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Made in us
Decrepit Dakkanaut




I actually think Ghetto Celestine is gonna be a sleeper hit because the Destroyer Lord is quick, will tie something up, and then just comes back to do the same thing again. Not many points of an investment either!

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Freaky Flayed One





 skoffs wrote:
Doctoralex wrote:
Heey folks,

I've been a busy writing something up. It's a guide on the Power of the C'tan.

Let me know what you think:

Guide to C'tan Powers
Spoiler:

Guide to C'tan Powers; Wrath of the Star Gods

Since the release of the Necron codex, the C'tan Shards have been given new reality-warping powers at their disposal.
This guide will help you select the best powers for each opponent, as well as information on how to best use the selected powers.

First, let's re-cap what each power exactly does and rank them in order of usefulness and power. The powers will be ranked for both regular C'tan Shards and the Tesseract Vault. Feel free to disagree and let me know why!

Anti-Matter Meteor

Pick the closest visible enemy unit. 24". Roll a single D6, on a 2+ that target suffers D3 mortal wounds. On a roll of a 6+, the target suffers D6 mortal wounds.
The Vault does D6 mortal wounds on a roll of a 5+.


Regular: A
Vault: B

The bread&butter of the C'tan powers, this power is ranked A because of its reliability. Other powers require the enemy to be at a specific range or have a specific amount of models/wounds to be effective. Meteor will always do it's job no matter what enemy.
There is one catch though; the fact that it always hits the closest enemy model. This means it could be wasted on enemy chaff units. Be sure to position your C'tan properly so the Meteor hits something worthwhile!
As for Meteor on the Vault, it maintains pretty much the same function, with a somewhat higher chance of getting D6 mortal wounds. But you pick Meteor for its reliability, not because you are feeling lucky for a 5+ roll. (unless you ARE feelin' lucky....)

Time's Arrow
Pick an enemy unit within 18" and visible to the C'tan. If you roll higher than the maximum wound characteristic of the UNIT, a single model is slain. The Vault requires you to roll equal instead of higher to the amount of maximum wounds the unit has. A roll of a 1 always fails.

Regular: B
Vault: A

The C'tans sniping ability. While it's range is on the short-side, it can be extremely useful to pick off low-wound characters to disrupt your opponent strategy. However, the fact that you need to roll HIGHER than the maximum wounds of the unit makes it quite unreliable on anything with more than three wounds.
Also note that it's the highest maximum wound characteristic of the UNIT. That there darn Dark Reaper squad with a 2 wound Exarch? It will require a 3+ for Time's Arrow to work.
The Vault significantly increases the chance of the Arrow to succeed, making it an excellent power for them.
It is also a great power to pick up against powerful multi-wound units, like Custodes, Wraithguard etc.
Also note; a model is SLAIN by Time's Arrow. Not even FNP saves can be taken against this.

Sky of the Falling Stars (sky)

Select three enemy units within 18" of the C'tan. Roll a D6 for each unit. The Vault subtracts one from this roll. If you roll lower than the amount of models in the unit, it takes D3 mortal wounds.
A roll of a 6 always fails.


Regular: A
Vault: C

An excellent ability that let's you deal out multiple mortal wounds to multiple targets! What's not to love? As long as the unit has 6 or more models, it has 5/6th chance to do it's job. This is why I ranked it quite low on the Vault; the Vault doesn't improve the ability by that much.
There is one big catch; as the game goes on and enemy units are down to a few models per unit, this power will start to lose it's effect. The Vault will be able to dish out wounds with it for a bit longer, but it's main power is the first few turns against medium to large enemy units.

Cosmic Fire

Roll a D6 for each enemy unit that is within 9" of the C'tan. On a 4+, that unit suffer D3 mortal wounds. The Vault wounds units on a 3+.

Regular: B
Vault: A

This ability has the potential to deal the most mortal wounds out of all the powers, if you can get the C'tan close enough. This can make it somewhat situational: In my opinion, you shouldn't suicide your C'tan Shard in unless there is another dangerous unit that your opponents needs to focus, or the C'tan itself is the distraction for your other powerful units. But, keep in mind; a C'tan pretty much always wants to get close. All but the Vault are amazing in melee and, they explode on a 4+.
This ability is ranked A on the Vault not only because it greatly increases the reliability of the power, but also due to its enormous size which will let you hit a lot more enemy units with Cosmic Fire.

Seismic Assault
Select a visible enemy unit within 24" of the C'tan. Roll a D6 for each model in that unit; on a 6+ that unit suffers a mortal wound. The Vault deals mortal wounds on a 5+ per model instead.

Regular:C
Vault: B

The ability speaks for itself; its anti-horde. As soon as a mob of Ork boyz or Genestealers appear on the table, this ability will go up to rank A. I remember somewhere in a Necron guide that Seismic Assault will do more mortal wounds on average than Meteor if the enemy unit has 11 or more models in it. But this was before the Meteor did D6 wounds on a 6+.

Trans dimensional Thunderbolt

Pick a visible enemy unit within 24" of the C'tan, other than a <10 wound character. Roll a D6; a on 4+ (3+ for Vault) that unit suffers D3 mortal wounds. Then, roll a D6 for each other enemy unit within 3" of the previously struck unit. On a 4+ that unit suffer one mortal wound.

Regular: B
Vault: C

I'm not to sure on this one. On one hand it seems like an inferior version of Meteor, but on the other hand you can freely pick your target without caring about their model size or wounds. The 'AoE' effect of it depends on how tightly packed your enemy units are and how big the unit is you are targeting. A big blob of small units or a large monster will cover a large area, thus resulting in a more targets getting hit by the AoE effect.

........................................................................................................................................................................................................................................................................................................................................................................


Alrighty, that's the basics covered. Now let's go over on when to pick each power depending on the situation.

keep in mind You pick your C'tan powers right before the first unit is deployed. That means that stuff like enemy army roster, terrain, deployment zone/type etc. can all be taken into consideration when picking the powers for your C'tan.

So, let's go over a couple of scenarios?

Can your C'tan close the distance quickly either via Deceiver's Grand Illusion, T. C'tan 12" advance or some other way?

Regular: Cosmic Fire, Sky of the Falling Stars/Meteor
Vault: Cosmic Fire, Meteor, Time's Arrow, Thunderbolt

Does your opponents army have 2-3 wound models or important 3-4 wound characters?

Regular: Arrow, Meteor
Vault: Arrow, Meteor, Sky, Thunderbolt

Does your opponent have a large blob(s) of infantry?

Regular: Seismic Assault, Meteor
Vault: Seismic Assault, Thunderbolt, Sky, Time's Arrow

Does your opponent have MSU or simply a large amount of infantry units?

Regular: Sky, Meteor
Vault: Sky, Meteor, Thunderbolt, Cosmic Fire

..........................................................................................................................................................................................................................................................................................................................................................................


Next up, I wanted to talk about the order in which the Vault can best use his powers, depending on the targets he is facing.

Horde, buffed by a FNP character

Arrow -> Seismic Assault -> Thunderbolt

Time's arrow on whatever is giving the horde FNP (Ork painboy, Deathguard plague surgeon) to make sure your mortal wounds won't get saved. Then, follow up by Seismic assault and lastly Thunderbolt. You want as many models in the horde as possible for Seismic Assault, hence why you do that before Thunderbolt. And lastly, the horde probably covers quite a lot of ground (maybe it's konga-lined to protect charges) this will let Thunderbolt's AoE effect hit a lot of targets.

Primaris marine squads, Custodes etc

Sky -> Arrow -> Meteor

This is a tough one; one the one hand you want to start with Sky, since the squads still have all the models thus making it most likely to go off. However, if you only wound a model with Sky, the 'slain' effect from Arrow is wasted on a wounded model.

.............................................................................................................................................................................................................................................................................................................................................................................

Lastly, let's go over the two stratagems the C'tan Shards can use.

Wrath of the C'tan, 2 CP

Use this power after a C'tan Shard has used a power. Roll a D6; the C'tan Shard immediately uses the rolled uses that power, even if he has used it before.

Oef, this is a tough one. A random power for two whole CP? I'd definitely only use this if you have a Vault. And even then, you have to make sure as many of the 'optimal' conditions for each power are available. So;
-Is the Vault 9" close to several enemy units?
-are there 3 enemy units with 5 or more models in there?
-Is there a unit with 11 or more models in it nearby?
-Is there a 2-4 wound model that is worthwhile nearby?

Have by some miracle all these conditions been met? Sure, go ahead and use this stratagem.....

Cosmic Powers

Use this stratagem at the start of your turn. Select a C'tan Shard; replace one of his powers with a new C'tan power for the rest of the game.

Interesting. This gives us a way to be flexible with the situational powers. For instance, if there are no more enemy 5-6 model infantry units left, you might want to replace Sky. Or have the enemy hordes been dealt with? Perhaps you can replace Seismic Assault. I would however only recommend this on Vaults or T. C'tan with 2 powers. Regular C'tan usually have either Meteor or Thunderbolt and can only cast one power anyway.
There is also another use. Say you didn't pick Cosmic Fire, but for some reason your C'tan got close enough to your opponents army and it would have been perfect if you gave him Cosmic Fire at the start! Well now you can give that to him. Just keep in mind that it's at the START of your turn. If you have to rely on a high advance roll in order to get into a nice position for Cosmic Fire, it might not work out as you have hoped!

Rewriting the top post. Going to add this to it, if you don't mind.

For the unit grading, there were a couple of posters who gave reasoning write ups for the grade each unit was given.
Anyone able to find those posts?


I don't understand the grading, how are any of the powers worse for a vault to use. It has a bigger model size and gets a bonus to every power so surely they are all better on the vault

This message was edited 1 time. Last update was at 2018/04/06 07:11:14


 
   
Made in gb
Stealthy Grot Snipa





Odrankt wrote:

Now to talk tactics. Anyone here try the D.lord yet? I over looked him at 1st but had a little read in the codex and actually realised he is quite the beat stick.

If it is your Warlord and in a Novokh detachment with the Novokh Warlord trait and Nanoscarabs Relic it becomes a machine of Death and Resistance.

With a load out of; Phylactery (Nanoscarabs Relic), Warscythe, Novokh W.trait it can produce 4-7 S7 -4 D2 attacks. Or, it can actually double those attacks if you use the Novokh Stratagem, it has 2 ways of coming back to life (Nanoscarabs and staragem) meaning it is a great HQ for CC and for being your Warlord as you have 2 chances of denying "slay the Warlord" and if you draw the objective card that let's you gain 1 VP if your selected HQ is still alive at the end of the game.

Now, because Novokh is situational, i wont be including it in my following statement. Tactics are in a spoiler because I wrote more than expected.
Spoiler:

I think a <Dynasty> D.Lord w/ 6 Nihilakh Wraiths and/or Cloaktek will be s pretty good CC force. 1st you get 4 S7 -4 D2 attacks, you get 18 S6 -2 D2 attacks, you get speed and good saves (3+ invul and 4+ invul). Also, the reason i say Nihilakh Wraiths is because if you move this CC force onto an objective and keep moving objective to objective before you start your attack you get the chance to make the Wraiths 2++ invul and have 24 attacks instead of 18. This also helps the D.Lord out as your opponent has to deal with the Wraiths before the D.lord can be selected in the shooting phase.

Plus, if your bring a Cloaktek make sure it had the VoD and is the same dynasty as your D.lord. when your wraiths go down to 1-3 models use the cloaktek to RP the Wraiths to try and get as much CC as possible before the unit is completely wiped. Also, don't pop the VoD until your D Lord has died at least once and/or your opponent has a way of killing the D.lord. with this tactic. You can carelessly put your D.lord and Wraiths into CC action. Have them take and do damage and when your D.lord is about to die or in a bad situation just VoD it back to your side on the table and piss off your opponent for making them focus down on your D.lord even though they get nothing out of it.


With a CC combo of D.Lord + Wraiths I think it should also be a good bullet sponge meaning your other units will be safe like your DDAs, Immortals, Scarabs etc. Your opponent either focuses on your main army leaving your CC unit at full strength under estimating their power or they fully focus on the CC units because they know of the threat and leaves your other models free to do as you wish.


So your saying that by using the Reclaim lost empire strat for the 2++ and by sticking a Objective as a sort of rally point on the way? interesting, but the main issue is that you have to use it at the end of your turn and it lasts until the start of the next. So ideally it would be used on the end of T1, as you'd be hoping for a T2 charge. Also you gain the most benefit from it being a T1 move, as you gain the maximum resilience for the unit, and it acts as a charge deterent. Sadly its a shame that the rest of the dynastic code doesn't add much, "Units that didn't move or disembark can reroll every 1 to hit when shooting, even in Overwatch." means the wraiths won't get much out of it, as you both want to be charging and you probably want to be moving

I like the idea though, I think it would be great as a trap target if you were running up against a melee list; You have the army wide Nihilakh for the re-roll 1's for your shooty units that want to sit on objectives and pump out maximum damage, but while they are positioning T1, you can do what you said and push up super aggressive with the wraiths and the D.lord. Then the opponent has the choice, he either charges into your super tanky unit, which he knows will fall back and recharge, or he can ignore you and attempt to move around you, leaving you prime choice of targets T2.

Against a shooty list i feel that it might be quite a lot of an investment into a specific trick and that other codes probably work better. For example, Novokh would give you hit re-rolls which would apply in all CC situations and is probably close to the +1A from the strategem, the only thing you miss is the +1 to all saves.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Stealthy Grot Snipa





 Aza'Gorod wrote:
 skoffs wrote:
Doctoralex wrote:
Heey folks,

I've been a busy writing something up. It's a guide on the Power of the C'tan.

Let me know what you think:

Guide to C'tan Powers
Spoiler:

Guide to C'tan Powers; Wrath of the Star Gods

Since the release of the Necron codex, the C'tan Shards have been given new reality-warping powers at their disposal.
This guide will help you select the best powers for each opponent, as well as information on how to best use the selected powers.

First, let's re-cap what each power exactly does and rank them in order of usefulness and power. The powers will be ranked for both regular C'tan Shards and the Tesseract Vault. Feel free to disagree and let me know why!

Anti-Matter Meteor

Pick the closest visible enemy unit. 24". Roll a single D6, on a 2+ that target suffers D3 mortal wounds. On a roll of a 6+, the target suffers D6 mortal wounds.
The Vault does D6 mortal wounds on a roll of a 5+.


Regular: A
Vault: B

The bread&butter of the C'tan powers, this power is ranked A because of its reliability. Other powers require the enemy to be at a specific range or have a specific amount of models/wounds to be effective. Meteor will always do it's job no matter what enemy.
There is one catch though; the fact that it always hits the closest enemy model. This means it could be wasted on enemy chaff units. Be sure to position your C'tan properly so the Meteor hits something worthwhile!
As for Meteor on the Vault, it maintains pretty much the same function, with a somewhat higher chance of getting D6 mortal wounds. But you pick Meteor for its reliability, not because you are feeling lucky for a 5+ roll. (unless you ARE feelin' lucky....)

Time's Arrow
Pick an enemy unit within 18" and visible to the C'tan. If you roll higher than the maximum wound characteristic of the UNIT, a single model is slain. The Vault requires you to roll equal instead of higher to the amount of maximum wounds the unit has. A roll of a 1 always fails.

Regular: B
Vault: A

The C'tans sniping ability. While it's range is on the short-side, it can be extremely useful to pick off low-wound characters to disrupt your opponent strategy. However, the fact that you need to roll HIGHER than the maximum wounds of the unit makes it quite unreliable on anything with more than three wounds.
Also note that it's the highest maximum wound characteristic of the UNIT. That there darn Dark Reaper squad with a 2 wound Exarch? It will require a 3+ for Time's Arrow to work.
The Vault significantly increases the chance of the Arrow to succeed, making it an excellent power for them.
It is also a great power to pick up against powerful multi-wound units, like Custodes, Wraithguard etc.
Also note; a model is SLAIN by Time's Arrow. Not even FNP saves can be taken against this.

Sky of the Falling Stars (sky)

Select three enemy units within 18" of the C'tan. Roll a D6 for each unit. The Vault subtracts one from this roll. If you roll lower than the amount of models in the unit, it takes D3 mortal wounds.
A roll of a 6 always fails.


Regular: A
Vault: C

An excellent ability that let's you deal out multiple mortal wounds to multiple targets! What's not to love? As long as the unit has 6 or more models, it has 5/6th chance to do it's job. This is why I ranked it quite low on the Vault; the Vault doesn't improve the ability by that much.
There is one big catch; as the game goes on and enemy units are down to a few models per unit, this power will start to lose it's effect. The Vault will be able to dish out wounds with it for a bit longer, but it's main power is the first few turns against medium to large enemy units.

Cosmic Fire

Roll a D6 for each enemy unit that is within 9" of the C'tan. On a 4+, that unit suffer D3 mortal wounds. The Vault wounds units on a 3+.

Regular: B
Vault: A

This ability has the potential to deal the most mortal wounds out of all the powers, if you can get the C'tan close enough. This can make it somewhat situational: In my opinion, you shouldn't suicide your C'tan Shard in unless there is another dangerous unit that your opponents needs to focus, or the C'tan itself is the distraction for your other powerful units. But, keep in mind; a C'tan pretty much always wants to get close. All but the Vault are amazing in melee and, they explode on a 4+.
This ability is ranked A on the Vault not only because it greatly increases the reliability of the power, but also due to its enormous size which will let you hit a lot more enemy units with Cosmic Fire.

Seismic Assault
Select a visible enemy unit within 24" of the C'tan. Roll a D6 for each model in that unit; on a 6+ that unit suffers a mortal wound. The Vault deals mortal wounds on a 5+ per model instead.

Regular:C
Vault: B

The ability speaks for itself; its anti-horde. As soon as a mob of Ork boyz or Genestealers appear on the table, this ability will go up to rank A. I remember somewhere in a Necron guide that Seismic Assault will do more mortal wounds on average than Meteor if the enemy unit has 11 or more models in it. But this was before the Meteor did D6 wounds on a 6+.

Trans dimensional Thunderbolt

Pick a visible enemy unit within 24" of the C'tan, other than a <10 wound character. Roll a D6; a on 4+ (3+ for Vault) that unit suffers D3 mortal wounds. Then, roll a D6 for each other enemy unit within 3" of the previously struck unit. On a 4+ that unit suffer one mortal wound.

Regular: B
Vault: C

I'm not to sure on this one. On one hand it seems like an inferior version of Meteor, but on the other hand you can freely pick your target without caring about their model size or wounds. The 'AoE' effect of it depends on how tightly packed your enemy units are and how big the unit is you are targeting. A big blob of small units or a large monster will cover a large area, thus resulting in a more targets getting hit by the AoE effect.

........................................................................................................................................................................................................................................................................................................................................................................


Alrighty, that's the basics covered. Now let's go over on when to pick each power depending on the situation.

keep in mind You pick your C'tan powers right before the first unit is deployed. That means that stuff like enemy army roster, terrain, deployment zone/type etc. can all be taken into consideration when picking the powers for your C'tan.

So, let's go over a couple of scenarios?

Can your C'tan close the distance quickly either via Deceiver's Grand Illusion, T. C'tan 12" advance or some other way?

Regular: Cosmic Fire, Sky of the Falling Stars/Meteor
Vault: Cosmic Fire, Meteor, Time's Arrow, Thunderbolt

Does your opponents army have 2-3 wound models or important 3-4 wound characters?

Regular: Arrow, Meteor
Vault: Arrow, Meteor, Sky, Thunderbolt

Does your opponent have a large blob(s) of infantry?

Regular: Seismic Assault, Meteor
Vault: Seismic Assault, Thunderbolt, Sky, Time's Arrow

Does your opponent have MSU or simply a large amount of infantry units?

Regular: Sky, Meteor
Vault: Sky, Meteor, Thunderbolt, Cosmic Fire

..........................................................................................................................................................................................................................................................................................................................................................................


Next up, I wanted to talk about the order in which the Vault can best use his powers, depending on the targets he is facing.

Horde, buffed by a FNP character

Arrow -> Seismic Assault -> Thunderbolt

Time's arrow on whatever is giving the horde FNP (Ork painboy, Deathguard plague surgeon) to make sure your mortal wounds won't get saved. Then, follow up by Seismic assault and lastly Thunderbolt. You want as many models in the horde as possible for Seismic Assault, hence why you do that before Thunderbolt. And lastly, the horde probably covers quite a lot of ground (maybe it's konga-lined to protect charges) this will let Thunderbolt's AoE effect hit a lot of targets.

Primaris marine squads, Custodes etc

Sky -> Arrow -> Meteor

This is a tough one; one the one hand you want to start with Sky, since the squads still have all the models thus making it most likely to go off. However, if you only wound a model with Sky, the 'slain' effect from Arrow is wasted on a wounded model.

.............................................................................................................................................................................................................................................................................................................................................................................

Lastly, let's go over the two stratagems the C'tan Shards can use.

Wrath of the C'tan, 2 CP

Use this power after a C'tan Shard has used a power. Roll a D6; the C'tan Shard immediately uses the rolled uses that power, even if he has used it before.

Oef, this is a tough one. A random power for two whole CP? I'd definitely only use this if you have a Vault. And even then, you have to make sure as many of the 'optimal' conditions for each power are available. So;
-Is the Vault 9" close to several enemy units?
-are there 3 enemy units with 5 or more models in there?
-Is there a unit with 11 or more models in it nearby?
-Is there a 2-4 wound model that is worthwhile nearby?

Have by some miracle all these conditions been met? Sure, go ahead and use this stratagem.....

Cosmic Powers

Use this stratagem at the start of your turn. Select a C'tan Shard; replace one of his powers with a new C'tan power for the rest of the game.

Interesting. This gives us a way to be flexible with the situational powers. For instance, if there are no more enemy 5-6 model infantry units left, you might want to replace Sky. Or have the enemy hordes been dealt with? Perhaps you can replace Seismic Assault. I would however only recommend this on Vaults or T. C'tan with 2 powers. Regular C'tan usually have either Meteor or Thunderbolt and can only cast one power anyway.
There is also another use. Say you didn't pick Cosmic Fire, but for some reason your C'tan got close enough to your opponents army and it would have been perfect if you gave him Cosmic Fire at the start! Well now you can give that to him. Just keep in mind that it's at the START of your turn. If you have to rely on a high advance roll in order to get into a nice position for Cosmic Fire, it might not work out as you have hoped!

Rewriting the top post. Going to add this to it, if you don't mind.

For the unit grading, there were a couple of posters who gave reasoning write ups for the grade each unit was given.
Anyone able to find those posts?


I don't understand the grading, how are any of the powers worse for a vault to use. It has a bigger model size and gets a bonus to every power so surely they are all better on the vault


I would imagine the gradings are separate, for each of the vault and the C'tan. Theres no reason to compare them against each other, only with themselves. If your saying but then the vault should always be better simply from easier rolls then I'm not sure. Maybe to do with what you would want the vault doing? not sure

EDIT: I would probably assume that with some of the "closest models" rule, the vault could be a pain trying to position correctly, whereas with the C'tan its much easier. So the sniping abilities for characters is easier to achieve on the C'tan and the More AoE abilities are more favourable to the Vault?

This message was edited 1 time. Last update was at 2018/04/06 07:27:47


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ie
Deranged Necron Destroyer





I think the grading is based on usefulness and how it helps the C'tan out. The worse grading just states that those powers should be used by a C'tan if your using both a Vault and C'tan. if I was bringing both I would at least want my C'tan shard to have some firepower and if the Vault is already holding 4 of the best powers then your C'tan is going to under preform. So, for example. I would kit my Vault with Times Arrow, cosmic fire, seismic assault and trans Thunderbolt. I would then give my C'tan shard (let's say Decivier) Antimatter meteor and falling stars. That way both the Vault and C'Tan have good powers and can make the most out of what they have and how they benefit the power.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in ch
Warrior with Repeater Crossbow




 Aza'Gorod wrote:
 skoffs wrote:
Doctoralex wrote:
Heey folks,

I've been a busy writing something up. It's a guide on the Power of the C'tan.

Let me know what you think:

Guide to C'tan Powers
Spoiler:

Guide to C'tan Powers; Wrath of the Star Gods

Since the release of the Necron codex, the C'tan Shards have been given new reality-warping powers at their disposal.
This guide will help you select the best powers for each opponent, as well as information on how to best use the selected powers.

First, let's re-cap what each power exactly does and rank them in order of usefulness and power. The powers will be ranked for both regular C'tan Shards and the Tesseract Vault. Feel free to disagree and let me know why!

Anti-Matter Meteor

Pick the closest visible enemy unit. 24". Roll a single D6, on a 2+ that target suffers D3 mortal wounds. On a roll of a 6+, the target suffers D6 mortal wounds.
The Vault does D6 mortal wounds on a roll of a 5+.


Regular: A
Vault: B

The bread&butter of the C'tan powers, this power is ranked A because of its reliability. Other powers require the enemy to be at a specific range or have a specific amount of models/wounds to be effective. Meteor will always do it's job no matter what enemy.
There is one catch though; the fact that it always hits the closest enemy model. This means it could be wasted on enemy chaff units. Be sure to position your C'tan properly so the Meteor hits something worthwhile!
As for Meteor on the Vault, it maintains pretty much the same function, with a somewhat higher chance of getting D6 mortal wounds. But you pick Meteor for its reliability, not because you are feeling lucky for a 5+ roll. (unless you ARE feelin' lucky....)

Time's Arrow
Pick an enemy unit within 18" and visible to the C'tan. If you roll higher than the maximum wound characteristic of the UNIT, a single model is slain. The Vault requires you to roll equal instead of higher to the amount of maximum wounds the unit has. A roll of a 1 always fails.

Regular: B
Vault: A

The C'tans sniping ability. While it's range is on the short-side, it can be extremely useful to pick off low-wound characters to disrupt your opponent strategy. However, the fact that you need to roll HIGHER than the maximum wounds of the unit makes it quite unreliable on anything with more than three wounds.
Also note that it's the highest maximum wound characteristic of the UNIT. That there darn Dark Reaper squad with a 2 wound Exarch? It will require a 3+ for Time's Arrow to work.
The Vault significantly increases the chance of the Arrow to succeed, making it an excellent power for them.
It is also a great power to pick up against powerful multi-wound units, like Custodes, Wraithguard etc.
Also note; a model is SLAIN by Time's Arrow. Not even FNP saves can be taken against this.

Sky of the Falling Stars (sky)

Select three enemy units within 18" of the C'tan. Roll a D6 for each unit. The Vault subtracts one from this roll. If you roll lower than the amount of models in the unit, it takes D3 mortal wounds.
A roll of a 6 always fails.


Regular: A
Vault: C

An excellent ability that let's you deal out multiple mortal wounds to multiple targets! What's not to love? As long as the unit has 6 or more models, it has 5/6th chance to do it's job. This is why I ranked it quite low on the Vault; the Vault doesn't improve the ability by that much.
There is one big catch; as the game goes on and enemy units are down to a few models per unit, this power will start to lose it's effect. The Vault will be able to dish out wounds with it for a bit longer, but it's main power is the first few turns against medium to large enemy units.

Cosmic Fire

Roll a D6 for each enemy unit that is within 9" of the C'tan. On a 4+, that unit suffer D3 mortal wounds. The Vault wounds units on a 3+.

Regular: B
Vault: A

This ability has the potential to deal the most mortal wounds out of all the powers, if you can get the C'tan close enough. This can make it somewhat situational: In my opinion, you shouldn't suicide your C'tan Shard in unless there is another dangerous unit that your opponents needs to focus, or the C'tan itself is the distraction for your other powerful units. But, keep in mind; a C'tan pretty much always wants to get close. All but the Vault are amazing in melee and, they explode on a 4+.
This ability is ranked A on the Vault not only because it greatly increases the reliability of the power, but also due to its enormous size which will let you hit a lot more enemy units with Cosmic Fire.

Seismic Assault
Select a visible enemy unit within 24" of the C'tan. Roll a D6 for each model in that unit; on a 6+ that unit suffers a mortal wound. The Vault deals mortal wounds on a 5+ per model instead.

Regular:C
Vault: B

The ability speaks for itself; its anti-horde. As soon as a mob of Ork boyz or Genestealers appear on the table, this ability will go up to rank A. I remember somewhere in a Necron guide that Seismic Assault will do more mortal wounds on average than Meteor if the enemy unit has 11 or more models in it. But this was before the Meteor did D6 wounds on a 6+.

Trans dimensional Thunderbolt

Pick a visible enemy unit within 24" of the C'tan, other than a <10 wound character. Roll a D6; a on 4+ (3+ for Vault) that unit suffers D3 mortal wounds. Then, roll a D6 for each other enemy unit within 3" of the previously struck unit. On a 4+ that unit suffer one mortal wound.

Regular: B
Vault: C

I'm not to sure on this one. On one hand it seems like an inferior version of Meteor, but on the other hand you can freely pick your target without caring about their model size or wounds. The 'AoE' effect of it depends on how tightly packed your enemy units are and how big the unit is you are targeting. A big blob of small units or a large monster will cover a large area, thus resulting in a more targets getting hit by the AoE effect.

........................................................................................................................................................................................................................................................................................................................................................................


Alrighty, that's the basics covered. Now let's go over on when to pick each power depending on the situation.

keep in mind You pick your C'tan powers right before the first unit is deployed. That means that stuff like enemy army roster, terrain, deployment zone/type etc. can all be taken into consideration when picking the powers for your C'tan.

So, let's go over a couple of scenarios?

Can your C'tan close the distance quickly either via Deceiver's Grand Illusion, T. C'tan 12" advance or some other way?

Regular: Cosmic Fire, Sky of the Falling Stars/Meteor
Vault: Cosmic Fire, Meteor, Time's Arrow, Thunderbolt

Does your opponents army have 2-3 wound models or important 3-4 wound characters?

Regular: Arrow, Meteor
Vault: Arrow, Meteor, Sky, Thunderbolt

Does your opponent have a large blob(s) of infantry?

Regular: Seismic Assault, Meteor
Vault: Seismic Assault, Thunderbolt, Sky, Time's Arrow

Does your opponent have MSU or simply a large amount of infantry units?

Regular: Sky, Meteor
Vault: Sky, Meteor, Thunderbolt, Cosmic Fire

..........................................................................................................................................................................................................................................................................................................................................................................


Next up, I wanted to talk about the order in which the Vault can best use his powers, depending on the targets he is facing.

Horde, buffed by a FNP character

Arrow -> Seismic Assault -> Thunderbolt

Time's arrow on whatever is giving the horde FNP (Ork painboy, Deathguard plague surgeon) to make sure your mortal wounds won't get saved. Then, follow up by Seismic assault and lastly Thunderbolt. You want as many models in the horde as possible for Seismic Assault, hence why you do that before Thunderbolt. And lastly, the horde probably covers quite a lot of ground (maybe it's konga-lined to protect charges) this will let Thunderbolt's AoE effect hit a lot of targets.

Primaris marine squads, Custodes etc

Sky -> Arrow -> Meteor

This is a tough one; one the one hand you want to start with Sky, since the squads still have all the models thus making it most likely to go off. However, if you only wound a model with Sky, the 'slain' effect from Arrow is wasted on a wounded model.

.............................................................................................................................................................................................................................................................................................................................................................................

Lastly, let's go over the two stratagems the C'tan Shards can use.

Wrath of the C'tan, 2 CP

Use this power after a C'tan Shard has used a power. Roll a D6; the C'tan Shard immediately uses the rolled uses that power, even if he has used it before.

Oef, this is a tough one. A random power for two whole CP? I'd definitely only use this if you have a Vault. And even then, you have to make sure as many of the 'optimal' conditions for each power are available. So;
-Is the Vault 9" close to several enemy units?
-are there 3 enemy units with 5 or more models in there?
-Is there a unit with 11 or more models in it nearby?
-Is there a 2-4 wound model that is worthwhile nearby?

Have by some miracle all these conditions been met? Sure, go ahead and use this stratagem.....

Cosmic Powers

Use this stratagem at the start of your turn. Select a C'tan Shard; replace one of his powers with a new C'tan power for the rest of the game.

Interesting. This gives us a way to be flexible with the situational powers. For instance, if there are no more enemy 5-6 model infantry units left, you might want to replace Sky. Or have the enemy hordes been dealt with? Perhaps you can replace Seismic Assault. I would however only recommend this on Vaults or T. C'tan with 2 powers. Regular C'tan usually have either Meteor or Thunderbolt and can only cast one power anyway.
There is also another use. Say you didn't pick Cosmic Fire, but for some reason your C'tan got close enough to your opponents army and it would have been perfect if you gave him Cosmic Fire at the start! Well now you can give that to him. Just keep in mind that it's at the START of your turn. If you have to rely on a high advance roll in order to get into a nice position for Cosmic Fire, it might not work out as you have hoped!

Rewriting the top post. Going to add this to it, if you don't mind.

For the unit grading, there were a couple of posters who gave reasoning write ups for the grade each unit was given.
Anyone able to find those posts?


I don't understand the grading, how are any of the powers worse for a vault to use. It has a bigger model size and gets a bonus to every power so surely they are all better on the vault


I'd caution against getting your expectations too high about the bigger size being a bonus.

Unlike the Eldar grav tanks, the Vault doesn't have a rule which lets you measure from the hull.

The improvement, at best, is from the monstrous creature base for the C'tan, to the flyer base of the Vault.
   
Made in nl
Regular Dakkanaut





 Aza'Gorod wrote:

I don't understand the grading, how are any of the powers worse for a vault to use. It has a bigger model size and gets a bonus to every power so surely they are all better on the vault


The idea behind the grading was that certain powers are kind of 'wasted' on the Vault, since they practically serve the same purpose on a regula C'tan. But, if a power is ranked high on a regular, you can assume it will perform just as well on a Vault

And as for measuring from the Vault's base....if you folks really do it that way, sooooo many enemy units cannot get into melee with the Vault, since they can't get within 1" with the base.
   
Made in us
Willing Inquisitorial Excruciator




Ephrata, PA

I've finally sold my wife on the idea of starting a new army, and she loves the look of the "Egyptian Death Robots", so I get a slightly higher starting budget. If I pick up a start collecting, and the Cron half of Forgebane, is there anything else I should grab to have a decent 1k list? I have a narrative event mid-May, so I wanted to try them out on the table if possible.

Bane's P&M Blog, pop in and leave a comment
3100+

 feeder wrote:
Frazz's mind is like a wiener dog in a rabbit warren. Dark, twisting tunnels, and full of the certainty that just around the next bend will be the quarry he seeks.

 
   
Made in gb
Freaky Flayed One





Doctoralex wrote:
 Aza'Gorod wrote:

I don't understand the grading, how are any of the powers worse for a vault to use. It has a bigger model size and gets a bonus to every power so surely they are all better on the vault


The idea behind the grading was that certain powers are kind of 'wasted' on the Vault, since they practically serve the same purpose on a regula C'tan. But, if a power is ranked high on a regular, you can assume it will perform just as well on a Vault

And as for measuring from the Vault's base....if you folks really do it that way, sooooo many enemy units cannot get into melee with the Vault, since they can't get within 1" with the base.


Someone at GW told me for flyers there's a rule somewhere that says you always measure from the hull, by then I argued the monoliths own special rule which says you measure from the hull... so does that mean for the doomsday ark you have to measure from it's tiny base? And what about big vehicles without a base such as landraiders.

Sorry for the questions I'm not especially experience in 8th edition
   
Made in ie
Deranged Necron Destroyer





 Inquisitor Lord Bane wrote:
I've finally sold my wife on the idea of starting a new army, and she loves the look of the "Egyptian Death Robots", so I get a slightly higher starting budget. If I pick up a start collecting, and the Cron half of Forgebane, is there anything else I should grab to have a decent 1k list? I have a narrative event mid-May, so I wanted to try them out on the table if possible.

If you have the cash I would recommend 2 Forgebane Half's,2 New Start Collecting boxes and 1 Old Start Collecting box if you can get your hands on it. All of that will give you quite a lot of options in terms of what you can build and what lists you can make. Tomb Blades, Destroyers and C'tan are also good investments

This message was edited 1 time. Last update was at 2018/04/06 12:36:29


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Willing Inquisitorial Excruciator




Ephrata, PA

I'm picking up an old Start collecting, my store has one left. I'll check out the rest of it, thanks for the assist!

Bane's P&M Blog, pop in and leave a comment
3100+

 feeder wrote:
Frazz's mind is like a wiener dog in a rabbit warren. Dark, twisting tunnels, and full of the certainty that just around the next bend will be the quarry he seeks.

 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Any thoughts on using a monolith to reserve and then deploy a unit if destroyers? They have the infantry keyword and popping a monolith and destroyer unit right where they are needed seems pretty awesome.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Regular Dakkanaut



Shropshire UK

Or better yet, put the destroyers in nephrekh and you can just spend 1CP to deep strike them where needed

and save the monolith cost for 2 x DDA

   
Made in ie
Deranged Necron Destroyer





 buddha wrote:
Any thoughts on using a monolith to reserve and then deploy a unit if destroyers? They have the infantry keyword and popping a monolith and destroyer unit right where they are needed seems pretty awesome.


Depends on your play style. If your playing a BWYW game then it can work and you can use a CP to deploy them even if the mono gets destroyed.

If your playing a tactical game your better off making a Nephreak Outrider detachment and using it's Stratagem to DS the Destroyers whenever you want for 1CP.

This message was edited 1 time. Last update was at 2018/04/06 12:57:42


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in jp
Proud Triarch Praetorian





moonsmite wrote:
Or better yet, put the destroyers in nephrekh and you can just spend 1CP to deep strike them where needed
and save the monolith cost for 2 x DDA

Yep, this is the correct answer.

 
   
Made in us
Loyal Necron Lychguard




Played against a mixed Imperium player last night. I rolled terribly and am out of practice (been playing almost entirely Sigmar and Shadespire recently), but it just was not close at all. Failing like 8/10 Wraith saves doesn't help, of course, but when he rolled his Aggressors (something like 40+ shots with rerolls and doubling when not moving?) and charged in with all 6 beatstick Characters, it just didn't feel good at all.

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.
   
Made in us
Loyal Necron Lychguard





Virginia

Requizen wrote:
Played against a mixed Imperium player last night. I rolled terribly and am out of practice (been playing almost entirely Sigmar and Shadespire recently), but it just was not close at all. Failing like 8/10 Wraith saves doesn't help, of course, but when he rolled his Aggressors (something like 40+ shots with rerolls and doubling when not moving?) and charged in with all 6 beatstick Characters, it just didn't feel good at all.

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


Well, I've been out of the game for a few months and was wondering how Necrons were gonna favor up, since I know nothing about the imperial armies as of now. This sums it up well.

I suppose I will never play anyone outside of my close group of friends anymore. Oh well.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Loyal Necron Lychguard




 krodarklorr wrote:
Requizen wrote:
Played against a mixed Imperium player last night. I rolled terribly and am out of practice (been playing almost entirely Sigmar and Shadespire recently), but it just was not close at all. Failing like 8/10 Wraith saves doesn't help, of course, but when he rolled his Aggressors (something like 40+ shots with rerolls and doubling when not moving?) and charged in with all 6 beatstick Characters, it just didn't feel good at all.

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


Well, I've been out of the game for a few months and was wondering how Necrons were gonna favor up, since I know nothing about the imperial armies as of now. This sums it up well.

I suppose I will never play anyone outside of my close group of friends anymore. Oh well.


Hoping the FAQ kills some of the spam, and I'm not quitting since I think there's a good Necron list out there somewhere. But it seriously just feels like two differently balanced games.
   
Made in us
Loyal Necron Lychguard





Virginia

Requizen wrote:
 krodarklorr wrote:
Requizen wrote:
Played against a mixed Imperium player last night. I rolled terribly and am out of practice (been playing almost entirely Sigmar and Shadespire recently), but it just was not close at all. Failing like 8/10 Wraith saves doesn't help, of course, but when he rolled his Aggressors (something like 40+ shots with rerolls and doubling when not moving?) and charged in with all 6 beatstick Characters, it just didn't feel good at all.

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


Well, I've been out of the game for a few months and was wondering how Necrons were gonna favor up, since I know nothing about the imperial armies as of now. This sums it up well.

I suppose I will never play anyone outside of my close group of friends anymore. Oh well.


Hoping the FAQ kills some of the spam, and I'm not quitting since I think there's a good Necron list out there somewhere. But it seriously just feels like two differently balanced games.


This is unfortunate. I was extremely hyped at this codex, and loved all of the changes they did. But, I was unaware at the changes a lot of other armies received. And people around here already spam dumb gak that isn't fun to play against. Therefore, if I play, it will be against my casual T'au buddies.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Regular Dakkanaut





Do quantum shieldings apply against mortal wounds?

ex: If an attack does 7+ mortal wounds do I just say 'nah' ?

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

If only so I could begin the pardonné waghh.  
   
Made in gb
Regular Dakkanaut



Shropshire UK

No they dont

   
Made in us
Loyal Necron Lychguard





Virginia

 Lothmar wrote:
Do quantum shieldings apply against mortal wounds?

ex: If an attack does 7+ mortal wounds do I just say 'nah' ?


Nope. Specifically says does not protect against mortal wounds.

However, they automatically ignore most Titan weaponry. So, there's that.

This message was edited 1 time. Last update was at 2018/04/06 14:59:37


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I was quite amused when an opponent used killshot on his chaos preds and rolled a 6 for damage on his lascannon (so a 7 due to killshot).

   
Made in gb
Freaky Flayed One





Just had a thought, nihilakh necron warriors with a 4++ due to cryptek and stratagem. They would be able to survive a lot of punishment

This message was edited 1 time. Last update was at 2018/04/06 16:28:25


 
   
Made in gb
Fresh-Faced New User




Requizen wrote:
...

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


IIRC the Shield Captain on bike rerolls hits, his lance rerolls wounds only on the charge and the lance doesn't shoot - but good luck surviving that charge. If he's the warlord he can get the 5+ FNP. He's one of the best value melee units IMO but he's also 30+ points more expensive than a DLord.
   
Made in us
Loyal Necron Lychguard





Virginia

Laserburn wrote:
Requizen wrote:
...

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


IIRC the Shield Captain on bike rerolls hits, his lance rerolls wounds only on the charge and the lance doesn't shoot - but good luck surviving that charge. If he's the warlord he can get the 5+ FNP. He's one of the best value melee units IMO but he's also 30+ points more expensive than a DLord.


Only 30+ points? Still worth it.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Loyal Necron Lychguard




Laserburn wrote:
Requizen wrote:
...

Don't give into the hype, DLords are not the same as Imperium characters. 4 Warscythe attacks with Novokh rerolls felt good, until the Custodes Bike Captain charged in with 2+/3++/7W 5A hitting on 2+ rerolls and rerolling wounds. And also has a bucket of dice in shooting. It's just... not close. The game favors numbers over quality, and Imperium Characters just have both. DLords are not quite there.


IIRC the Shield Captain on bike rerolls hits, his lance rerolls wounds only on the charge and the lance doesn't shoot - but good luck surviving that charge. If he's the warlord he can get the 5+ FNP. He's one of the best value melee units IMO but he's also 30+ points more expensive than a DLord.


Rerolls wound on the charge but with Jetbike he's usually in range to charge no matter what. Shooting from the Hurricane Bolters on it, which chucks out Rapid Fire 6 for 12 Bolter shots, generally enough to thin down chaff or weaken the thing he's about to charge, also rerolling to hit.

It's not really a fair comparison, but that's the state of the game.
   
Made in nl
Regular Dakkanaut





Yea, the Shield Captain on bike really is something else compared to a Destroyer Lord.

I’d like to see the Nightbringer have a go against him through..... especially with Entropic Strike!
   
Made in us
Loyal Necron Lychguard





Virginia

Doctoralex wrote:
Yea, the Shield Captain on bike really is something else compared to a Destroyer Lord.

I’d like to see the Nightbringer have a go against him through..... especially with Entropic Strike!


Hmm, I like how you think. Sadly the Nightbringer moves, what, 8" a turn? From the sound of it, the biker Captain would just avoid him, and easily.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in nl
Regular Dakkanaut





 krodarklorr wrote:
Doctoralex wrote:
Yea, the Shield Captain on bike really is something else compared to a Destroyer Lord.

I’d like to see the Nightbringer have a go against him through..... especially with Entropic Strike!


Hmm, I like how you think. Sadly the Nightbringer moves, what, 8" a turn? From the sound of it, the biker Captain would just avoid him, and easily.


Fine by me, if al the Nightbringer does is scare away the Captain and the other Custodes squads, he’s doing his job.

Also, he can keep up and continue poking him with Anti-matter Meteor. Or an advance roll to get in range for Gaze of Death.
   
 
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