely subpar target and 4 extra Tesla shots. Take a Doom Scythe or enjoy some cute shenanigans before you shell out nearly $100 on this abomination.
Spoiler:
Pros:
-Twice the shots with the Tesla Destructors as the Doom Scythe or Night Scythe
-Can place a moderate number of Mortal wounds semi-reliably on a single unit provided there is space behind the unit for the Night Shroud Bomber to stop its movement
-Everything else a plane gets, -1 to be hit, really fast etc
Cons:
-Inordinately expensive, it is candidate for the worst Bomber in 40kIMHO -Mortal wounds on a 3+ is strong for a bombing run but once per game and a max of 12d6 on a large unit of infantry or monsters is decidedly not
-You can almost take a second Night Scythe and recoup the number of shots while also being more survivable and having a--admitedly janky--means of advanced unit deployment
To Summarize, the unit is awful we have more point efficient fliers, more point efficient MW suppliers. I highly advise against buying this Money and Point Sink of a model.
That said I'm ordering three, they're very pretty.
Edited in spoilers: that was longer than I expected, sorry to anyone who saw that.
This message was edited 2 times. Last update was at 2018/03/26 23:26:23
Index - 19059+ pts
Beta Codex 17309+ pts
Working on 8919+ pts
2018/03/26 23:23:34
Subject: Re:Necrons NEW 8th ed. Codex tactica - Beta codex confirmed same as final release
skoffs wrote: Okay, for unit grading, this is what I've got for now-
Spoiler:
A = borderline auto include
B = really good
C = can be situationally decent
D = generally not worth it
F = straight up bad
Imotekh : B
Zahndrekh : C
Trazyn : D
Anrakyr : ?
*Kutlakh : ?
Obyron : C
Orikan : B
Szeras : B
*Toholk : ?
Command B : A
Overlord : A
D. Lord : C
Lord : B
Cloak-tek : B
Chrono-tek : B
G. Immortals : A
T. Immortals : A
Warriors : B
Ghost A. : B
G. Tomb Blades : A
T. Tomb Blades : A
Destroyers : A
Scarabs : A
Wraiths : B
*Acanthrites : ?
*To. Sentinel : B
Deathmarks : C
Flayed Ones : D
Scythe-guard : C
Shield-guard : C
Rod-Praets : D
Void-Praets : D
HGC Stalker : D
Heat Stalker : D
Part. Stalker : D
Deceiver : A
Night Br. : B
*To. Stalker : D
Spyder : C
H. Destroyers : C
A. Barge : C
Doomsday A. : A
Monolith : D
T. C'tan : B
*Tess. Ark : D
*S. Pylon : ?
Doom S. : C
Night S. : D
*N. Shroud : ?
Obelisk : F
T. Vault : A
*G. Pylon : B
Tomb Citadel : F
Obviously a work in progress.
If anything should be changed please comment with why you think it deserves a specific grade (will be including reasons when it gets added to the top post).
I made my own list without looking at yours, so I could see how I matched up without poisoning my opinion first.
Going back and looking at yours now, a general theme I'm noticing is that I weight melee more heavily than you and I weight tesla lower than you. I've put notation where my score differs from yours.
Spoiler:
General notes A = Should be the bulk of your army
B = Viable
C = Usable if you've got a very specific strategy in mind
D = Don't use these
F = Why does this exist?
Fast Attack Canoptek Acanthrite - A (Tomb Blades with meltas and power swords)
Canoptek Scarab Swarm - A-
Canoptek Tomb Sentinel - A
Canoptek Wraith - A-
Destroyer - A+ (IMO best overall in codex)
Tomb Blade (Guass) - A
Tomb Blade (Particle) - C
Tomb Blade (Tesla) - B (I consider these relatively worse than Immortals since they can't get MWBD, and they'll almost never be Sautekh for +1 stratagem.)
Elite Canoptek Tomb Stalker - C
C'Tan Shard of the Deceiver - B (I see his potential, but can't rank him higher without a concrete use-case.)
C'tan Shard of the Nightbringer - B+
Deathmark - D
Flayed One - D
Lychguard (Warscythe/Sword & Board) - B/B- (On actual fighting ability they're A+, but armies don't start 5" away)
Triarch Praetorian (Rod of Covenant/Particle Caster and Blade) - C/C-
Triarch Stalker (based on weapon) - C-/D
Heavy Support Annihilation Barge (base/tesla) - C/D
Canoptek Spyder - B-
Doomsday Ark - A
Heavy Destroyer - B-
Monolith - C (As a raw combat unit, it's got decent stats; not great but good enough that it's transport and deep strike push it into 'usable' territory.)
Transcendent C'Tan - B (Tentative, still not sure how I feel about their powers)
Flyer & LOW Doom Scythe - C-
Night Scythe - C (Just on their ability to fight, they're a high D, but invasion beams are integral to Lychguard, which are fantastic)
Gauss Pylon - D (Deep strike is nice, but I don't see the point now that we have usable anti-armor. Although, not sure if I'm wrong on this, but can it shoot if you get a model into melee with it?)
Obelisk - F (IMO worst in codex, and we've got flayed ones!)
Tesseract Vault - B+ (Again, unsure on powers)
2018/03/26 23:24:50
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
ArtyomTrityak wrote: I am not sure about warriors.
12pts per model, 4+ S4 AP-1. It does not sound very great.
I will try 3x20 for sure but do not think it is competitive.
Same for immortals. 17ppm 3+ S4 AP0.
10 of the is very easy to remove so no reanimation.
So i think our troops are sucks. So we need to play without troops
Immortals are only str 4 in melee. Both gun options are str 5. And in cover they have a 2+ save. Immortals are quite good. Just cant run them out in the open. I have very little faith warrior blobs are going to be worth it. They just do not impress me on offense. If you support the hell out of them they can be decently hard to remove though. Personally i dont think they are gonna work out. We shall see.
2018/03/26 23:36:31
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
DudzeExperiment wrote: Gonna try and help fill out the Forge World part of that chart. More indepth analysis in spoilers.
Kutlakh: B- Really strong abilities but perhaps a bit niche
Spoiler:
Pros:
-Maynarkh as a FW faction can use any codes so he's all but generic
-Charge after advance for all Maynarkh Infantry within 12"
-Only named character with a Phylactery lets him use The Nanoscarab Casket for survivalbility on a frontline Overlord
-Staff of Light gives him a wide variety of Relic options
-His unique weapon gives him a strong melee option while maintaining the versatility of the Staff of Light's relic a benefit that no other Named Character has
Cons:
-He isn't sautekh so he can't mix with those particular named characters
-He costs as much as Imotekh
-Must be Warlord for his Advance/Charge buff
-Really minor but if you take Toholk they must use the same codes as they're both Maynarkh
Personally I plan on running him Nephrekh with Solar Staff and Implacable Conqueror accompanied by Lychguards. He functionally gives them a 12" move with MWBD and a 2d6+1" charge making them have a reliable 20 inch threat range able to hop through walls and chaff to get to the meaty bits in the back you want your melee doods to be chewing into. His Solar Staff denying Overwatch where appropriate and generally being a strong close range weapon that benefits from advancing, which again doesn't prevent his own charge(s).
I can't think of a better choice of Nephrekh Leadership actually giving Lychguards/Flayed ones an 11" solves much of their mobility issues for me. The detachment might be too over costed but it's probably my favorite way to actually deploy Guards at this point.
Toholk: C He costs too much while doing little unique, largely replacable with the Cloaktek for much cheaper while also being faster.
Spoiler:
Pros:
-His Vehicle Phylactery buff lasts the game without having to babysit the target like a Cloaktek
-Gets to buff a Vehicle while also keeping the Chronometron which our Cloaktek's can't
-Rerolling Seize the Initiative, an extra 16% chance to claim the first turn is nothing to sneeze at
-His range weapon has a higher AP than the regular Staff of Light and can inflict Mortal wounds
Cons:
-Expensive for a glorified Cloaktek
-Can only upgrade vehicles and only one a game. If it dies that's just too bad. If you opponent opts to ignore it or focuses it down in a turn too bad
-His ranged weapon is Heavy D3 not Assault 3 meaning he doesn't want to move to keep up with your troops and isn't guaranteed to get as many shots off.
Really his best use is rerolling SoI, it used to be buffing one of our stronger yet more survivable vehicles like a TV, T.ARK or G.PYLON as those will naturally draw fire and stand to benefit from gaining D3 a turn the most. Unfortunately a Cloaktek can do this about as well while also bouncing to heal another target if the enemy doesn't attack your vehicle or if it does get focused down. We pay almost a 100 pts for a sub-par cloaktek with a Chronometron and a reroll on SoI. I won't downplay the SoI it's the only reason I didn't rate him a D but I'm not sure it's worth the 40-60 pt gap in performance level in every other aspect of his character.
Acanthrites: C+ They are a solid unit with some strong rules but I fear over costed compared with the new Tomb Blades/Destroyers/H.Destroyers
Spoiler:
Pros:
-Very Strong weapon, albeit at close range their combination of BS3+ S7 and AP-4 with D6D means they can tear through anything without an Invuln fairly reliably Rerolling damage at half range is odd for such a close range gun but comes up more than you'd think.
-Being very fast allows them to get into killing range with their weapons alarmingly quickly
-Having fly they can avoid getting tar pitted and keep shooting their guns effectively
-WS3+ A3 S5 AP-3 makes them dangerous CC so that they can tear through a front line after shooting up the threat in the back. Additionally they aren't as appealing a target for your opponent's CC mobs looking to off a high damage ranged unit.
-Hard to Hit makes them more survivable getting into range/melee. Combined with W3 makes them relatively survivable
-For 2CP you can give them a turn of Reanimation if your opponent doesn't properly wipe them out.
Cons:
-Close range gun means that if whatever they are shooting at survives it CAN charge/shoot them the following or even preceding turns. Fortunately Fly allows them to mitigate some of this and they have a strong melee
-Slightly more expensive than Destroyers, considerably more than Tomb Blades
-Single shots apiece makes them very hit or miss compared with Destroyers while operating similarly to the H.Destroyers albeit at a much closer range
-No inherent RP on a W3 does feel bad
Costing 3 pts more than a H.Destroyer they trade 25" and S2 at range, rerolling 1s to hit, and Reanimation Protocols for +2" movement, rerolling damage withing 6", -1 to be hit and a strong melee. I think overall you get a more versatile model than the H.Destroyer being an excellent close range threat both in shooting and in melee. Your opponent will have a harder time wiping out a unit at range and actually risks some loses in melee against the Acanthrites. Adaptive Subroutines can help[/] them with their range issues but slapping a 1CP [i]fix on them doesn't fix them. Unfortunately they miss out on Extermination Protocols and Translocation Crypt by virtue of being Beasts so point to the H.Destroyers again. They have a minimum size of 3 but a max of 9 which simultainously makes them harder to splash but easier to keep around via Repair Subroutines granting RP to the unit.
I wouldn't write them off outright, they are a very strong unit and were a mainstay of my Index forces but they are perhaps price prohibitive with the new boons on the H.Destroyers. They have a higher damage potential per point per turn than their counterparts but the range discrepancy combined with no Deepstrike Equivalent to protect them from first turn alpha strikes and help them with objective grabbing/getting in range might be their tombstone. I'd suggest trying them, they have potential and are--at worst--outclassed but by no means weak.
Night Shroud Bomber: F, you are paying 110 pts over the Night Scythe for a once per game Bombing Run that does at most 12 Mortal wounds but more reliably 2-6 Mortal wounds and an extra 4 shots while also losing the Invasion Beams. The Night Scythe is by no means a good, and while the Invasion Beams are not a good mechanic I do not feel that 110pts and the Beams is not an equal trade for a 2-6 MW on a likely subpar target and 4 extra Tesla shots. Take a Doom Scythe or enjoy some cute shenanigans before you shell out nearly $100 on this abomination.
Spoiler:
Pros:
-Twice the shots with the Tesla Destructors as the Doom Scythe or Night Scythe
-Can place a moderate number of Mortal wounds semi-reliably on a single unit provided there is space behind the unit for the Night Shroud Bomber to stop its movement
-Everything else a plane gets, -1 to be hit, really fast etc
Cons:
-Inordinately expensive, it is candidate for the worst Bomber in 40kIMHO -Mortal wounds on a 3+ is strong for a bombing run but once per game and a max of 12d6 on a large unit of infantry or monsters is decidedly not
-You can almost take a second Night Scythe and recoup the number of shots while also being more survivable and having a--admitedly janky--means of advanced unit deployment
To Summarize, the unit is awful we have more point efficient fliers, more point efficient MW suppliers. I highly advise against buying this Money and Point Sink of a model.
That said I'm ordering three, they're very pretty.
Edited in spoilers: that was longer than I expected, sorry to anyone who saw that.
Kutlakh can't take any relics. He's a special character.
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.
2018/03/26 23:40:58
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Kutlakh can't take any relics. He's a special character.
And Just like that he drops to a C+, he's still got some very nice unique rules but to get the same versatility I'd feel obliged to take a Lord and use the stratagem to give him a Solar Staff. the reroll aura might be worth the additional tax but I'm skeptical now. Oh well.
This message was edited 1 time. Last update was at 2018/03/26 23:43:44
Index - 19059+ pts
Beta Codex 17309+ pts
Working on 8919+ pts
2018/03/26 23:41:37
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
ArtyomTrityak wrote: I am not sure about warriors.
12pts per model, 4+ S4 AP-1. It does not sound very great.
I will try 3x20 for sure but do not think it is competitive.
Same for immortals. 17ppm 3+ S4 AP0.
10 of the is very easy to remove so no reanimation.
So i think our troops are sucks. So we need to play without troops
Necron infantry may look poor in stats for points, but they have an ace up their sleeve: Reanimation Protocols.
While RP is often overlooked and seen as kinda 'meh', it forces your opponents to shoot down the unit down to the last model. Yes there is morale, yes there is surrounding the remaining models. But those things can be overcome, especially with the new auto-pass morale warlord trait.
Imagine, if you will, several units of militarum tempestus that deep-struck into the enemy. The opponent will then make sure that as many models with Plasma guns go down as possible. He doesn't care if the sergeant or maybe several non-plasma gunners remain standing. Their threat level is cut down massively or maybe more important threats came up for your opponent to focus on.
But not so with Necron infantry. Sure, you can drop down a blob of 20 warriors and see 17 of them get hosed down. But oh look, on average 6-7 models get back up. They won't be too much of a threat as before, but they will get Ă¡nother round of RP the next turn.
This reminds me of a 2v1 match I played not too long ago. I had 2x20 Warriors supported by Illuminor Szeras and a Ghost Ark. On one turn, my opponents shot down 18 models of one unit down. Using the auto-pass morale strategem, I got 11! of them back. Mind you, that is a below-average RP for Szeras + Ghost Ark.
In my turn, I dropped my unit of Deathmarks and Veiled my Tesla Immortals up. With multiple new threats closing in, my opponents lost their focus on the Warrior squad and killed only 6. My turn again, 11 Warriors stood back up again.
This went on for the rest of the match. I think I had revived a total of 40-45 Warriors over the course of the match.
Were my opponents new and maybe a bit inexperienced in fighting Necrons? Perhaps.
My point is; the key to Necron infantry (or more specifically, Warrior blobs) is to make sure that they are a big enough threat (aka, rapid-fire range) so that they can't be ignored, but don't just suicide them in. Should they get focused down, it means another one of your important unit did not get targeted and can go in for the kill.
The codex offers plenty of new toys to help Warrior blobs out and make them either more survivable (auto-pass morale WL, Budget-Tek) or increase their threat level (Mephrit Dynasty Code and Strategem, Sautekh Strategem etc).
Overall, is it effective? Who knows, but I intend to find out. Silver Tide is my favourite Necron tactic so I'll be sure to report my experiences with them here.
This message was edited 2 times. Last update was at 2018/03/26 23:43:47
2018/03/26 23:49:51
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
How do people keep ranking the spider so highly? Am i missing something? They are too low Toughness and wound to stick around once looked at. They cant really keep up with scarabs to refill them. Their weapons are mediocre and they are bad in melee. The gloom prism is nice but is it worth the cost of the unit? A tomb sentinel has one too and they come with an awesome gun as well. The fact that the healing can stack with a cloaktek is cool but im not sure its worth the slot or the unit for something that might never come up.
This message was edited 1 time. Last update was at 2018/03/26 23:50:53
2018/03/27 00:02:47
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Question for people who aren't bad at math like me: which does more damage to standard vehicle profiles (Rhino Equivalents or Lemon Equivalents, for example): Destroyers or Heavy Destroyers? Assume Extermination Protocols is not a factor because I already have a Destroyer squad and I'm deciding on what squad #2 should be.
This message was edited 1 time. Last update was at 2018/03/27 01:05:25
2018/03/27 00:11:48
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Arachnofiend wrote: Question for people who aren't bad at math like me: which does more damage to standard vehicle profiles (Rhino Equivalents or Lemon Equivalents, for example): Destroyers or Heavy Destroyers? Assume Extermination Protocols is not a factor because I already have a Destroyer squad and I'm deciding on what squad #2 should be.
Heavy Destroyers are better at that no question. Against a LRBT they're ~15% better for cost
However, they're also 13% less tanky for cost (same defenses, but Destroyers are 13% cheaper than heavies), suffer from a smaller squad (RP and stratagems), and are 1/3rd as good vs anything else.
In my mind it's a no brainer than regular destroyers push out heavies.
This message was edited 1 time. Last update was at 2018/03/27 01:05:39
2018/03/27 00:24:30
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Why not just stick the alloted one heavy in with the destroyer squad. With split fire you can fire the heavy at a different target than the other 5 destroyers. Eliminates the two major problems with small squad size and wasting the strat. Ive been trying 5 reg 1 heavy and ive liked the results so far.
2018/03/27 01:06:48
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Inevitableq wrote: How do people keep ranking the spider so highly? Am i missing something? They are too low Toughness and wound to stick around once looked at. They cant really keep up with scarabs to refill them. Their weapons are mediocre and they are bad in melee. The gloom prism is nice but is it worth the cost of the unit? A tomb sentinel has one too and they come with an awesome gun as well. The fact that the healing can stack with a cloaktek is cool but im not sure its worth the slot or the unit for something that might never come up.
I'm not sure if the cryptek living metal healing stacks with the spider's. In the spider's rules it states that a unit may only be healed once per turn.
I'm sure it was originally intended to prevent multiple spiders from healing one unit. However, I think an argument could be made that the cryptek healing a unit disqualifies a spider from doing so also.
2018/03/27 01:12:27
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
D Lord as an unkillable beat stick might be an interesting idea; give him the nanoscarab casket and a warscythe. Between the casket and the stratagem to make a character get back up he should be insanely difficult to truly kill.
2018/03/27 01:28:53
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Kutlakh can't take any relics. He's a special character.
And Just like that he drops to a C+, he's still got some very nice unique rules but to get the same versatility I'd feel obliged to take a Lord and use the stratagem to give him a Solar Staff. the reroll aura might be worth the additional tax but I'm skeptical now. Oh well.
I'm saying to try him as a Novokh Code. It basically means everyone has a minimum movement of 11" (so basically Infantry at minimum) and can charge. I really think there's potential there.
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.
2018/03/27 02:06:29
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Inevitableq wrote: How do people keep ranking the spider so highly? Am i missing something? They are too low Toughness and wound to stick around once looked at. They cant really keep up with scarabs to refill them. Their weapons are mediocre and they are bad in melee. The gloom prism is nice but is it worth the cost of the unit? A tomb sentinel has one too and they come with an awesome gun as well. The fact that the healing can stack with a cloaktek is cool but im not sure its worth the slot or the unit for something that might never come up.
I'm not sure if the cryptek living metal healing stacks with the spider's. In the spider's rules it states that a unit may only be healed once per turn.
I'm sure it was originally intended to prevent multiple spiders from healing one unit. However, I think an argument could be made that the cryptek healing a unit disqualifies a spider from doing so also.
It does stack. The cryptek changes the living metal healing from 1 to d3. It doesnt actually heal anything itself. The spider repairs d3 wounds on a vehicle. If spider repairing didnt stack with living metal the spider couldnt repair anything ever since all of our vehicles have living metal.
TLDR: cryptek boosts living metal. Spider repairs vehicles. They do stack. They arent the same. Different phases as well.
2018/03/27 02:19:06
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
General notes
A = Should be the bulk of your army
B = Viable
C = Usable if you've got a very specific strategy in mind
D = Don't use these
F = Why does this exist?
Fast Attack
Canoptek Acanthrite - B
Canoptek Scarab Swarm - A-
Canoptek Tomb Sentinel - B
Canoptek Wraith - B+
Destroyer - A+
Tomb Blade (Gauss) - A-
Tomb Blade (Particle) - B
Tomb Blade (Tesla) - A-
Elite
Canoptek Tomb Stalker - C
C'Tan Shard of the Deceiver - B+
C'tan Shard of the Nightbringer - B+
Deathmark - D
Flayed One - F
Lychguard (Warscythe/Sword & Board) - B/B (Good for different things)
Triarch Praetorian (Rod of Covenant/Particle Caster and Blade) - C-/C
Triarch Stalker - C+
Heavy Support
Annihilation Barge (base/tesla) - C
Canoptek Spyder - C-
Doomsday Ark - A
Heavy Destroyer - B+
Monolith - C-
Transcendent C'Tan - B+
Flyer & LOW
Doom Scythe - C-
Night Scythe - C
Gauss Pylon - B+
Obelisk - D
Tesseract Vault - A+
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.
2018/03/27 03:07:08
Subject: Re:Necrons NEW 8th ed. Codex tactica - Beta codex confirmed same as final release
Xachariah wrote: I weight melee more heavily than you and I weight tesla lower than you. I've put notation where my score differs from yours.
In general shooting is more effective this edition than combat, especially for Necrons, hence the lower grades for certain melee units.
Will take into consideration and change accordingly, though.
(does anyone else have any feedback on Xachariah's grading before I adjust?)
[edit] thanks for the input, iGuy91
This message was edited 1 time. Last update was at 2018/03/27 03:10:53
2018/03/27 04:08:13
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Grading
A = Should be included in all of your lists
B = Good unit, very usable
C = Usable unit, some restrictions
D = Not that usable and somewhat niece
F = Just don't. Spend your points elsewhere
Named HQs Imotek - B++
Zandrehk - C+. B+ with Obyron
Obyron - C on his own. B With Zandrekh
Arankyr - B+
Szeras - B-
Trazyn - C+
Orikan - B
Kutlakh - C+
Toholk - B+
Other HQs Overlord - B++/A
Lord - B++
Chromtek - B+
Cloaktek - B+
CCB - B++/A-
Destroyer Lord - D+/C-
Elite
Canoptek Tomb Stalker - C-
C'Tan Shard of the Deceiver - B++/A-
C'tan Shard of the Nightbringer - B+
Deathmark - C+
Flayed One - D+
Lychguard (Warscythe) - B-
Lychguard (Sword n Board) - C+
Triarch Praetorian (Rod of Covenant) - C+
Triarch Praetorians (Particle Caster and Blade) - C
Triarch Stalker - C++
Heavy Support
Annihilation Barge - C
Canoptek Spyder - C
Doomsday Ark - A+
Heavy Destroyer (in its own unit) - B-
Monolith - C+
Transcendent C'Tan - B+
Why is everyone so in love with Catacomb Command Barges? They're as expensive as 2 characters and only do 1 character worth of jobs.
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
2018/03/27 04:36:03
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
DarknessEternal wrote: Why is everyone so in love with Catacomb Command Barges? They're as expensive as 2 characters and only do 1 character worth of jobs.
Toughness 6, quantum Shielding, Gauss/Tesla Cannon, 12" Command Wave, 12" movement, Works well in all Dynasties, Fly keyword.
If your already taking an Overlord than a CCB might not be worth it but if you dont have an Overlord picked and have spare points then upgrading to a CCB can be worth it.
Almost all units have had people weigh in on them now for grading... except the Sentry Pylon variants.
How do they compare now to the codex entries?
Are there any good Code/Strat combos with them that might be exploitable?
2018/03/27 05:49:09
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Inevitableq wrote: How do people keep ranking the spider so highly? Am i missing something? They are too low Toughness and wound to stick around once looked at. They cant really keep up with scarabs to refill them. Their weapons are mediocre and they are bad in melee. The gloom prism is nice but is it worth the cost of the unit? A tomb sentinel has one too and they come with an awesome gun as well. The fact that the healing can stack with a cloaktek is cool but im not sure its worth the slot or the unit for something that might never come up.
Actualcy range weepon and meel atack together do nice dmg per point. Especjalt vs lov armored target. He dont chase scarabs. Just refill vehicle screan. Gloom prism is cheery on top. If you can use all 3 abbilites he is worth.
But yes - his survability is terrible. Hide them deep.
Not all of use play fw so ts its not a option for them.
2018/03/27 06:08:34
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
skoffs wrote: Almost all units have had people weigh in on them now for grading... except the Sentry Pylon variants.
How do they compare now to the codex entries?
Are there any good Code/Strat combos with them that might be exploitable?
Sautekh is a great code for them; a Sautekh Pylon fires at normal BS the turn it deep strikes and it arguably gets more out of the advance+shoot part of the code than any other unit since it normally has an abysmal 3" move.
This message was edited 1 time. Last update was at 2018/03/27 06:09:42
2018/03/27 06:37:03
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Hmm, sudden appearance Heat Cannon Sentry Pylons behind enemy lines firing at full BS could make for a nice addition to the alpha strike selection we've already got.
How about the other variants?
Gauss has longest range but -1 to hit ground units, right? So not worth it?
Is Death Ray even worth considering?
This message was edited 1 time. Last update was at 2018/03/27 06:42:56
2018/03/27 07:06:57
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP