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Made in gb
Deranged Necron Destroyer



UK, Midlands

 Arachnofiend wrote:
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.


I've been thinking I need to try this guy. Between the nanoscarab casket, the resurrect a character strat, and a CP reroll he has a 12.5% chance of staying dead lol. I'm not sure I'd actually want to burn 2 CP on him but that's certainly noteworthy.

This message was edited 1 time. Last update was at 2018/03/27 10:11:16


 
   
Made in gb
Regular Dakkanaut



Shropshire UK

Do see your point with the GP, have been debating taking it out for two doomsday arks.

Though at the same time, know if i dont use it i will end up fighting a titan and not being able to deal with it.

The fact it deep stikes and gets in the first hit, makes it very valuable for dealing with problems. and believe ive seem some maths behind it showing it is slightly better value for points than the doomsday arks now against normal targets.

Though my last game with it, i brought near the opponents back line, as his army wanted to get close as possible to me, spent most of the game shooting down custodian bikes, and then when it ran out of good targets, its 2d6 shots at the cowering unit on an objective was not expected by the opponent.

   
Made in au
On a Canoptek Spyder's Waiting List




NSW

moonsmite wrote:
Do see your point with the GP, have been debating taking it out for two doomsday arks.

Though at the same time, know if i dont use it i will end up fighting a titan and not being able to deal with it.

The fact it deep stikes and gets in the first hit, makes it very valuable for dealing with problems. and believe ive seem some maths behind it showing it is slightly better value for points than the doomsday arks now against normal targets.

Though my last game with it, i brought near the opponents back line, as his army wanted to get close as possible to me, spent most of the game shooting down custodian bikes, and then when it ran out of good targets, its 2d6 shots at the cowering unit on an objective was not expected by the opponent.


I find that while it can be a tough one to remove for objective holding, The D arks are just better for anti tank per point so long as you aren't fighting super heavies, which you'll have an easy time without the pylon anyway. But when anti tank isn't needed the D arks do some great work at anti infantry as they have the firepower of 10 warriors, not a great anti horde option but amazing as a secondary use.

Personally my list currently uses the rest of the points saved from the pylon and a bit more to get a 4+1H unit of nephrekh destroyers since they are basically an auto include at this point. This provides you with some amazing anti tank or anti any tough unit really that is safe until you want to use them.
   
Made in us
Moustache-twirling Princeps





PDX

 skoffs wrote:
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?


I think I would rather have a Tomb Sentinel than a Heat Cannon Pylon, honestly. Gloom Prism option and consistent damage is more appealing to me. Plus it can zip around with movement 10" and can even do CC reasonably well.

   
Made in au
On a Canoptek Spyder's Waiting List




NSW

 em_en_oh_pee wrote:


I think I would rather have a Tomb Sentinel than a Heat Cannon Pylon, honestly. Gloom Prism option and consistent damage is more appealing to me. Plus it can zip around with movement 10" and can even do CC reasonably well.


I'm not too keen on the sentinel, it is the better option on paper, but it fails to come through due to it's targets usually being bubble wrapped nicely by chaff half the time, while the pylons can get in range easily and can be helped along by some accompanying nephrekh warriors (for some more alpha strike damage) or scarabs to prevent them being locked into combat
   
Made in us
Moustache-twirling Princeps





PDX

 Ridge wrote:
 em_en_oh_pee wrote:


I think I would rather have a Tomb Sentinel than a Heat Cannon Pylon, honestly. Gloom Prism option and consistent damage is more appealing to me. Plus it can zip around with movement 10" and can even do CC reasonably well.


I'm not too keen on the sentinel, it is the better option on paper, but it fails to come through due to it's targets usually being bubble wrapped nicely by chaff half the time, while the pylons can get in range easily and can be helped along by some accompanying nephrekh warriors (for some more alpha strike damage) or scarabs to prevent them being locked into combat


Sentinels seem to need a chaff-clearing unit to come in ahead of their arrival. I was going to use a Veil unit of Tesla Immortals to chew up some screen units, who usually aren't particularly durable. Part of the appeal to me of the Sentinel over say a Pylor or DDA is that a lot of dangerous artillery hides out of LoS and the Sentinel isn't afraid as much of getting into melee. Plus, again, it has a movement value that allows it to actually move around and re-position easily and with Sautekh that doesn't have a drawback.

   
Made in us
Loyal Necron Lychguard





Virginia

So I know I'm a little late to the party, been out of the loop for awhile. But seeing the leaks, I preordered the Collectors Edition codex. First time ever. I'm soooo excited.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in pr
Fresh-Faced New User




Hi, first dakka post. First time Necron player. I recently returned to the hobby, playing Daemons, own Orkz and Dark Angels too. I bought the Necrons half of the Forgebane box and ordered the new Start collectiing box. I have read most of this post, not all as it has gone up fast. From what i gathered i've come up with this:

CCB w/ Gauss cannon and Staff of light
Necron Overlord w/ Warscythe, Veil
Cryptek w/ Cloak

5 Immortals w/ Tesla
5 Immortals w/ Tesla
12 Warriors

5 Lychguard w/ Warscythe

3 Canoptek Scarabs
3 Canoptek Wraiths w/ Whip Coils

This comes around 1k plus points. My plan would be for the scarabs and wraiths to shield the CCB with the Cryptek near to heal better. Warriors march up front with immortals behind, OL at center and Lych behind covering in cae of deeptroikes. Veil for moving lych to hunt vehicles or troublesome hard units. I'll be playing a lot against Ultramarines. Chaos/Deathguard soups, Eldar, T'au, orks and Imperial soup. So thats the complete spectrum i can expect.
.
Th question would be what Dinasty you guys think would better serve this kind or force. I'm sure thats a battalion so i'll have 6 cp's. I'm leaning on Mephrit as we usually play for mission so i'll have to advance and for sure close on the enemies. Also i like the idea of a character hunter.

But maybe i'm not seiing all there is. What do you guys think? I'm mostly looking to have fun but not lose all games. Also i'm leaning for a Red kind of looking force for look(rustry with dark side looking eyes).

Sorry in advance if this does not belong here. What i need is some kind of game plan against all comers. OH! And i think i'm getting Destroyers next; would that change the army towards another dinasty?

   
Made in gb
Freaky Flayed One





For the niliakh code that lets you re-roll 1's when shooting will this affect deepstriking deathmarks as it doesn't work if you move or disembark, but I'm not sure if a deepstrike counts as a disembark
   
Made in gb
Bloodthirsty Bloodletter





If you go Mephrit you may wish to consider Tesla on the CCB - it's range will be improved by the warlord trait to 30" thus making it easier to get the half range bonus to AP.

In general it looks like a nice starter bundle. As for adding Destroyers forcing a change in Dynasty I think that's subjective. Lots of people are going to tell you that the 'best' way is to mix detachments and focus Dyansties into those block (ie; take a Novohk dynasty if you have a pure melee detachment). Personally though Mephrit makes Destroyers that little bit more killier against 2+ saves (from cover or otherwise) and you can still drop the Mephrit strat of 6's to hit adding extra shots on them. If that doesn't float you the Tanslocation strat/dynasty is an option but that, again, is a specific package to play.

Also Deepstriking counts as moving for any purposes. I had to check that earlier when planning on d-striking a Tomb Sentinel.

This message was edited 1 time. Last update was at 2018/03/27 13:13:25


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Are the Unit Gradings on page 1 OP (A through F) up to date based on the latest links/youtube video reviews from the 24th?

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in pl
Regular Dakkanaut




 Aza'Gorod wrote:
For the niliakh code that lets you re-roll 1's when shooting will this affect deepstriking deathmarks as it doesn't work if you move or disembark, but I'm not sure if a deepstrike counts as a disembark

Count as moving


Automatically Appended Next Post:
elgermen wrote:
Hi, first dakka post. First time Necron player. I recently returned to the hobby, playing Daemons, own Orkz and Dark Angels too. I bought the Necrons half of the Forgebane box and ordered the new Start collectiing box. I have read most of this post, not all as it has gone up fast. From what i gathered i've come up with this:

CCB w/ Gauss cannon and Staff of light
Necron Overlord w/ Warscythe, Veil
Cryptek w/ Cloak

5 Immortals w/ Tesla
5 Immortals w/ Tesla
12 Warriors

5 Lychguard w/ Warscythe

3 Canoptek Scarabs
3 Canoptek Wraiths w/ Whip Coils

This comes around 1k plus points. My plan would be for the scarabs and wraiths to shield the CCB with the Cryptek near to heal better. Warriors march up front with immortals behind, OL at center and Lych behind covering in cae of deeptroikes. Veil for moving lych to hunt vehicles or troublesome hard units. I'll be playing a lot against Ultramarines. Chaos/Deathguard soups, Eldar, T'au, orks and Imperial soup. So thats the complete spectrum i can expect.
.
Th question would be what Dinasty you guys think would better serve this kind or force. I'm sure thats a battalion so i'll have 6 cp's. I'm leaning on Mephrit as we usually play for mission so i'll have to advance and for sure close on the enemies. Also i like the idea of a character hunter.

But maybe i'm not seiing all there is. What do you guys think? I'm mostly looking to have fun but not lose all games. Also i'm leaning for a Red kind of looking force for look(rustry with dark side looking eyes).

Sorry in advance if this does not belong here. What i need is some kind of game plan against all comers. OH! And i think i'm getting Destroyers next; would that change the army towards another dinasty?


You dont have good target for MVBD so second overlord is waste of point. Lord will be better but you dont need 3 hq.
CCB cant target character with gauss because it is haevy. Tessla for sniper will be better. Also take mephrit artifact for better shoot.

This message was edited 1 time. Last update was at 2018/03/27 13:22:10


 
   
Made in pr
Fresh-Faced New User




Thanks guys!
   
Made in us
Moustache-twirling Princeps





PDX

Do you folks think a fully mech list is viable? All Arks and Barges?

   
Made in au
On a Canoptek Spyder's Waiting List




NSW

 em_en_oh_pee wrote:
Do you folks think a fully mech list is viable? All Arks and Barges?


could be, an army of d arks is pretty well rounded by itself, you probably want to include a vault to get some mortal wounds out and for some decent horde clearing, barges are a bit iffy, they can be good to keep forward and have them be charged instead of arks. For your HQs you will want a mix of barge lords and destroyer lords since you can use mwbd on the d lords and have some nice synergy. Your two first hqs will definitely be a sniper barge and a resurrecting d lord.

Probably not the most competitive but not all that uncompetitive
   
Made in ca
Guardsman with Flashlight




The Great White North, aka Canada

Did anyone notice that you can use repair subroutines on the Spyders? Combine them with a Cryptek to get that 5++/+1RP and taken in a unit of 3, would be interesting as part of a Novokh force. (Not an A rating, maybe a B-/C+ but would be hilarious).

This message was edited 5 times. Last update was at 2018/03/27 14:25:07


Roland - Chaotic Good: Saving existence was just a side quest.

"Do not suppose, my dearest sons, that when I have left you I shall be nowhere and no one. Even when I was with you, you did not see my soul, but knew that it was in this body of mine from what I did. Believe then that it is still the same, even though you see it not."
-Cyrus the Great (C. 600 - 529 BC) 
   
Made in jp
Proud Triarch Praetorian





 Dynas wrote:
Are the Unit Gradings on page 1 OP (A through F) up to date based on the latest links/youtube video reviews from the 24th?

"Up to date", as in they include all the units available, taking into account the new codex stuff, yes.
"Up to date", as in it's the final verdict of grades, no, as we're waiting to hear back on what the player/community consensus is before finalizing it.
It's in progress at the moment.

 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 skoffs wrote:
 Dynas wrote:
Are the Unit Gradings on page 1 OP (A through F) up to date based on the latest links/youtube video reviews from the 24th?

"Up to date", as in they include all the units available, taking into account the new codex stuff, yes.
"Up to date", as in it's the final verdict of grades, no, as we're waiting to hear back on what the player/community consensus is before finalizing it.
It's in progress at the moment.


I meant in terms of the new codex stuff yes. Thank you for your response.


What are the communities thoughts around Zahndrekh negating Character Auras? Is it hard to get within 12"? This could really shut down those reliant heroes like Bobby G, Magnus, Montation, Tyranid SYNSAPSE? That is huge! Force moral test on bugs. With the amount of armies that use buffs auras i see this guy being very usefull. Thoughts?

This message was edited 1 time. Last update was at 2018/03/27 15:12:39


10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Regular Dakkanaut





Assuming they have a dynasty code, am I the only one that had a good chuckle imagining Nephrekh sentry pylons?

*Crab walking, crabwalking, sudden lurch forward, crab walking*

sure logically they'd be much better as Sautekh but they'd probably be ok with Nihilak, maybe even mephrit situationally...

This message was edited 1 time. Last update was at 2018/03/27 15:43:10


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonnĂ© waghh.  
   
Made in us
One Canoptek Scarab in a Swarm





I can't decide which Dynasty I want to use on my Spearhead detachment of 3 DDA's... One one hand, Sautekh gives us the protection from moving with our Heavy. On the other hand, Mephrit makes our Cannons melt through all armor, and increases our survivability with our Gauss Flayers in case we are charged.

Why Necrons? Well, we're just trying to sleep, and the galaxy is being too loud. So we're gonna go annihilate them real quick. I can self-identify with that. 
   
Made in us
Regular Dakkanaut





 SHADOWSTRIKE1 wrote:
I can't decide which Dynasty I want to use on my Spearhead detachment of 3 DDA's... One one hand, Sautekh gives us the protection from moving with our Heavy. On the other hand, Mephrit makes our Cannons melt through all armor, and increases our survivability with our Gauss Flayers in case we are charged.


Basically if you're playing a well insulated artillery support position then you will probably get 3+ rounds of use out of Nihilakh with little issue letting you make valuable use of those stronk main gun shots that failed on a 1.

Alternatively playing a highly mobile kiting gunboat can work both ways. With Sautekh that supports the forward line with two broadside arrays and an ok main cannon is pretty decent especially since in a pinch you can still advance and fire. Mephret is also ok for this play-style, granted you main gun may be at a penalty to hit some of the time if you're moving around but your flayer arrays will definetly be putting in a little more work with that -1 ap dependent on the opponent but if you do need to advance that heavy gun wont be firing.

This message was edited 3 times. Last update was at 2018/03/27 16:33:58


I was almost tempted to start buying orks and modeling/painting them with a french theme.

If only so I could begin the pardonnĂ© waghh.  
   
Made in nz
Dakka Veteran




elgermen wrote:
Hi, first dakka post. First time Necron player. I recently returned to the hobby, playing Daemons, own Orkz and Dark Angels too. I bought the Necrons half of the Forgebane box and ordered the new Start collectiing box. I have read most of this post, not all as it has gone up fast. From what i gathered i've come up with this:

Spoiler:
CCB w/ Gauss cannon and Staff of light
Necron Overlord w/ Warscythe, Veil
Cryptek w/ Cloak

5 Immortals w/ Tesla
5 Immortals w/ Tesla
12 Warriors

5 Lychguard w/ Warscythe

3 Canoptek Scarabs
3 Canoptek Wraiths w/ Whip Coils

This comes around 1k plus points. My plan would be for the scarabs and wraiths to shield the CCB with the Cryptek near to heal better. Warriors march up front with immortals behind, OL at center and Lych behind covering in cae of deeptroikes. Veil for moving lych to hunt vehicles or troublesome hard units. I'll be playing a lot against Ultramarines. Chaos/Deathguard soups, Eldar, T'au, orks and Imperial soup. So thats the complete spectrum i can expect.
.
Th question would be what Dinasty you guys think would better serve this kind or force. I'm sure thats a battalion so i'll have 6 cp's. I'm leaning on Mephrit as we usually play for mission so i'll have to advance and for sure close on the enemies. Also i like the idea of a character hunter.

But maybe i'm not seiing all there is. What do you guys think? I'm mostly looking to have fun but not lose all games. Also i'm leaning for a Red kind of looking force for look(rustry with dark side looking eyes).

Sorry in advance if this does not belong here. What i need is some kind of game plan against all comers. OH! And i think i'm getting Destroyers next; would that change the army towards another dinasty?






I think Novokhhttp://wh40k.lexicanum.com/wiki/Novokh_Dynasty

Decent trait and relics to trick out your characters, plus the reroll hit works well for so many units.
   
Made in us
Longtime Dakkanaut




 Lothmar wrote:
 SHADOWSTRIKE1 wrote:
I can't decide which Dynasty I want to use on my Spearhead detachment of 3 DDA's... One one hand, Sautekh gives us the protection from moving with our Heavy. On the other hand, Mephrit makes our Cannons melt through all armor, and increases our survivability with our Gauss Flayers in case we are charged.


Basically if you're playing a well insulated artillery support position then you will probably get 3+ rounds of use out of Nihilakh with little issue letting you make valuable use of those stronk main gun shots that failed on a 1.

Alternatively playing a highly mobile kiting gunboat can work both ways. With Sautekh that supports the forward line with two broadside arrays and an ok main cannon is pretty decent especially since in a pinch you can still advance and fire. Mephret is also ok for this play-style, granted you main gun may be at a penalty to hit some of the time if you're moving around but your flayer arrays will definetly be putting in a little more work with that -1 ap dependent on the opponent but if you do need to advance that heavy gun wont be firing.



I am going sautekh myself with my DDA'S, if you go mephret or nihilakh your losing a lot the moment you have to move since the heavy variable means you can't shoot the main weapon as it super anti tank shot. However with sautekh you suddenly get full mobility and full offensive capacity no matter what. And in this game it's not hard to see things to bad and you need to redeploy, sautekh is definitely going to give a huge amount of tactical viability and allows for more aggressive play.
   
Made in jp
Proud Triarch Praetorian





Azuza001 wrote:
I am going sautekh myself with my DDA'S, if you go mephret or nihilakh your losing a lot the moment you have to move since the heavy variable means you can't shoot the main weapon as it super anti tank shot. However with sautekh you suddenly get full mobility and full offensive capacity no matter what.

From the Doomsday Ark's data sheet-
"A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase."
Sautekh does not suddenly make this go away.

 
   
Made in de
Lurking Gaunt






 skoffs wrote:
From the Doomsday Ark's data sheet-
"A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase."
Sautekh does not suddenly make this go away.
But you can move and fire your heavy weapon without the -1 penality, and even advance, getting only -1 to hit for changing the heavy cannon to assault.


24.000 Tyranids painted, still rising in numbers
4.000 Genestealer Cult

7.000
 
   
Made in de
Regular Dakkanaut




What would you guys recommend for playing against Admech (unit-wise)?
Im going to play a friend of mine and he has got 2 dunecrawlers, 2kastelans (phosphor), a battalion with graia (6+++) troops for screaning, a CC/assault Cawl (yes thats how he wants to try it), 10 infiltrators and 10 ruststalkers

My list looks something like
Spoiler:

Sauthek battalion with Imothek (5+ CP reg) and Lord
3x 10 Immortals (2x Tesla, 1x Gauss)
2x DDA

Mephrit Outrider with Cloaktek and 9x Tomb Blades
other slots filled with scarabs

another outrider with deepstrike 6 Destroyers and a Cryptek.
other slots filled with scarabs


Those are the units i got and want to try out with the codex.

What do you think, any suggestions on whats maybe better?
   
Made in us
Pile of Necron Spare Parts





Hi guys, new here,1st Post.

My take on the dynasties:
Sautekh have best Warlord trait to maximise CP (+33% CP) as Stratagems are very important.
Immortal Pride close second (save morale CP and vs psychic).

Building an army I would base detatchments on:
Sautekh for Gauss and heavy weapons.
Mephrit for Tesla.
Novokh for CC.
Nihilakh stationary defence. Situational.
Nephrekh max movement. Situational.


Comment for OP. for grading the units.

-Orikan "B", Much cheaper now (115), 6" bubble 5++ in close combat too. Regular Cryptek with Chronometron can shoot with Staff of Light but is -1W -1A and gives a 3" 5++ bubble to ranged for 20 points less (95). Orikan the Empowered has almost got Ctan stats.

-CCB with the following setup is "A"
168pts with Staff of Light
Sautekh CCB with Lightning Field (4++ & mortal wounds on 4+ to all within 1".
Shoot: (BS2+) 24" Heavy 3 (no -1 to hit for moving) S6 AP-3 Dd3 & 12" Assault 3 S5 AP-2 D1.
CC: (WS2+) Dont be afraid to assault; Only 3 S5 AP-2 D1 but large base to spam MW. Flyer (fall back & shoot)!
Defence: 3+/4++/Quantum Shielding
Useful Stratagems:
(1CP) RESURECTION PROTOCOLS!!!, (1CP) Quantum Deflection (-1 to QS roll), (1CP) The Phaerons Will (12".
Honestly if at all possible CCB should never be on the table without Lightning field

-Destroyer lord is also at least a "B" with the following setup.
131pts with Staff of Light
Mephrit Destroyer Lord with Phylactery and Nanoscarab Casket (+d3 wounds @ start of friendly and start enemy turn + a free resurection protocol with d6 W).
Shoot: (BS3+) 12" Assault 3 S5 AP-2 D1 (AP-3 @ 6" & Reroll 1s to hit & 1 to wound).
CC: (WS3+) Dont be afraid to assault; 4 S5 AP-2 D1 (Reroll 1s to hit). Flyer (fall back & shoot)!
Defence: 3+/4++
Useful Stratagems:
(1CP) RESURECTION PROTOCOLS!!!, (1CP) Entropic Strike (Ignore Invulnerable Saves CC).
OR
132pts with Warscythe
Nephrekh Destroyer Lord with Phylactery and Nanoscarab Casket (+d3 wounds @ start of friendly and start enemy turn + a free resurection protocol with d6 W).
CC: Assault as much as possible; (WS3+) 4 S7 AP-4 D2 (Reroll 1s to hit). 3+/4++
Useful Stratagems:
(1CP) RESURECTION PROTOCOLS!!!, (1CP) Entropic Strike (Ignore Invulnerable Saves CC), (1CP) Translocation Crypt (Deepstrike).

On the Gauss vs Tesla discussion it depends a lot on the opponent, however.
I think TB with Tesla would be better in general, especially with Mephrit Dynasty and risking going inside 12". Tesla is more of a deterrent from charging and Gauss fails outside of 12 tbh. Also TB is worse than Destroyers in CC.
TB+Mephrit+Tesla = Overwatch 18 hits S5 AP-1 D1
TB+Mephrit+Gauss= Overwatch 6 hits S5 AP-3 D1
If not taking TB with Tesla maybe take Destroyers instead.

TB vs Destroyer
Price just about the same, same stats, similar save and total wounds.
Hits: TB Tesla: 36 S5 AP0 D1 vs Destroyer 14 S6 AP-3 Dd3
Mephit would add -1 inside 12. Should Destroyers be risked inside 12"?

TB vs Immortal
TB (14) with Gauss/Tesla (18), Shieldvanes (3) and Nebulascope (2) = 37 (Without Nebulascope its 17.5 pts per Tesla).
Immortal (8) with Tesla (9) = 17
Pro: TB unit can have 18W vs 10 W (80% Better at resurection/Survival), 14" vs 5" move (180% Better movement), TB is -1 to hit & +1T (harder to kill), and finally with this setup IGNORE COVER SAVE!
Con: Isnt infantry, can NOT get boosted by Overlord/Lord; MWBD, TLW, Resurection Orb or Cryptek Chronometron, Immortals slightly better in CC.
Maybe magnetize the model: Tesla vs 5+/6+ and Gauss vs 2+/3+/4+.
TB is better than Immortal...

Best weapon for TB?
9 TB shooting:
Gauss 12">: 12 S5 AP-2 D1
Gauss<12": 24 S5 AP-2 D1
Tesla: 36 S5 AP0 D1
P. Beamer: 18 S6 D1

Disclamer: Tesla is BAD against -1 to hit armies like: Raven Guard, Alpha Legion and Alaitoc Craftworld.
   
Made in us
Fixture of Dakka





Tesla weapons average 1 hit per shot, not 2.

"'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. 
   
Made in us
Decrepit Dakkanaut




So I had another idea going through my head. How about trying to get Stormlord and then Heavy Destroyers in their own detachment? They're one of those units that can benefit from the Sautekh trait, and with just 1 CP you'd give all three squads MWBD.

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 pl
Regular Dakkanaut




Slayer-Fan123 wrote:
So I had another idea going through my head. How about trying to get Stormlord and then Heavy Destroyers in their own detachment? They're one of those units that can benefit from the Sautekh trait, and with just 1 CP you'd give all three squads MWBD.

1) Too many heavy weepons
2) Heavy Destroyers havent -1 to hit for moving so get only benefit when aadvance
3) MVBD works better on multi hit unit
   
 
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