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2018/04/03 17:10:24
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Slayer-Fan123 wrote: Man you guys are quick with your lists. I'm still trying to complete mine hahaha
I still haven't settled on mine.
I know what I want to take but I'm having trouble balancing efficient points to CP ratio and settling on which Dynasty will be doing what Detachment role.
Right now I'm trying a 1000/500/500 split of Battalion/Outrider/Spearhead, figuring if I can make it modular I can switch things out more easily.
2018/04/03 17:34:09
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Soooo, lets talk deceiver tactics.
Whats the best unit to infiltrate? How do you use him if you go second? Do you send the deciver himself to the front or keep him safe in your lines?
So many options....
2018/04/03 17:34:53
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Hello Gentleman, I have a 1k tournament coming up in a few weeks and I could really use your help. The missions are straight up random Eternal War missions on 4x4 tables. Its 2 detachment limit too.
First, let me list what I have readily available and painted.
What I have to add in the next coming weeks:
1 extra DDA 1 extra DLord 3 extra T. Blades
3 extra Wraiths
Tomb Spyder/Transcendant C'tan (Converted mini)
Now as far as listbuilding goes I feel like many of the tricks and strategies we are discussing here are hard to pull off at 1000 points. The base of 2-3 DDAs is simply too much at that level, and not even required, really. At this play level we are also starved for CPs as our battalion is expensive, but in hindsight Reanimation Protocols are more powerful due to the scale of the game.
Silver Tide My first list tries to keep the DDA oriented builds and double-down on RP with Immortal Pride. The Dynasty can be either Nihilakh or Sautekh to guarantee the DDA will perform. I'm leaning towards Sautekh to allow the DDA to join the fray after the first few turns.
The plan with this list is to deploy midfield with the infantry and the DDA in the back screened by scarabs, trusting that RP and QS will keep me alive longer than the enemy. The single DDA is an issue as if it falls, I seriously lack firepower to take on high T, high W units, but the mix of Gauss and Tesla Immortals should be good against anything else. CC armies are a pain though as I lack enough scarabs to properly fence-off anything else.
Destroyer pals This list aims at doubling up on DDA potential and making them more survivable with the Spider (either they waste shots at it or I repair back some of the damage dealt). It really needs the DDAs to follow up after mop-up to support the D-lords and Wraiths midfield as I don't have troops to really capture objectives with and must play for the murdering strategy. The nice thing is that only provides bad targets as its either scarabs, 3++ wraiths os QS DDAs.
C'tan block party This list aims at being a mortal wound engine with 3 c'tan. Any chaff should be no trouble for the Bloodscythe D-lord and the scarabs to eat through with exploding 6's, exposing anyone for the mortal wounds and eventual C'tan charges. The neat thing is that there are really no targets turn 1 but scarabs, but that also means that everything my opponent has will likely be thrown at them T1 if I lose init. Optimal charges and consolidations would be key for this list, but the scarabs, D-lord and C'tan have the movement to really be up at the enemy face really fast.
Assassins My last list is an attempt at using the assassin trait on a CCB at 1000 points. Not only can it really cripple the enemy army, it can also put me at a 1 point advantage due to Slay the Warlord. The infantry gets really scary with -1 AP as enemies close in and the DDA can either keep me covered from long range or be swapped for a C'tan to counter any charges from the enemy.
What do you guys think of my lists and strategies? Any help could be really useful as I don't get to play much in my area, but I do follow the thread in detail and really want to bring the hurt to the tables to show everyone how scary Necrons can be!
This message was edited 2 times. Last update was at 2018/04/03 17:43:32
stormcraft wrote: Soooo, lets talk deceiver tactics.
Whats the best unit to infiltrate? How do you use him if you go second? Do you send the deciver himself to the front or keep him safe in your lines?
So many options....
I really, really want to slingshot a TV up field and put the Deceiver behind it. Though I also plan on Deep Striking in some Destroyers and Veil-ing up some stuff too, in order to really put a lot of pressure up front.
Also, kind of off topic, but I was thinking of recording the game and making it into a battle report. Would any of you guys have any interest in watching it? Sorry if this isn't allowed Skoffs. Will edit/delete if necessary.
Also, kind of off topic, but I was thinking of recording the game and making it into a battle report. Would any of you guys have any interest in watching it? Sorry if this isn't allowed Skoffs. Will edit/delete if necessary.
Yes I'd love to see that battle report!
2018/04/03 18:29:59
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
arhurt wrote: Hello Gentleman, I have a 1k tournament coming up in a few weeks and I could really use your help. The missions are straight up random Eternal War missions on 4x4 tables. Its 2 detachment limit too.
First, let me list what I have readily available and painted.
What I have to add in the next coming weeks:
1 extra DDA 1 extra DLord 3 extra T. Blades
3 extra Wraiths
Tomb Spyder/Transcendant C'tan (Converted mini)
Now as far as listbuilding goes I feel like many of the tricks and strategies we are discussing here are hard to pull off at 1000 points. The base of 2-3 DDAs is simply too much at that level, and not even required, really. At this play level we are also starved for CPs as our battalion is expensive, but in hindsight Reanimation Protocols are more powerful due to the scale of the game.
Silver Tide My first list tries to keep the DDA oriented builds and double-down on RP with Immortal Pride. The Dynasty can be either Nihilakh or Sautekh to guarantee the DDA will perform. I'm leaning towards Sautekh to allow the DDA to join the fray after the first few turns.
The plan with this list is to deploy midfield with the infantry and the DDA in the back screened by scarabs, trusting that RP and QS will keep me alive longer than the enemy. The single DDA is an issue as if it falls, I seriously lack firepower to take on high T, high W units, but the mix of Gauss and Tesla Immortals should be good against anything else. CC armies are a pain though as I lack enough scarabs to properly fence-off anything else.
Destroyer pals This list aims at doubling up on DDA potential and making them more survivable with the Spider (either they waste shots at it or I repair back some of the damage dealt). It really needs the DDAs to follow up after mop-up to support the D-lords and Wraiths midfield as I don't have troops to really capture objectives with and must play for the murdering strategy. The nice thing is that only provides bad targets as its either scarabs, 3++ wraiths os QS DDAs.
C'tan block party This list aims at being a mortal wound engine with 3 c'tan. Any chaff should be no trouble for the Bloodscythe D-lord and the scarabs to eat through with exploding 6's, exposing anyone for the mortal wounds and eventual C'tan charges. The neat thing is that there are really no targets turn 1 but scarabs, but that also means that everything my opponent has will likely be thrown at them T1 if I lose init. Optimal charges and consolidations would be key for this list, but the scarabs, D-lord and C'tan have the movement to really be up at the enemy face really fast.
Assassins My last list is an attempt at using the assassin trait on a CCB at 1000 points. Not only can it really cripple the enemy army, it can also put me at a 1 point advantage due to Slay the Warlord. The infantry gets really scary with -1 AP as enemies close in and the DDA can either keep me covered from long range or be swapped for a C'tan to counter any charges from the enemy.
What do you guys think of my lists and strategies? Any help could be really useful as I don't get to play much in my area, but I do follow the thread in detail and really want to bring the hurt to the tables to show everyone how scary Necrons can be!
Well you have a large pool to grab from so that's a help. Also at 1000pts I believe we are stronger than at 2000 pts.
I think if I was going to that tournament with what you have I would look at this...
Spoiler:
++ Unbound Army (Faction) (Necrons) [52 PL, 987pts] ++
+ No Force Org Slot +
Dynastic Heirlooms: Dynastic Heirlooms: 1 Extra Artefact (-1CP)
. . Categories: No Force Org Slot
Dynasty Choice: Dynasty: Sautekh
. . Categories: No Force Org Slot
+ HQ +
Cryptek [6 PL, 95pts]: Artefact: The Veil of Darkness, Chronometron, Staff of Light
. . Categories: Character, Cryptek, Faction: (Dynasty), Faction: Necrons, Infantry, HQ . . Warlord: Warlord Trait (Codex 3): Immortal Pride
The stratagy is simple, you have no heavy targets so any heavy weapons your opponent takes will be useless. Waste those laz cannon shots on warriors, see what happens. The deceiver can move the overlord and itself up, hopefully with one squad of immortals. Cryptek can move the warriors up. Finally the 5 left over immortals can advance up or go for a back objective, having the sautekh trait means they can advance and still shoot so your army is fast. The deceiver is deadly with his mortal wound abilities. Nothing will run from moral thanks to the cryptek, and you even get a deny the witch ability. And the scarabs can run interference.
2018/04/03 18:34:20
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
The stratagy is simple, you have no heavy targets so any heavy weapons your opponent takes will be useless. Waste those laz cannon shots on warriors, see what happens. The deceiver can move the overlord and itself up, hopefully with one squad of immortals. Cryptek can move the warriors up. Finally the 5 left over immortals can advance up or go for a back objective, having the sautekh trait means they can advance and still shoot so your army is fast. The deceiver is deadly with his mortal wound abilities. Nothing will run from moral thanks to the cryptek, and you even get a deny the witch ability. And the scarabs can run interference.
Why not have the Trait on the Overlord and have it on the tek? So you can use him offensively? Your list looks solid, thanks a lot!
skoffs wrote:Yeah, luckily there's a bunch of things that are good and worth taking, but not to the degree that you're going to want to spam them.
•Destroyers are great, but you can only give one of them Extermination Protocols a turn so most people will probably only be taking the one unit.
•Wraiths are decent, but I don't see the old Wraith-Wing style lists coming back this round.
•Scarabs are pretty sweet, but you'll probably only want a unit or two.
•Tomb Blades are fantastic, but I have a feeling they're only going to be taken as a single unit, maybe two.
•Doomsday Arks might be one of the few units in the book we'll regularly be seeing three of in a list, but that's probably mostly going to be to fulfill the Spearhead requirements.
•The Tesseract Vault is finally worth taking, but it'll be pretty rare to see multiple of them on a table.
I think it'll more be a case of seeing some regular staples in the majority of lists rather than something everyone will be abusing... until someone can find some way to break something.
The thought of painting 3x DDAs is going to give me nightmares.
Doctoralex wrote:I'm still having a hard time using Tomb Blades.
Obviously Mephrit is their go-to dynasty, but what is their best equipment and playstyle?
Do you hang back at 24" with Tesla, or go in aggressively at 12"? If so, why not take Gauss?
If you're hanging back 24", you aren't getting the benefit of the Mephrit code. It requires you to be within half max range.
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
2018/04/03 19:25:00
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Kinda lacking in punch. But yeah, a little hard to fit the heavy hitters in at this point level.
With such a small force you probably won't need two HQ. Not sure which one to keep. (what do you think you'd want to try more, attacking strength or defense?)
For me, I'd probably see if I could make an Outrider detachment instead of a Patrol. Free CP and easy to meet requirements.
Odrankt wrote: Also, kind of off topic, but I was thinking of recording the game and making it into a battle report. [...] Sorry if this isn't allowed Skoffs.
Should be fine. Just remember to stick it under a spoiler, please.
I really want to find out if the Doom Scythes are worth it again this edition. And this list seems like a decent way to find out.
It's an easy 1500 point list I made. The only problem I have with trying out the awesome bombardment strategy is that the enemy only needs to kill 1 DS (which isn't that hard) to keep you from using it.
Using the Air wing detachment does allow you to easily get the 3 DS + use Sautekh + gives you 1 CP.
Has anyone else tried using Doom Scythes? or even DS in teams of 3? I do wonder how effective it would be to those annoying lists that turtle with everyone around a few characters.
Spoiler:
Battalion Detachment +3CP Mephrit
HQ Illuminor Szeras Warlord
Lord Veil of Darkness, Warscythe
The stratagy is simple, you have no heavy targets so any heavy weapons your opponent takes will be useless. Waste those laz cannon shots on warriors, see what happens. The deceiver can move the overlord and itself up, hopefully with one squad of immortals. Cryptek can move the warriors up. Finally the 5 left over immortals can advance up or go for a back objective, having the sautekh trait means they can advance and still shoot so your army is fast. The deceiver is deadly with his mortal wound abilities. Nothing will run from moral thanks to the cryptek, and you even get a deny the witch ability. And the scarabs can run interference.
Why not have the Trait on the Overlord and have it on the tek? So you can use him offensively? Your list looks solid, thanks a lot!
Obviously Mephrit is their go-to dynasty, but what is their best equipment and playstyle?
Do you hang back at 24" with Tesla, or go in aggressively at 12"? If so, why not take Gauss?
I'm interested in this as well - has anyone run the math on Tesla vs. Gauss on Mephrit Tomb Blades?
Why not even Particle Casters? With -1 AP they don't sound too bad, but I'd have to see some math to support that.
The warlord trait goes on the cryptek because he is vital for the list to work, he keeps all 3 squads when near him at 4+ rp rolls and with a 5++ save, so since your already near him it makes sense. If he gets killed you lose a lot so playing him semi defensively makes sense (keep him behind the warriors for example. The overlord on the other hand can be used either way, but since he isn't a key part of the stratagy you can actually use him more aggressively than you many normally do. Plus that staff.... Man, the abysmal staff isn't a joke like some think it is. First in close combat it auto hits. That's 3 automatic hits in melee, at ap-2. He will easily kill a few things each turn it he gets stuck in. Plus at range it deals 1 auto hit that as long as you can roll higher than your targets leadership on 3d6 dice (shouldn't be hard) it deals d3 mortal wounds. Again targeting is key, but if your putting wounds on something that can't absorb the hits well it can be effective. Plus it auto hits, so go ahead and charge me. You get the point. Will it single handedly win a fight? No, but it can easily take those last few wounds off something that needs to die.
As for partial casters, they are cheap that's their only thing. You get more shots with tessla or gauss so it's a if you want to take them and can't afford more then ok but really they should not be running partial casters.
2018/04/03 20:37:58
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
It seems like Tesla is the way to go. They are only worse against high-save enemy units like Terminators. But even then, not by much.
They also vastly perform better at 24" range (makes sense, considering Gauss is Rapid-Fire)
The two main problems with Tesla is that it relies on well... Tesla! Math-hammer is only averages. That one crucial roll in a match could result in way less average 6+ hit rolls. Gauss does not rely on a 6+ for a bonus, thus being more consistent.
And then there is of course the elephant in the room considering how fethed Tesla is as soon as the enemy is -1 to hit.
This message was edited 2 times. Last update was at 2018/04/03 20:39:08
2018/04/03 21:28:58
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
* Unfavorable conditions imply that unit moved, outside of rapid fire range, etc.
** Tomb Blades used layout of 3+ and nebuloscope, but nebuloscope was not considered as -1 AP. As such, their real performance will be better due to either lower cost, or better to wound chance for targets in cover.
*** Favorable conditions imply stationary unit, within rapid fire range, etc. Mephrit dynasty bonus was applied in all cases except Doomsday Ark and Tesseract Ark's Particle Hurricane attack. Buffs such as MWBD were not considered.
Disclamer: I am a complete Warhammer noob game-wise, just starting out Necron army (hence the math). As such, I would like to ask for oppinions on the following list:
Spoiler:
++ Mephrit Batallion Detachment ++
Catacomb Command Barge (Tesla Cannon, Voltaic Staff, Warlord — Merciless Tyrant)
Lord (Staff of Light, Ressurection Orb, Veil of Darkness)
taetrius67 wrote: You not realy get more hits because for the same points you will have more tombe blades so more hits aswell.
Agreed, good point. at the same point value it doesn't matter much, 9 partical blades will put out the same number of shots as 7 tessela blades at the same equivalent point value. And if mathhammer shows tessela is better than gauss most times maybe they are just traps. Unless you only have 7 models, I mean the number of models you own actually can come into play here.
2018/04/03 22:14:32
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
So I am going to restart necrons once I have finished painting my TS. After scrolling through here a while I have been considering what things to buy. I want to keep things on a loose budget of about £150 optimistically, but around £250 real talk.
I started necrons as a kiddo I already own around 25 salvageable warriors, 3 scarab bases, a cryptek, a doom scythe and possibly a lord.
I already had in mind half of forgebane + new start collecting, but what else?
Thanks for the help!
The stratagy is simple, you have no heavy targets so any heavy weapons your opponent takes will be useless. Waste those laz cannon shots on warriors, see what happens. The deceiver can move the overlord and itself up, hopefully with one squad of immortals. Cryptek can move the warriors up. Finally the 5 left over immortals can advance up or go for a back objective, having the sautekh trait means they can advance and still shoot so your army is fast. The deceiver is deadly with his mortal wound abilities. Nothing will run from moral thanks to the cryptek, and you even get a deny the witch ability. And the scarabs can run interference.
Why not have the Trait on the Overlord and have it on the tek? So you can use him offensively? Your list looks solid, thanks a lot!
Obviously Mephrit is their go-to dynasty, but what is their best equipment and playstyle?
Do you hang back at 24" with Tesla, or go in aggressively at 12"? If so, why not take Gauss?
I'm interested in this as well - has anyone run the math on Tesla vs. Gauss on Mephrit Tomb Blades?
Why not even Particle Casters? With -1 AP they don't sound too bad, but I'd have to see some math to support that.
The warlord trait goes on the cryptek because he is vital for the list to work, he keeps all 3 squads when near him at 4+ rp rolls and with a 5++ save, so since your already near him it makes sense. If he gets killed you lose a lot so playing him semi defensively makes sense (keep him behind the warriors for example. The overlord on the other hand can be used either way, but since he isn't a key part of the stratagy you can actually use him more aggressively than you many normally do. Plus that staff.... Man, the abysmal staff isn't a joke like some think it is. First in close combat it auto hits. That's 3 automatic hits in melee, at ap-2. He will easily kill a few things each turn it he gets stuck in. Plus at range it deals 1 auto hit that as long as you can roll higher than your targets leadership on 3d6 dice (shouldn't be hard) it deals d3 mortal wounds. Again targeting is key, but if your putting wounds on something that can't absorb the hits well it can be effective. Plus it auto hits, so go ahead and charge me. You get the point. Will it single handedly win a fight? No, but it can easily take those last few wounds off something that needs to die.
As for partial casters, they are cheap that's their only thing. You get more shots with tessla or gauss so it's a if you want to take them and can't afford more then ok but really they should not be running partial casters.
Huh that's something i never realised about the staff, though as it only does 1 damage I can see it being good for clearing expensive models with low wound counts as our characters don't have enough attacks to use it to clear chaff and d3 MW isnt huge
2018/04/03 22:40:52
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Yeah, I would use it to fight units like lieutenants, apothecarys, lower end secondary charecters. And the point isn't as much to use it to kill but to finish stuff off. You bring a unit down to that last model but you don't want to spend a lot of firepower killing it, but that last guy has to die.
But look at it like this. You have a tau commander ds in near you with their damned drones. Use him to pop the drones easily then you can target the commander with a dda or something big and scarry and know your not throwing shots at it for the drones to just take.
Honestly it would probably work better on a destroyer lord, but with the points you suggested that's where I went.
2018/04/03 23:17:22
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
I have have been stressing a bit since in australian ITC tournaments alaitoc is still top dog and despite not being their best unit, hemlocks are VERY scary to tomb blades, it doesn't care about minuses to hits, it does 2 damage and has insane ap so the couple of TBs with shadowlooms that you should be taking in every squad wont last. On top of this they are -2 to hit until they attack and I can get within 12". While tesla is amazing against hordes and is 25% better for point for point on TBs compared to particle beamers, when there is any minus to hit involved particle beamers become 20% more efficient than tesla against T3.
Since the only buff to hit t+TBs get is 2cp and only for sautekh I am currently leaning towards running particle beamers on two of my squads of 9 (also a note artyom if you want to greatly increase the likely hood of your TBs surviving max squads is the way to go since reanimation actually works on TBs compared to warriors etc.).
Since tesla is just too good to pass when not going against lists such as these (which is more often than not) I am still including a squad of tesla blades, so currently my set up for TBs is:
Spoiler:
mephrit dynasty
cloaktek (might take lightning field or voltaic staff for 1cp, I am still deciding)
9 Tomb blades (particle beamer)
all with shields, 2 with shadowlooms
9 Tomb blades (particle beamer)
all with shields, 2 with shadowlooms
8 Tomb blades (tesla)
all with shields, 2 with shadowlooms
This message was edited 1 time. Last update was at 2018/04/04 00:20:51
2018/04/04 00:37:38
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
I have have been stressing a bit since in australian ITC tournaments alaitoc is still top dog and despite not being their best unit, hemlocks are VERY scary to tomb blades, it doesn't care about minuses to hits, it does 2 damage and has insane ap so the couple of TBs with shadowlooms that you should be taking in every squad wont last. On top of this they are -2 to hit until they attack and I can get within 12". While tesla is amazing against hordes and is 25% better for point for point on TBs compared to particle beamers, when there is any minus to hit involved particle beamers become 20% more efficient than tesla against T3.
Since the only buff to hit t+TBs get is 2cp and only for sautekh I am currently leaning towards running particle beamers on two of my squads of 9 (also a note artyom if you want to greatly increase the likely hood of your TBs surviving max squads is the way to go since reanimation actually works on TBs compared to warriors etc.).
Since tesla is just too good to pass when not going against lists such as these (which is more often than not) I am still including a squad of tesla blades, so currently my set up for TBs is:
Spoiler:
mephrit dynasty
cloaktek (might take lightning field or voltaic staff for 1cp, I am still deciding)
9 Tomb blades (particle beamer)
all with shields, 2 with shadowlooms
9 Tomb blades (particle beamer)
all with shields, 2 with shadowlooms
8 Tomb blades (tesla)
all with shields, 2 with shadowlooms
Ridge, I was thinking about squads of 9 but it looks like morale might be an issue. So running squads of 6 imho is the best choice - we still can reanimate but we're not affected by morale.
With a lot of -1 to hit in ITC (nurgle, eldar, dark eldar, ravenguard etc) running Tesla is very very scary. You're paying a lot of extra points with a big chance to get bad matchup.
For practice beamers you get +1 STR so wounding on 2s eldars, guard, daemons etc, it costs less points and not affected by -1 to hit in a such a way as tesla does.
2018/04/04 00:57:04
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Kinda lacking in punch. But yeah, a little hard to fit the heavy hitters in at this point level.
With such a small force you probably won't need two HQ. Not sure which one to keep. (what do you think you'd want to try more, attacking strength or defense?)
For me, I'd probably see if I could make an Outrider detachment instead of a Patrol. Free CP and easy to meet requirements.
Odrankt wrote: Also, kind of off topic, but I was thinking of recording the game and making it into a battle report. [...] Sorry if this isn't allowed Skoffs.
Should be fine. Just remember to stick it under a spoiler, please.
I just finished up the game and will immediately swap the Overlord and Cryptek for a CCB. Cryptek was good in that it brought 2 models back to both Immortals and Warriors but it got destroyed in CC. The Overlord did pretty well but it just lack "umph". I think a CCB will preform better cause it isT6,8W, 12" movement and 1 HQ.
Also, in this league everything we use has to be used through out . So, I would rather have a CCB now rather than an O Lord . Having a Patrol also let's me beff up into a Battalion and everyone is restricted to HQ and Troops only for the 1st 500pts. So no Outrider I am afraid.
I also found the Sautekh Warlord trait to only be situational at best. I only had 3 CPs so I would have probably gotten and extra 1 CP at most but I got none all game. I think the Sautekh Warlord trait is better for games where we have 7+ CPs before counting the 5+ from using CPs or when using Imotekh.
My list is now;
Spoiler:
-CCB, Heavy Gauss Cannon, Warscythe, relic: Lighting Field
-16 Warriors
-8 Tesla Immortals
Comes to 498pts.
Thanks for letting me post links. I'll make sure to Spoiler them each time.
Just so everyone knows. I played Sisters tonight and won 10-8. Was so closed to being tabled though. Finished the game with 2 warriors left
This message was edited 1 time. Last update was at 2018/04/04 00:57:53
2018/04/04 00:58:23
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
On morale, the worst you can get with 9 with no negatives to morale is having to role a 1 or 2 with 8 casualties, which isn't great but doesn't particularly mean you are losing out on many. From experience, squads die fast, squads of 6 will usually result in you not getting much back from reanimation as they will most likely kill a squad and try and fire at another part of my army to avoid wasted fire.
Running squads of 6 also allows them more kills which can potentially edge them in front in kills per round resulting in them getting more points. Squads of 6 are certainly more versatile but I think you're underestimating Leadership 10 a tad.
On Tesla I also forgot to mention that against assault armies that do not have a -1 within 12" tesla is amazing, since every hit you get is 3, meaning that you are getting 4 times as many hits when defending (3 times as many point for point).
This message was edited 1 time. Last update was at 2018/04/04 01:13:14
2018/04/04 01:10:18
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Ridge wrote: On morale, the worst you can get with 9 with no negatives to morale is having to role a 1 or 2 with 8 casualties, which isn't great but doesn't particularly mean you are losing out on many. From experience, squads die fast, squads of 6 will usually result in you not getting much back from reanimation as they will most likely kill a squad and try and fire at another part of my army to avoid wasted fire.
Running squads of 6 also allows them more kills which can potentially edge them in front in kills per round resulting in them getting more points. Squads of 6 are certainly more versatile but I think you underestimate Leadership 10.
Squad of 9:
LD 10. They kill 7 (10-7=3) on 4 1 flee, 5+ - 2 .
I think reanimation is overestimated. It's a nice bonus but building army around it does not worth it.
2018/04/04 02:07:39
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
I'm sorry to sound like a idiot but I don't understand the dynastic thing at all. I didn't paint my army to reflect the different dynasties so does that mean I don't get any of the special rules? Ugh so frustrated!
I don't remember this in the seventh edition, or maybe I just didn't pay attention.
2018/04/04 02:10:03
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Vette wrote: I'm sorry to sound like a idiot but I don't understand the dynastic thing at all. I didn't paint my army to reflect the different dynasties so does that mean I don't get any of the special rules? Ugh so frustrated!
I don't remember this in the seventh edition, or maybe I just didn't pay attention.
You can take whatever dynastic rules you want, following the same restrictions that, say, Space Marines have. Paint scheme doesn't matter.
Clocks for the clockmaker! Cogs for the cog throne!
2018/04/04 02:16:01
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Vette wrote: I'm sorry to sound like a idiot but I don't understand the dynastic thing at all. I didn't paint my army to reflect the different dynasties so does that mean I don't get any of the special rules? Ugh so frustrated!
I don't remember this in the seventh edition, or maybe I just didn't pay attention.
it doesn't really matter what colour they are just paint them how you like, if you need to distinguish them, what I do is paint different colour shevrons/stripes across a plate on the model