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Made in us
On a Canoptek Spyder's Waiting List




 LastGunslinger wrote:
Can emergency invasion beam be combined with enhanced invasion beam? Thanks


Pretty sure it's a no. Enhanced Invasion Beams require the 'Invasion Beam' or 'Eternity Gate' abilities to be used.

Emergency Invasion Beams are just a "set up a unit...".
   
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Regular Dakkanaut




Lord of Nonsensical Crap wrote:
So which combo do you think is better for a character-hunting Novokh Destroyer Lord or CCB? (Think as a counter to Dawneagle Captains)
-Blood Scythe, phylactery (if D-Lord), Honourable Combatant
OR
-Void Reaper, phylactery (if D-Lord), either Honourable Combatant or Crimson Haze

Essentially, it boils down to Void Reaper vs Blood Scythe.

It need some math but Honourable Combatant combine better with Void Reaper - better wound roll and more D.
Crimson Haze can be better combine with Blood Scythe (more atack = more 6 toHit) but it probably still wors then Void Reaper with HC.
   
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Werekill wrote:

Edit: I've been informed that Imotekh can't take the no morale failure trait. Great. I guess I'll run a normal Overlord instead.


Who said that? There's no reason he cant take it. Its a generic trait not linked to a dynasty. Immotekh being a named character stops him from taking a relic. But the only traits he cant take are the non-sautekh specific dynasty traits.
   
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Inevitableq wrote:
Werekill wrote:

Edit: I've been informed that Imotekh can't take the no morale failure trait. Great. I guess I'll run a normal Overlord instead.


Who said that? There's no reason he cant take it. Its a generic trait not linked to a dynasty. Immotekh being a named character stops him from taking a relic. But the only traits he cant take are the non-sautekh specific dynasty traits.

Named Characters have to take the trait associated with their subfaction (Named Characters who have no associated subfaction like Szeras have their trait specifically called out). This is a rule common to all the "major faction" rule books.
   
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@ Kuguar6
What Requizen said.

And

Really considering how mediocre the Necron CC roster is, having a Overlord dedicated for CC instead of using him to maximize his boosting ability I think is a waste of points.
MWDB on a 10 Immortals with Tesla gives you extra 10 hits, with Mephrit this is 10 hits with S5 AP1 D1 inside 12". Double this with a second squad and 1CP. Plus his SoL with 2,5 hits with S5 AP2 D1. With Merciless Tyrant and Voltaic Staff and its Character-killing ability doing 18" 2.5 hits S6 AP3 D2 with 0.5 MW.

Imho the most powerful CC unit is probably a CCB w/ Warscythe, Lightning field and Tesla. Then add Warlord trait:
Enduring Will for a super tank with: Fly M12", T6, 8W, 3+/4++/QS, Living Metal (add Cryptek w/cloak for d3 repair) AND -1 damage for every wound that gets through. That deals one MW to all within 1" and then gets 2,5 hits with S7 AP4 D2. IF he dies, have a Cryptek with cloak close by and use Resurrection Protocol.
If only Lightning field was an ability... Then getting Warlord Trait: No4. Thrall of the Silent King (+3" to all ability's) would extend Lightning field to 4"

Maybe Crimson Haze (Model within 6" gets extra hit on roll of 6) if you have a lot of CC troops. but he will die faster.

----

Also regarding DLord re-roll. If you mathammer this then a DLord with 4A WS3+ and re-roll 1 hits more than a OL with 3A WS2+.... 20% more hits. I ran it through this: http://mathhammer.thefieldsofblood.com/
More importantly the DLord has the SPEED to get into CC and better chance of withstanding damage with Phylactery or even better Nanoscarab Casket. DLord is probably the second best CC Overlord.


@ Lord of Nonsensical Crap
I would say CCB due to being just incredibly tough (use the setup above with -1 wound trait). CCB has better speed too, 24", Tesla and Warscythe (3 wounds vs Captain).
Same stats but ~2 hits less than Blood Scythe (5,7 wounds vs Captain) but -1 wound is better. The Lightning Field combined with surviving many rounds is the best CC weapon!
Voidreaper (5 wounds vs Captain) is better than warscythe, but the again Lightning field.


@ Inevitableq
"If a named charecter is your warlord they must be given the associated Warlord Traitof their Dynasty"
Imotekh must take "Hyperlogical Strategist"!
   
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As i math above: DL do more hit but coste more and have less hit per point then OL.
   
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Tail-spinning Tomb Blade Pilot




So, for Tesla Immortals, if we are decided that their strength comes from being MWBD’ed, is the choice for a second HQ (on the assumption more Auras are valued):

1. Cryptek for (survivability or speed) + RP, versus
2. Lord for Damage output

At 11% increased throughput from his re-roll 1s to wound aura, he is equivalent to adding 2/3 of an immortal to each Tesla squad near him.
   
Made in us
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Kuguar6 wrote:As i math above: DL do more hit but coste more and have less hit per point then OL.


Yes, but DLord has the speed to get into CC, the Phylactery for survival AND more CC attacks for 36 points.
Gunline is much more able to inflict hits than CC unit. The problem with Lychguards f.ex. is the low movement. A shooty army can just kite Necron CC OL/infantry.

sieGermans wrote:So, for Tesla Immortals, if we are decided that their strength comes from being MWBD’ed, is the choice for a second HQ (on the assumption more Auras are valued):

1. Cryptek for (survivability or speed) + RP, versus
2. Lord for Damage output

At 11% increased throughput from his re-roll 1s to wound aura, he is equivalent to adding 2/3 of an immortal to each Tesla squad near him.


Honestly, I like all 3 as long as you can have 2 or more units in contact with them, only one model from each squad needs to be inside the bubbles.
It may be argued that a Battalion with Lord and Cryptek and 3 infantry units is better off than a Battalion with overlord and a Lord or Cryptek and 3 infantry. MWBD only affects one unit and only really shines with Tesla.

This message was edited 2 times. Last update was at 2018/03/30 10:53:13


 
   
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Aye, but Imotekh is nearly mandatory in Sautekh to reliably trigger an Alpha strike Methodical Destruction... and he MWBDs two units.
   
Made in pl
Regular Dakkanaut




sieGermans wrote:
So, for Tesla Immortals, if we are decided that their strength comes from being MWBD’ed, is the choice for a second HQ (on the assumption more Auras are valued):

1. Cryptek for (survivability or speed) + RP, versus
2. Lord for Damage output

At 11% increased throughput from his re-roll 1s to wound aura, he is equivalent to adding 2/3 of an immortal to each Tesla squad near him.

I dont get your math but for 2k point list you probably take 3 hq and can take one of all kind. Just they power grown if you take more infrantry.
For lack of infrantry list you get less hq and only cloactek realy help.

In index list we often take 5 tessla immo for objective controll. In codex we can take 3 tomb blade instade. They can be cheeper with particle beamer - 24*3=72. They can be more survability with shield or shadow. They can do more hit with tessla or gauss. And they are faster. But they arent troops.
Do you think its good tactic to take 1 or 3 min squad of blade for objective grabing? With wich items set? 1 shield and 1 shadow?
   
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Somewhere over the rainbow, way up high

Kuguar6 wrote:
sieGermans wrote:
So, for Tesla Immortals, if we are decided that their strength comes from being MWBD’ed, is the choice for a second HQ (on the assumption more Auras are valued):

1. Cryptek for (survivability or speed) + RP, versus
2. Lord for Damage output

At 11% increased throughput from his re-roll 1s to wound aura, he is equivalent to adding 2/3 of an immortal to each Tesla squad near him.

I dont get your math but for 2k point list you probably take 3 hq and can take one of all kind. Just they power grown if you take more infrantry.
For lack of infrantry list you get less hq and only cloactek realy help.

In index list we often take 5 tessla immo for objective controll. In codex we can take 3 tomb blade instade. They can be cheeper with particle beamer - 24*3=72. They can be more survability with shield or shadow. They can do more hit with tessla or gauss. And they are faster. But they arent troops.
Do you think its good tactic to take 1 or 3 min squad of blade for objective grabing? With wich items set? 1 shield and 1 shadow?


I actually don't think its a great plan. I believe they'd become first blood bait with something akin to autocannons or krak missiles, which do more than 1 damage, and thus would only require 3 successful wounds.

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. 
   
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NSW

sieGermans wrote:
Aye, but Imotekh is nearly mandatory in Sautekh to reliably trigger an Alpha strike Methodical Destruction... and he MWBDs two units.


Mortal wounds do not count as "unsaved wounds", unsaved wounds suggests having to make a save, and in no wording for any fnp etc that counts mortal wounds uses "unsaved wounds", only "inflicted wounds" etc. You still need to shoot to trigger methodical destruction.

I had the same idea about 5 minutes into reading the leaked codex, but did some reading and couldn't find any wording that would be a precedent for "unsaved wounds" including mortal wounds
   
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I think a Sautekh battalion benefits most from Imotekh or an overlord with a lord as the second HQ slot. You can then use illuminor szeras is the mandatory HQ in an outrider or spearhead detachment, regardless of dynasty code, to buff your warriors and immortals from the Sautekh battalion. Rather than spend 85 points on a tax-cryptek or 131 on what might be an out of place d.lord you get a ranged AT weapon (lacking in this codex), the usual cryptek bonus and a random buff for three infantry squads (ideally +1T).

Anrakyr and Szeras look like they're designed with exactly this in mind given the wording of their buff auras, and are costed appropriately. I don't think the extra points you pay for either are worth it in normal battalions.
   
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I have been trying to figure how to build a in your face CC army without it being terribad.

Can this work?
Spoiler:
1999 & 8CP

Battalion -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+3CP) 1107

CCB, w/ Warscythe, Tesla, Lightning Field & Enduring Will (162). First turn get MWBD on the Tesla Immortals, then switch it to the Lychguard unless the enemy has poor/no armor saves.
Cryptek w/ SoL & Chronometron. (95) Can advance 6" and shoot -1... Maybe give this guy the "Solar Staff" to eliminate over-watch for the CC guys and extra dakka?

10 Immortals Tesla (170) Can advance 7" and shoot without -1 with MWBD
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.

10 Lychguard w/ Disperson shields & Hyperphase sword (340) Warscythe is good too with +1S and +1D but 4++ just makes them more durable in CC against elites. Going for durability to utilize RP. Also If necessary they can take wounds for the CCB to make him almost immortal!


Outrider -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+1CP) 228 pts
Cryptek w/ SoL & Canoptek Cloak (85) Repair the CCB and backup +1 to RP.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
3 Scarabs (39) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.


Spearhead -Sautekh- (Move & shoot without penalty or Advance for -1 to hit) (+1CP) 664 pts

Cryptek w/ SoL & Canoptek Cloak (85) Just stay in cover and repair DDA.
DDA (193)
DDA (193)
DDA (193)


CP usage
3 CP in reserve: 2 CP for Morale tests & 1 CP for resurecting the CCB.
1 CP maybe for the Solar Staff?
1-2 CP for Deepstrike.
The rest for suicide Scarabs minimum 1 CP, as soon as possible to hopefully scare the opponent and get scarabs to be focused on.


   
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 Ridge wrote:
sieGermans wrote:
Aye, but Imotekh is nearly mandatory in Sautekh to reliably trigger an Alpha strike Methodical Destruction... and he MWBDs two units.


Mortal wounds do not count as "unsaved wounds", unsaved wounds suggests having to make a save, and in no wording for any fnp etc that counts mortal wounds uses "unsaved wounds", only "inflicted wounds" etc. You still need to shoot to trigger methodical destruction.

I had the same idea about 5 minutes into reading the leaked codex, but did some reading and couldn't find any wording that would be a precedent for "unsaved wounds" including mortal wounds


Good tip! I've been referring to this thread for guidance on the subject:

https://www.dakkadakka.com/dakkaforum/posts/list/753765.page

I suspect there may be differing opinions at the moment--but I'm sure there'll be a definitive source at some point.
   
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The Great White North, aka Canada

 Rottweiler wrote:
I have been trying to figure how to build a in your face CC army without it being terribad.

Can this work?
Spoiler:
1999 & 8CP

Battalion -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+3CP) 1107

CCB, w/ Warscythe, Tesla, Lightning Field & Enduring Will (162). First turn get MWBD on the Tesla Immortals, then switch it to the Lychguard unless the enemy has poor/no armor saves.
Cryptek w/ SoL & Chronometron. (95) Can advance 6" and shoot -1... Maybe give this guy the "Solar Staff" to eliminate over-watch for the CC guys and extra dakka?

10 Immortals Tesla (170) Can advance 7" and shoot without -1 with MWBD
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.

10 Lychguard w/ Disperson shields & Hyperphase sword (340) Warscythe is good too with +1S and +1D but 4++ just makes them more durable in CC against elites. Going for durability to utilize RP. Also If necessary they can take wounds for the CCB to make him almost immortal!


Outrider -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+1CP) 228 pts
Cryptek w/ SoL & Canoptek Cloak (85) Repair the CCB and backup +1 to RP.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
3 Scarabs (39) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.


Spearhead -Sautekh- (Move & shoot without penalty or Advance for -1 to hit) (+1CP) 664 pts

Cryptek w/ SoL & Canoptek Cloak (85) Just stay in cover and repair DDA.
DDA (193)
DDA (193)
DDA (193)


CP usage
3 CP in reserve: 2 CP for Morale tests & 1 CP for resurecting the CCB.
1 CP maybe for the Solar Staff?
1-2 CP for Deepstrike.
The rest for suicide Scarabs minimum 1 CP, as soon as possible to hopefully scare the opponent and get scarabs to be focused on.




been trying to do the same thing but have realised for a reliable cron CC army I'd need a Nightscythe for Lychguard.

If I remove Anraykr I can also put Flayed Ones on the NS (Novokh)
Spoiler:

Cryptek (Cloak) - 85
Overlord (Veil and scythe) - 95

10xImmortals (Tesla) - 170
10xImmortals (Tesla) - 170
10xImmortals (Tesla) - 170

10xLychguard (Scythe) - 300
19xFlayed Ones - 323

1xNightscythe - 160

Detachment
Anraykr - 167
5xWraiths - 275
3xScarabs - 39
3xScarabs - 39

Anraykr & LG in NS, FO start with OL who will MWBD & Veil in the FO when NS is ready to invasion.

This message was edited 1 time. Last update was at 2018/03/30 14:09:20


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) 
   
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Kuguar6 wrote:
As i math above: DL do more hit but coste more and have less hit per point then OL.

You could make that argument for any Jump Pack or Biker HQ though. They cost more to field for the mobility.

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.
 
   
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NSW

sieGermans wrote:


I suspect there may be differing opinions at the moment--but I'm sure there'll be a definitive source at some point.


Yeah we'll need to remember to put in a rules request so it gets FAQed in two weeks
   
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 Ridge wrote:
sieGermans wrote:
Aye, but Imotekh is nearly mandatory in Sautekh to reliably trigger an Alpha strike Methodical Destruction... and he MWBDs two units.


Mortal wounds do not count as "unsaved wounds", unsaved wounds suggests having to make a save, and in no wording for any fnp etc that counts mortal wounds uses "unsaved wounds", only "inflicted wounds" etc. You still need to shoot to trigger methodical destruction.

I had the same idea about 5 minutes into reading the leaked codex, but did some reading and couldn't find any wording that would be a precedent for "unsaved wounds" including mortal wounds


I disagree with your interpretation, if its true what you say then you can shoot a unit with NO armor save and wound it but would be unable to use Methodological Destruction. Also if you would shoot a unit with 6+ save with Gauss flayer (AP-1) they again do not get a armor save...
This essentially makes most units invulnerable to the stratagem when being targeted by units with AP.

-MW is a unsaved wound.
-FNP is a roll that allows you to ignore a wound.

This:
If a unit takes a wound and fails a save or mortal wound it has taken an unsaved wound.
Even if the unit has FNP and can ignore the wound, it has still received a unsaved wound.
In both cases Methodical Destruction can be used.
If a unit receives damage and makes a successful save, normal or invulnerable, the wound was never dealt and it can not be targeted by Methodological Destruction.

Shouldn't be made more complicated than it is tbh.

   
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Illinois

 Arachnofiend wrote:
Named Characters have to take the trait associated with their subfaction (Named Characters who have no associated subfaction like Szeras have their trait specifically called out). This is a rule common to all the "major faction" rule books.

Huh. Had to go back and look at the other Codices, but yeah, Craftworlds and Astra Militarum both explicitly state that named faction characters have to take the associated Warlord Trait. I hadn't noticed that before. Gonna have to make some recalculations...

2k poorly optimized Necrons.
1k poorly assembled Sisters.

DR:90S++G+MB--I+Pw40k16#+D++A+/aWD-R++T(T)DM+
 
   
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Ute nation

Lord of Nonsensical Crap wrote:
So which combo do you think is better for a character-hunting Novokh Destroyer Lord or CCB? (Think as a counter to Dawneagle Captains)
-Blood Scythe, phylactery (if D-Lord), Honourable Combatant
OR
-Void Reaper, phylactery (if D-Lord), either Honourable Combatant or Crimson Haze

Essentially, it boils down to Void Reaper vs Blood Scythe.


Assuming a D-lord and that you are attacking something with between 4 and 6 toughness and a 3+.

void reaper
(2/3 * 5/6) * (4 + 2) * 3 = 10 unsaved wounds per round

Blood scythe
(2/3 * 2/3) * (4+2+2) * 2 = 7.1 unsaved wounds per round

Having more attacks didn't make up for having a harder time to wound and doing less damage per hit. I think the real competition for D-Lords is between the nanoscarab casket and void reaper, one jacks up your offense, and the other makes you very hard to kill. Hard to math though, but my gut tells me that a d-lord with a warscythe and honorable combatant is already a pretty beef combatant, and void reaper might be gilding the lily as it were. Where as a CC character is going to take a lot of shots, the extra healing and a CP free chance to come back with more than one wound if you get killed seems better for the long term. The nanoscarab casket also potentially allows you to come back twice, or have a 3/4th chance of coming back at least once.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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 LastGunslinger wrote:
 Rottweiler wrote:
I have been trying to figure how to build a in your face CC army without it being terribad.

Can this work?
Spoiler:
1999 & 8CP

Battalion -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+3CP) 1107

CCB, w/ Warscythe, Tesla, Lightning Field & Enduring Will (162). First turn get MWBD on the Tesla Immortals, then switch it to the Lychguard unless the enemy has poor/no armor saves.
Cryptek w/ SoL & Chronometron. (95) Can advance 6" and shoot -1... Maybe give this guy the "Solar Staff" to eliminate over-watch for the CC guys and extra dakka?

10 Immortals Tesla (170) Can advance 7" and shoot without -1 with MWBD
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.
10 Immortals Gauss (170) Deepstrike. Or if on the table just advance 6" and just get into rapid fire range ASAP.

10 Lychguard w/ Disperson shields & Hyperphase sword (340) Warscythe is good too with +1S and +1D but 4++ just makes them more durable in CC against elites. Going for durability to utilize RP. Also If necessary they can take wounds for the CCB to make him almost immortal!


Outrider -Nephrekh- (extra 6-7" advance & ignore terrain and models) (+1CP) 228 pts
Cryptek w/ SoL & Canoptek Cloak (85) Repair the CCB and backup +1 to RP.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
4 Scarabs (52) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.
3 Scarabs (39) Can move 16" every turn. Just to Tarpit and use "Self Destruction" Stratagem.


Spearhead -Sautekh- (Move & shoot without penalty or Advance for -1 to hit) (+1CP) 664 pts

Cryptek w/ SoL & Canoptek Cloak (85) Just stay in cover and repair DDA.
DDA (193)
DDA (193)
DDA (193)


CP usage
3 CP in reserve: 2 CP for Morale tests & 1 CP for resurecting the CCB.
1 CP maybe for the Solar Staff?
1-2 CP for Deepstrike.
The rest for suicide Scarabs minimum 1 CP, as soon as possible to hopefully scare the opponent and get scarabs to be focused on.




been trying to do the same thing but have realised for a reliable cron CC army I'd need a Nightscythe for Lychguard.

If I remove Anraykr I can also put Flayed Ones on the NS (Novokh)
Spoiler:

Cryptek (Cloak) - 85
Overlord (Veil and scythe) - 95

10xImmortals (Tesla) - 170
10xImmortals (Tesla) - 170
10xImmortals (Tesla) - 170

10xLychguard (Scythe) - 300
19xFlayed Ones - 323

1xNightscythe - 160

Detachment
Anraykr - 167
5xWraiths - 275
3xScarabs - 39
3xScarabs - 39

Anraykr & LG in NS, FO start with OL who will MWBD & Veil in the FO when NS is ready to invasion.


You are going for almost purly CC setup. The problem is with all deep-striking (9") shenanigans the chance of being able to successfully charge is very limited as average charge distance is ~7". If you fight a shooty army they can move away from you all the time.
Only reliable way of getting into charge range is Ghostwalk mantle (way too expensive) and Nightsythe (expensive and vulnerable to being shot down).

I also think its a weakness to have CC units with only 5" as they may come in and totally own one or even two units. But then what? Can they move fast enough to get into range to charge the next unit?
Initially looking at the codex the Novokh were the best. But now I'm thinking Novokh is mostly better for the Canoptek units as they have good movement range. But for CC infantry, Lychguard and Flayed ones with 5" its better to stick with Nephrekh, they cant shoot anyway.

Extra movement vs re-roll failed to hit:
-If a CC unit has to spend one extra round out of CC it negates any possible re-rolls and its not doing anything but possibly eating enemy fire.
Shield vs Scythe Lychguard:
-Shield provides better saves against Elite infantry (with AP weapons) and just as good against single wound units. Also expect enemy to fall back from CC and then shoot you to pieces, then you will be glad you have a Shield!
They are also cool and dangerous looking and likely to draw attention and fire.

Yes Anrakyr is very good, but then he needs to be with the CC units and normally you wouldn't have more than one unit bunched up on one target so the bonus is normally only for one unit. He does not have movement range to get at anything really and he cant benefit from Dynasty traits. I can also see him as a boosted overlord that can give normal Infantry (Warriors/Immortals) extra attacks against CC chaff and thus a deterrent against charge maybe. Throw in 5-10 FO for cheap CC support for him if he gets a chance to charge?

I see FO mostly useful for capturing and holding objectives as well as being a general Deepstrike threat simillar to Deathmarks. But cheaper and CC defense/attack for or from a Monolith.

By having a more balanced army you have a larger threat range and can adapt to more tactics. More chance of psychologically influencing the opponent.
Ofc. if you know who/what you are fighting you can custom-build for that.

Im not shure but are the Necron flyers really any good? I dont even plan on geting them tbh. I think they would have been "B" with 8-10W and QS.
   
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Ute nation

 Grimgold wrote:


Assuming a D-lord and that you are attacking something with between 4 and 6 toughness and a 3+.

void reaper
(2/3 * 5/6) * (4 + 2) * 3 = 10 unsaved wounds per round

Blood scythe
(2/3 * 2/3) * (4+2+2) * 2 = 7.1 unsaved wounds per round

Having more attacks didn't make up for having a harder time to wound and doing less damage per hit. I think the real competition for D-Lords is between the nanoscarab casket and void reaper, one jacks up your offense, and the other makes you very hard to kill. Hard to math though, but my gut tells me that a d-lord with a warscythe and honorable combatant is already a pretty beef combatant, and void reaper might be gilding the lily as it were. Where as a CC character is going to take a lot of shots, the extra healing and a CP free chance to come back with more than one wound if you get killed seems better for the long term. The nanoscarab casket also potentially allows you to come back twice, or have a 3/4th chance of coming back at least once.


Just to add to this, unless you are using void reaper, I think eternal madness would be the best trait for a "feth you fight me" style of D-lord of the Novokh dynasty.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Moustache-twirling Princeps





PDX

 em_en_oh_pee wrote:
 Odrankt wrote:
So Vault got within 9" of 7+ enemy units and wreak havoc with double cosmic fire. Thats ideal situation for vault which requires that opponent advances to your part of the table cause vault is not fast enought by itself. In most situation i doubt it could bring its points back.
then bring the Deceiver so you can Deceiver bomb 12" away from your enemy models then just move it into position if your going 1st or place it defensively if going 2nd. Also, if you think it's movement is too slow then just advance it. You will have a -1 on your Tesla spheres but you can still use your C'tan powers. I can easily see the Vault getting at least it's points back in most games it will be used in. It will have more affect on horde type armies though rather then elite-style armies.


I dunno. It slings out a lot of mortal wounds too, potentially. That is good for dealing with elite armies too.

Also, here is a ....weird list. Trying to find a way to max out on the in-your-face possibilities. But I feel like my 156pt in Scarabs might be a waste and I don't have a Battalion, so I am going in with a paltry 5CP. But with Hyperlogical Strategist, it should offset it a bit (in theory).

Spoiler:

Nephrekh Outrider

HQ:
Cryptek
Chrono, Veil
[95]

Overlord [Grand Illusion, secondary]
Warscythe
[95]

Elites:
Deceiver [Grand Illusion]
[225]

Troops:
(10) Immortals [Veil]
Tesla
[170]

Fast Attack:
(6) Destroyers [Translocation Crypt]
[300]

(3) Canoptek Scarabs
[39]

(3) Canoptek Scarabs
[39]

(3) Canoptek Scarabs
[39]

[1002]

Superheavy Aux Detachment

Tesseract Vault [Grand Illusion]
Sky of Falling Stars, Time's Arrow, Antimatter Meteor, Seismic Assault
[496]

Sautekh Outrider

HQ:
Cryptek
Cloak
Hyperlogical Strategist
[85]

Fast Attack:
Tomb Sentinel [Tunnel]
Gloom
[185]

Tomb Sentinel [Tunnel]
Gloom
[185]

(3) Canoptek Scarabs
[39]

[494]

[1992]

Deceiver Bomb the Vault. Veil up the Chronotek and MWBD Immortals. Deep Strike the Destroyers. Tunnel in the Sentinels. That is a lot of stuff in the enemy's face very early, but I am not sure that is actually a worthwhile strategy at all! The Scarabs just form a perimeter for the Cloaktek and keep my CP regenerator safe and hold backfield objectives or whatever.


Bumping this garbage list for critique and ideas, as I am a Cron Noob.

   
Made in lt
Mysterious Techpriest






It has vault. I approve. How many armies do oyu have BTW?
Mine are written. Thinking of comparing which one is more crazy when it comes to buying models

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Moustache-twirling Princeps





PDX

 rvd1ofakind wrote:
It has vault. I approve. How many armies do oyu have BTW?
Mine are written. Thinking of comparing which one is more crazy when it comes to buying models


Man... a lot. But I have a bad habit of buying one, getting pumped about it, then immediately losing all motivation and selling it. Like I did with my Eldar.

But I am hellbent on starting a damn Xenos army at this point!

   
Made in us
Regular Dakkanaut




 em_en_oh_pee wrote:
 rvd1ofakind wrote:
It has vault. I approve. How many armies do oyu have BTW?
Mine are written. Thinking of comparing which one is more crazy when it comes to buying models


Man... a lot. But I have a bad habit of buying one, getting pumped about it, then immediately losing all motivation and selling it. Like I did with my Eldar.

But I am hellbent on starting a damn Xenos army at this point!


Don't worry, you aren't the only one. That is how I have come to own so many armies (some incomplete of course).

Luckily my Necrons are the most painted and complete! Can't wait to bust them out again.
   
Made in gb
Been Around the Block




Why is everyone doing the easy stuff - Unit grading, math hammer on best weapons etc. and ignoring the difficult stuff?

This Codex has one huge glaring weakness - T1 board control.

We have no way to contest the open space between the armies; which means we have no easy way to survive a good Alpha.

Any army with scout or scout equivalents will lock up midfield, denying us good spots for our Alpha, and keeping their options wide open.

Do we have a way to stop an army from dropping every DS unit they have 21" from our baseline?

I played a horde CSM/Daemon list today and 30 Pinks, 40 Cultisits and 9 Obilterators will tear any army a new one.

Unless we can mitigate this sort of problem we are dead in the water.

Now I have only read the leaked codex - but I cannot see anyway to stop the above.

Please prove me wrong - I really want to start a new Necron army - but as it stands just don't see even a semi-competitive list.
   
Made in us
Regular Dakkanaut




Archebius wrote:
 Arachnofiend wrote:
Named Characters have to take the trait associated with their subfaction (Named Characters who have no associated subfaction like Szeras have their trait specifically called out). This is a rule common to all the "major faction" rule books.

Huh. Had to go back and look at the other Codices, but yeah, Craftworlds and Astra Militarum both explicitly state that named faction characters have to take the associated Warlord Trait. I hadn't noticed that before. Gonna have to make some recalculations...


Would you mind telling me what page thats on in the craftworld codex? Ive now checked twice and havent seen it listed.
   
Made in us
Longtime Dakkanaut




Inevitableq wrote:
Archebius wrote:
 Arachnofiend wrote:
Named Characters have to take the trait associated with their subfaction (Named Characters who have no associated subfaction like Szeras have their trait specifically called out). This is a rule common to all the "major faction" rule books.

Huh. Had to go back and look at the other Codices, but yeah, Craftworlds and Astra Militarum both explicitly state that named faction characters have to take the associated Warlord Trait. I hadn't noticed that before. Gonna have to make some recalculations...


Would you mind telling me what page thats on in the craftworld codex? Ive now checked twice and havent seen it listed.


Page 121, right above where the craftworld specific warlord traits are.
   
 
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