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2018/04/04 15:53:48
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Nagerash wrote: Anrakyr was always one of my favorite characters, and I would love it to read more books about him, and his quest, but appart from an anti-assault role, or some Deceiver shananigens I really don't see a good list with him.
I might try to make a Nihilakh or Novokh list with him as an deterrend vs assault armies. And if I don't have to run up the field but mainly do counter charges, teaming him up with some Praetorians works as well. Might even throw in Szeras.
But that is a very niche list that would make use of him. I really think GW forgot somehow with Anrakyr that 5" really is very slow if you can only walk from point to point.
The way I see Anrakyr is that if you have a couple extra points, he's barely more than a standard overlord, you replace your overlord with him to foo the exact same job, but with a bonus that your troop blobs near him are now more dangerous to charge, still not great in melee but a deterrent, while he himself hits the magic 8 str, and his arrow can be clutch.
I've taken to the following little setup with Anrakyr.
Anrakyr, +2x20 warriors, +Crytek with Fearless warlord trait and VoD
Its extremely hard to shift. Plasma doesn't work vs it. They all get 2 attacks, they don't run. If you get into melee, VoD the effected squad out, and shoot the offenders.
Y
Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum.
2018/04/04 16:35:38
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
So, I know this is a dumb question, but I'm a stickler for rules so I have to ask.
As far as Dynasties go, you can choose from one of the listed ones and gain their benefits, or if you have a custom one, like me, you can choose to use your own. But, if you actually use your own, as in, change the keyword <Dynasty> to whatever your Dynasty is, you wouldn't be able to gain any dynasty special abilities and would be specifically gimping yourself.
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2018/04/04 16:38:42
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Hey all, new to Necrons and returning to 40k (haven't played since 4th). Decided to throw together a list, not going to be seeing any tournament play but I'm trying to build a semi-competitive all comers list. Any C&C is greatly appreciated .
I haven't settled on warlord/warlord traits yet, or artifacts. I've got the veil of darkness in there on the cryptek, in case I need to move that blob of warriors around, but I'm not 100% on that choice yet.
I had originally wanted to go for 3 detachments, but couldn't fit the units I wanted in with the HQ tax. I think this list can handle most casual settings well. 10 scarabs and 20 warriors lets me have a solid amount of board control. I have decent unit support with my cryptek and the command barge (hopefully always using wave on one of the two immortal squads), while the destroyer + wraith gives me a solid death star to threaten tough targets. I'm a little worried that one DDA and a tomb sentinal is light for anti tank, so I'm considering dropping the barge for an overlord and getting illuminor in there. Any thoughts?
Thanks!
2018/04/04 17:00:44
Subject: Re: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.
I've iterated a bit on your suggestion and decided to maximize my firepower by adding in Szeras for some minimal anti-tank as well as changing to Mephrit for -1 AP. I found that -3 AP Gauss Blasters are brutal to almost anything, and switching the Overlord for a Lord allows me to be a bigger threat to high-wound units and vehicles. I do lose some chaff as I only have 3 scarabs, but if played correctly and with Szeras buff I may be able to hold off in melee in case I get tangled in. I'd use the Warriors as chaff in this manner, using the Gauss Immortals as my firebase and the Deceiver to counter-charge.
Spoiler:
Mephrit Battalion
Szeras (trait: Immortal Pride, eldritch lance)
Lord (Veil of Darkness, Staff of Light)
Deceiver
20x Warriors
10x Immortas (Gauss)
5x Immortals (Tesla)
3x Scarabs
It's all aimed at alpha striking turn 1 by moving up Zseras and warriors with the Deceiver and veiling in the Lord and the Gauss Immortals. Tesla Immortals can advance to also contribute.
The key is preparing the deploy for the chance of losing initiative. If I'm counting I'll go second I'll set-up in a divided flank: I set up my large blob of Warriors on one flank, followed by the Veil Lord. Depending on who started, that could mean either 2 or 3 of my opponent's units are down already. If he bites the bait and sets up to counter me I'll just drop deceiver in that same flank to keep the ruse and then deploy everything else on the other corner, redeploying deceiver and the two units away before he starts (I'd always deploy the lord hidden so I can just bring 1 unit and leave him behind if needed). That game then is a slow march up midfield until I'm in killing range, not ideal, but doable on a 4x4,
It's not like at 1k people can easily wipe my 20 warrior blob, and if they move in CC they have to contend with all the mortal wounds the deceiver is generating from Cosmic Fire and Sky of falling stars.
What do you guys think? I could also just drop the 3 scarab bases for 2 extra immortals on the 5 man unit, I'm afraid these may give out First Blood too easily.
That's a solid looking change. Should make you silly mobile and give you the ability to redeploy as needed. Good luck, be sure to let us know how it goes.
As for the scarabs vs immortals remember scarabs have 4 wounds each, I think they will give you more millage than your giving them credit for. Plus you can self district them for mortal wounds, and if the opponent does shoot at them and kills a few bases so what, they are not shooting your really dangerous stuff. Plus they can be used to deny deep strike locations vs 2 immortals just being 2 immortals.
This message was edited 1 time. Last update was at 2018/04/04 17:02:54
2018/04/04 17:07:50
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Scarabs only have 3 wounds each, they have 4 attacks which might be what you are thinking of.
11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
2018/04/04 17:08:08
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Nagerash wrote: Anrakyr was always one of my favorite characters, and I would love it to read more books about him, and his quest, but appart from an anti-assault role, or some Deceiver shananigens I really don't see a good list with him.
I might try to make a Nihilakh or Novokh list with him as an deterrend vs assault armies. And if I don't have to run up the field but mainly do counter charges, teaming him up with some Praetorians works as well. Might even throw in Szeras.
But that is a very niche list that would make use of him. I really think GW forgot somehow with Anrakyr that 5" really is very slow if you can only walk from point to point.
The way I see Anrakyr is that if you have a couple extra points, he's barely more than a standard overlord, you replace your overlord with him to foo the exact same job, but with a bonus that your troop blobs near him are now more dangerous to charge, still not great in melee but a deterrent, while he himself hits the magic 8 str, and his arrow can be clutch.
I've taken to the following little setup with Anrakyr.
Anrakyr, +2x20 warriors, +Crytek with Fearless warlord trait and VoD
Its extremely hard to shift. Plasma doesn't work vs it. They all get 2 attacks, they don't run. If you get into melee, VoD the effected squad out, and shoot the offenders.
Y
This is what I was doing before and want to do again now as Anrakyr is my favorite HQ. Which dynasty code are you thinking to give them?
2018/04/04 17:35:09
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
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.
I get that the new RP is fluffier (Necrons are supposed to be immortal, not invincible), and has been tuned to be more in line with faction defining abilities like disgustingly resilient, and ATSKNF, but occasionally I miss having an ability you could rely on. Instead 8th ed RP is controlled by our opponents, a resource mechanic they have to manage to not get snowballed. If they are correctly managing it, it has very little effect on the game, outside of the effort required to manage it. That makes building around RP rather pointless, if your opponent isn't managing it well, you'll snowball them without spending extra points. If they are managing it well then the resources invested in enhancing RP will never get used.
At best, we can hope to punish mistakes and unlucky turns, but even on that we got sandbagged. Enhanced reanimation protocols is supposed to be our go to punish and it's awful. 2 CP gets you an 8% chance per RP roll to get an extra model back if there is a cryptek nearby, 6% otherwise, that is one of the worst returns on CP for any stratagem. Either the unit is large enough to make use of it and the individual brought back is worth 12 points, or the unit is too small to use if reliably. At 1 cp it might occasionally be worth a gamble, at 2 CP it's trash. Let's say someone killed 5 of 6 destroyers, and you drop the 2 CP to get enhanced reanimation protocols but don't have a cryptek nearby, there is a 73% chance that those 2 CP do nothing at all. That isn't even a gamble, that's just throwing CP off of a cliff.
Crypteks and res orbs require setup, you have to be near the unit (very near the unit in the crypteks case) at the beginning of movement, so we have to be predictive and can't be reactive, which means we can't punish.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
2018/04/04 18:15:03
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Nagerash wrote: Anrakyr was always one of my favorite characters, and I would love it to read more books about him, and his quest, but appart from an anti-assault role, or some Deceiver shananigens I really don't see a good list with him.
I might try to make a Nihilakh or Novokh list with him as an deterrend vs assault armies. And if I don't have to run up the field but mainly do counter charges, teaming him up with some Praetorians works as well. Might even throw in Szeras.
But that is a very niche list that would make use of him. I really think GW forgot somehow with Anrakyr that 5" really is very slow if you can only walk from point to point.
The way I see Anrakyr is that if you have a couple extra points, he's barely more than a standard overlord, you replace your overlord with him to foo the exact same job, but with a bonus that your troop blobs near him are now more dangerous to charge, still not great in melee but a deterrent, while he himself hits the magic 8 str, and his arrow can be clutch.
I've taken to the following little setup with Anrakyr.
Anrakyr, +2x20 warriors, +Crytek with Fearless warlord trait and VoD
Its extremely hard to shift. Plasma doesn't work vs it. They all get 2 attacks, they don't run. If you get into melee, VoD the effected squad out, and shoot the offenders.
This is what I was doing before and want to do again now as Anrakyr is my favorite HQ. Which dynasty code are you thinking to give them?
@Dew
Mephrit if I'm vs marines, or Sautek against anything faster than that.
Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum.
2018/04/04 18:17:01
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
In my own case there's two things I automatically assume before each game I play with Necrons:
• that I will be going second.
• that RP will never come into effect.
Some might call that pessimistic, but for me it means I'm prepared for the worst (and if the above conditions do end up in my favor it plays out as a nice surprise).
The only thing I'm having issue adapting with is being alpha struck on. That should probably be mitigated with more/better Scarab usage, but it's trickier when your list is already tight on points so you gotta make cuts just to fit more bubble wrap in.
2018/04/04 18:18:48
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
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.
I get that the new RP is fluffier (Necrons are supposed to be immortal, not invincible), and has been tuned to be more in line with faction defining abilities like disgustingly resilient, and ATSKNF, but occasionally I miss having an ability you could rely on. Instead 8th ed RP is controlled by our opponents, a resource mechanic they have to manage to not get snowballed. If they are correctly managing it, it has very little effect on the game, outside of the effort required to manage it. That makes building around RP rather pointless, if your opponent isn't managing it well, you'll snowball them without spending extra points. If they are managing it well then the resources invested in enhancing RP will never get used.
At best, we can hope to punish mistakes and unlucky turns, but even on that we got sandbagged. Enhanced reanimation protocols is supposed to be our go to punish and it's awful. 2 CP gets you an 8% chance per RP roll to get an extra model back if there is a cryptek nearby, 6% otherwise, that is one of the worst returns on CP for any stratagem. Either the unit is large enough to make use of it and the individual brought back is worth 12 points, or the unit is too small to use if reliably. At 1 cp it might occasionally be worth a gamble, at 2 CP it's trash. Let's say someone killed 5 of 6 destroyers, and you drop the 2 CP to get enhanced reanimation protocols but don't have a cryptek nearby, there is a 73% chance that those 2 CP do nothing at all. That isn't even a gamble, that's just throwing CP off of a cliff.
Crypteks and res orbs require setup, you have to be near the unit (very near the unit in the crypteks case) at the beginning of movement, so we have to be predictive and can't be reactive, which means we can't punish.
Exactly, you hit the nail on the head above RP. But that's why I use mostly warriors and a ghost ark, the ark ability happens at the end of our movement phase, so in that way it acts as a mobile fixer and doesnt need to be next to all units to get the second RP roll.
2018/04/04 18:23:19
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2018/04/04 18:28:14
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
If someone did try and nail you on this then they are not worth playing. One of the longest running themes in 40k has been " make it your own, Forge your own narrative". So for someone to say "that's painted wrong you can't do that" is nonsense.
2018/04/04 18:29:56
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
Quote directly from the Codex:
"If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it." so it means that X Dynasty (Varantekh) = Y Dynastic Code (Sautekh) for purposes of game play.
I'm pretty sure the wording is near identical across all the Codexes so that hobbyists can create their own Dynasties, Marine Chapters, Hive Worlds, what have you.
2018/04/04 18:33:17
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
Quote directly from the Codex:
"If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it." so it means that X Dynasty (Varantekh) = Y Dynastic Code (Sautekh) for purposes of game play.
I'm pretty sure the wording is near identical across all the Codexes so that hobbyists can create their own Dynasties, Marine Chapters, Hive Worlds, what have you.
Ahhhh, you right. I was looking at the wrong page. Many thanks!
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2018/04/04 18:55:17
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
Quote directly from the Codex:
"If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it." so it means that X Dynasty (Varantekh) = Y Dynastic Code (Sautekh) for purposes of game play.
I'm pretty sure the wording is near identical across all the Codexes so that hobbyists can create their own Dynasties, Marine Chapters, Hive Worlds, what have you.
Basically what happens is you can add your own dynasty to the list.
So everything works as if you were from your chosen Dynasty, with the only exception that you don't have access to their Special characters. I'm not sure about WL traits and relics. I don't think you can use either, but not 100% on this.
- Power corrupts, Absolute power.... is a whole lot of fun...-
2018/04/04 19:11:36
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Azuza001 wrote:
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.
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.
I may have jumped the gun regarding the staff as my impression from the text was that it was auto hit for shooting.
After reading it a couple more times I agree to what you say, no need to roll for hits in CC (RAW). However I believe that it is not RAI.
If the weapon is auto hit for CC too, then it would be "B", especially on a Cryptek or Lord as they are WS/BS3+.
Now, regarding the Particle Casters I dont agree. TB ending movement inside 12" with anything that can do CC is a terrible idea. As for the Particle Casters, they are less "cool" but for minimal cost & maximum utility the Particle beam TB isn't bad. 9 TB with PB will have 27 shots (+1S), 18 Wounds and are cheaper than 7 Tesla with 28 shots and 14 wounds. The point per wound here is a huge selling point for me.
For 32 pts, you get a 9 TB with PB (3+/5++) or a 9 TB with Tesla (4+). Throw in a CloakCryptec bubbled in a 9 model Particle TB unit and it is very tough and difficult to dislodge. Just stay at 20-24". Tesla is better if you know you are fighting an army without -1 to hit.
Particle TD= 24 points. 3x S6 attack, -1 to hit and 4+
2 Warriors = 24 points. 2-4x S4 AP1, 4+
with 20 Warriors and a Cryptek they can have 5++.. That is 95 pts /20 = 4.75 points per Warrior. The TB gets the same for 5 points. But Warriors cant get 3+, don't have the mobility, T5 and the -1 to hit.
TBH Warriors and TB are ranged units that die fast in CC, TB can use speed Warriors cannot.
The only problem for bikes is that its maybe harder for them to get cover saves.
ArtyomTrityak wrote:
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.
I think that if the enemy uses a turn to focus fire down a TB unit to having 1-3 models left then using 2 CP to auto-pass morale and then get a chance to reanimate (preferably with Cryptek +1) and get ~3 units back is well worth it. Even if it is a Particle TB (especially one with 3+/4++). "Enhanced Reanimation Protocols" are just so expensive but you should get 1 model (24-37 points) for the 2CP, not really worth it but the psychological effect is demoralizing for the enemy if you get a lot of 1s and get to re-roll :p
But is the CloakCryptek wort the 85 points? How many RP will he need to be worthwile?
Then in your turn you should be able to reduce his overall firepower, maneuver (14"+1-6" should do it) the TB to make sure they don't get killed next turn and get another RP. If he goes for the TB again its good for you, something else isn't dying. Budget 18W -1 to hit and 3+/5++ is really a nice profile.
Maxed Tomb Blades (9) can be near an Immortal Pride WL to auto-pass Morale so you could save those CP's for something else.
2018/04/04 19:21:12
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Is there anything stopping you rules wise from saying "Yeah, this is X Dynasty of my creation, but they use the rules of Sautekh"?
Per the Dynastic Codes entry on page 108, if you are playing a unique homebrew Dynasty, you get to do exactly this.
Well the ruling isn't clear. It says you can insert your own Dynasty name into the keyword. For example, if I use the Varantekh dynasty, all the abilities would say "friendly Varantekh units". And therefore they would not technically say Sautekh. I'm just wondering if a rules lawyer is gonna get me on this if I play at a local store event or something.
Quote directly from the Codex:
"If you have chosen a dynasty that does not feature on this list, you can choose the Dynastic Code that best suits the fighting style and battlefield strategies of the warriors that hail from it." so it means that X Dynasty (Varantekh) = Y Dynastic Code (Sautekh) for purposes of game play.
I'm pretty sure the wording is near identical across all the Codexes so that hobbyists can create their own Dynasties, Marine Chapters, Hive Worlds, what have you.
Basically what happens is you can add your own dynasty to the list.
So everything works as if you were from your chosen Dynasty, with the only exception that you don't have access to their Special characters. I'm not sure about WL traits and relics. I don't think you can use either, but not 100% on this.
In which case they're still Sautekh but felt like wearing something different that day.
Nobody is going to enforce colors. Nobody has that kinda energy.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2018/04/04 19:49:51
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Example: My Necrons come from a dynasty I created (Zarith). Their color scheme is black shoulders with green accents and gold trimming on top of a silver necrodermis. The vehicles are primarily green. This doesn't align with any standard dynasty. It's most similar to Sautekh, but not exactly like it. The Dynastic Code that fits my playstyle best, though, is Mephrit, so that's the code I use. As long as I'm consistent and don't change the code from battle to battle to gain an advantage, no one has a problem with this.
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
2018/04/04 20:27:50
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
v0iddrgn wrote: Maxed Tomb Blades (9) can be near an Immortal Pride WL to auto-pass Morale so you could save those CP's for something else.
I think the best W trait is character sniper. I would run it 100% time. CCB sniper is awesome.
Will try to run 9x practice TB. Units with 6xTB worked cool for me. Need to test units 9x
2018/04/04 21:40:40
Subject: Re:Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
So I just got a new box of Tomb Blades, and while I know it has been talked about on here, I can't remember if there was a consensus on what the de facto set up and strategy for Tomb Blades. Gauss/Tesla? Dynasty Code? Should we keep distance or go within 12" for Rapid Fire/Mephrit Code and risk assault?
2018/04/04 22:11:44
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
So what's the thought behind only giving some Tomb Blades shield vanes (and not all or none)? Do you give the damage to the shielded guys first, or wait for the squishy models to be killed, and leave the ++ guys till last?
I hadn't considered splitting units this way before, hence my question on how to run them!
2018/04/04 23:53:23
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
MarkM wrote:There's a small but growing number who are starting to think that Particle Casters may be a good option.
In a unit of 9 with 3 'vanes that is effectively 25pts per model, or 26pts if you use 6 'vanes.
Using Dicehammer (not familiar with the site so correct me if I am wrong), Particle Beamers are about half as effective at damage dealing than Gauss and Tesla. So against 24 point per model PBTB versus 32 point per model GB/TCTB, I think GB/TC comes out on top in point efficiency. I could see the appeal of PBTB if you are playing low point games or want to fill out a fast attack slot with some moderately cheap units that can still do some damage, but since we are only getting about a 25% point discount in exchange for about 50% of our fire power, PBTB aren't a wise investment for most situations.
hvg3akaek wrote:So what's the thought behind only giving some Tomb Blades shield vanes (and not all or none)? Do you give the damage to the shielded guys first, or wait for the squishy models to be killed, and leave the ++ guys till last?
I hadn't considered splitting units this way before, hence my question on how to run them!
You do raise an intriguing question. I would preferably go for the way of planning mentioned above essentially saying "Expect the worse, and anything better is a fight in your advantage" and give all my TB Shieldvanes so they can take focus fire more effectively and not put more pressure on the few guys left standing. It is an interesting idea that could help save some points, but since Shieldvanes are only 3 points a piece, I find it a worthy investment to give it to all the TB.
This message was edited 1 time. Last update was at 2018/04/05 03:18:27
2018/04/05 02:39:55
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
Necron_Mason wrote: So against 28 point per model PBTB versus 36 point per model GB/TCTB,
These costs are not correct if you're giving them the same non-gun upgrades.
"'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.
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When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
2018/04/05 02:57:51
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
hvg3akaek wrote: So what's the thought behind only giving some Tomb Blades shield vanes (and not all or none)? Do you give the damage to the shielded guys first, or wait for the squishy models to be killed, and leave the ++ guys till last?
I hadn't considered splitting units this way before, hence my question on how to run them!
You direct attacks based on the incoming weapon profile. You can do that freely as long as you don't already have damage on a unit.
Lascannon shoots you up? Have the shadowlooms take the hit so you get the benefit of 5++.
Guardsman squad shoot you up? Send the attacks to the shieldvanes so you're using 3+.
Smite lands on your squad? It kills a normal (un-upgraded) model.
Trying to put both shadowlooms and shieldvanes on 9x models is a 25% increase per model. If you're not expecting to get shot at by a dozen lascannons, you can save 30 points by putting looms on 3 models instead of 6, and save another 18 points by doing the same with Shieldvanes. You get most of the benefit of the upgrades at 1/3rd the price.
2018/04/05 03:20:22
Subject: Necrons NEW 8th ed. Codex tactica - 3/27 first draft of unit grading in OP
These costs are not correct if you're giving them the same non-gun upgrades.
Edited. Thank you for pointing that out. Honestly have no idea how that happened lol. My point still stands, even more so now that it is 25% point discount for 50% power reduction.
This message was edited 2 times. Last update was at 2018/04/05 03:27:26