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Made in us
Been Around the Block





You can bring in two at once when destroyed, I believe. The emergency beams strat triggers the advanced beams one.
   
Made in us
Loyal Necron Lychguard




Werekill wrote:
You can bring in two at once when destroyed, I believe. The emergency beams strat triggers the advanced beams one.


Incorrect. It should work that way but it doesnt. Enhanced Invasion Beams triggers on the NScythe or Monolith ability. Emergency Invasion Beam has its own set up rules that would not qualify.
   
Made in us
Been Around the Block





Ah, that's lame as hell.
   
Made in gb
Freaky Flayed One





I'm hoping that GW see that the new stratagems don't alleviate the problems our flyers face and either give them a point drop or some stat boost/new rule because for there points they are too easy a target

This message was edited 1 time. Last update was at 2018/04/09 17:43:06


 
   
Made in us
Loyal Necron Lychguard





Virginia

 Aza'Gorod wrote:
I'm hoping that GW see that the new stratagems don't alleviate the problems our flyers face and either give them a point drop or some stat boost/new rule because for there points they are too easy a target


Oh, good to see I'm not the only one that thinks they're not great.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in jp
Proud Triarch Praetorian





arhurt wrote:
Hi guys, here is my revised second option 1000 points TaC list for a to a tournament by the end of the month. Limit of 2 detachments, playing Eternal War Missions.

Spoiler:
Nephrekt Outrider
- Cryptek (Chrono, VoD)
- 10x Gauss Immortals
- 10x Deathmarks
- 6x Destroyers
- 3x Scarabs
- 3x Scarabs

Mephrit auxiliary
- CCB (Tesla, Voltaic Staff, Trait: Merciless Tyrant)

2 CPs (-1 heirloom, -1 aux slot)

Looks very similar to what I had come up with.
Spoiler:
++ Mephrit Vanguard Detachment +1CP [27 PL, 511pts] ++

+ HQ +
Lord [5 PL, 83pts]: Staff of Light (+ Veil)

+ Troops +
9x Immortals [8 PL, 153pts]: Gauss Blaster

+ Elites +
5x Deathmarks [5 PL, 95pts]
5x Deathmarks [5 PL, 95pts]
5x Flayed Ones [4 PL, 85pts]


++ Nephrekh Outrider Detachment +1CP [28 PL, 489pts] ++

+ HQ +
Catacomb Command Barge [9 PL, 161pts]: Staff of Light, Tesla Cannon (+Lighting Field)

+ Fast Attack +
3x Canoptek Scarabs [2 PL, 39pts]
3x Canoptek Scarabs [2 PL, 39pts]
5x Destroyers [15 PL, 250pts]

++ Total: [55 PL, 1000pts] ++
Basically just a Necron alpha strike.
Scarabs go after objectives.
CCB scoots towards action.
Everything else is going to be dropping in on the enemy's back door.
Flayed Ones can either be an immediate threat / vital distraction for all the shooters (they NEED to be dealt with before they hit front lines) or can be held back to grab any objectives that need grabbing in an emergency.

 
   
Made in us
Freaky Flayed One





New Westminster, BC - Canada

What has a better cost to killing power ratio?

10x Deathmarks (190pts)
10x Nephrekt Gauss Immortals (170pts + 1cp)

I'm ignoring the fact that the Deathmarks can target characters, as pointed out previously, it's better to use them for another function. The mortal wounds can stack up considerably against elite infantry or demons, but I feel like the -2 AP is better at everything else.

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Against what targets?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Freaky Flayed One





New Westminster, BC - Canada

 JNAProductions wrote:
Against what targets?


Well this is an open topic I think.

They have the same number of shots, but Immortals have higher Str, better AP. Deathmarks have the Mortal Wound generation.

I'm thinking Immortals are better against GeQ and MeQ, but TeQ and Monsters/vehicles gets tricky.

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in no
Grisly Ghost Ark Driver





The mortal wounds from the deathmarks don't come close to the benefit that -2AP gives the immortals, against normal targets.

I'm assuming the 1CP is for +1 to hit?

Against ridiculous invulsaves it makes a difference (2++/3++)
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

torblind wrote:
The mortal wounds from the deathmarks don't come close to the benefit that -2AP gives the immortals, against normal targets.

I'm assuming the 1CP is for +1 to hit?

Against ridiculous invulsaves it makes a difference (2++/3++)


Deep strike, I think.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in no
Grisly Ghost Ark Driver





 JNAProductions wrote:
torblind wrote:
The mortal wounds from the deathmarks don't come close to the benefit that -2AP gives the immortals, against normal targets.

I'm assuming the 1CP is for +1 to hit?

Against ridiculous invulsaves it makes a difference (2++/3++)


Deep strike, I think.


Ah. Well against most normal targets blasters are better. Against T6/T7 there is a slight advantage for the synaptic disintegrators due to S5/S4 being equal here. And against invul saves they are better. Also 4++ and some 5++

(I'm gonig to dice-hammer.com , punching the Deathmark numbers, click Add Army to add a new unit and punch in the Gauss numbers, then click next/prev to compare them
   
Made in us
One Canoptek Scarab in a Swarm





Have we decided on the best Dynasty for an Outrider detachment with Destroyers? I still can't decide.

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





 SHADOWSTRIKE1 wrote:
Have we decided on the best Dynasty for an Outrider detachment with Destroyers? I still can't decide.


Probably Nephrekh, because of the deep-striking stratagem and the mobility it adds to any Scarabs/Wraiths you want to add to the Outrider.

However, I'd just put them in the Sautekh Battalion if you bring one. With MWBD (which you should be able to give them, since you brought Imothekh.... right?) They move 13 + D6 inches while still hitting on 3+.
   
Made in us
Freaky Flayed One





New Westminster, BC - Canada

 skoffs wrote:
Looks very similar to what I had come up with.
Spoiler:
++ Mephrit Vanguard Detachment +1CP [27 PL, 511pts] ++

+ HQ +
Lord [5 PL, 83pts]: Staff of Light (+ Veil)

+ Troops +
9x Immortals [8 PL, 153pts]: Gauss Blaster

+ Elites +
5x Deathmarks [5 PL, 95pts]
5x Deathmarks [5 PL, 95pts]
5x Flayed Ones [4 PL, 85pts]


++ Nephrekh Outrider Detachment +1CP [28 PL, 489pts] ++

+ HQ +
Catacomb Command Barge [9 PL, 161pts]: Staff of Light, Tesla Cannon (+Lighting Field)

+ Fast Attack +
3x Canoptek Scarabs [2 PL, 39pts]
3x Canoptek Scarabs [2 PL, 39pts]
5x Destroyers [15 PL, 250pts]

++ Total: [55 PL, 1000pts] ++
Basically just a Necron alpha strike.
Scarabs go after objectives.
CCB scoots towards action.
Everything else is going to be dropping in on the enemy's back door.
Flayed Ones can either be an immediate threat / vital distraction for all the shooters (they NEED to be dealt with before they hit front lines) or can be held back to grab any objectives that need grabbing in an emergency.


I did also consider something of a first turn denial, last turn surprize in the following list:

Spoiler:
Nephrekh Outrider
Cryptek (trait: Immortal Pride)
Lord (Hyperphase sword, VoD)
10x Gauss Immortals
5x Gauss Immortals
Nightbringer
6x Destroyers
3x Scarabs
3x Scarabs


Just use the DS stratagem to keep the Immortals and Destroyers out T1 and your opponent can only shoot at the Scarabs (all the rest is characters). On your turn you bring everyone in and VoD the Cryptek and Lord. Now your opponent has to deal with 15 Immortals and 5 Destroyers with Cryptek and Lord support while the Nightbringer and any surviving scarab can start advancing towards them for a T2 counter-charge.

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in us
Loyal Necron Lychguard




arhurt wrote:
What has a better cost to killing power ratio?

10x Deathmarks (190pts)
10x Nephrekt Gauss Immortals (170pts + 1cp)

I'm ignoring the fact that the Deathmarks can target characters, as pointed out previously, it's better to use them for another function. The mortal wounds can stack up considerably against elite infantry or demons, but I feel like the -2 AP is better at everything else.

Almost assuredly the Immortals. MWs are nice if you roll hot, but +1S and AP-2 makes sticking regular wounds onto things way easier. Also skip the CP and just take them with a Veil of Darkness.


Automatically Appended Next Post:
arhurt wrote:
 skoffs wrote:
Looks very similar to what I had come up with.
Spoiler:
++ Mephrit Vanguard Detachment +1CP [27 PL, 511pts] ++

+ HQ +
Lord [5 PL, 83pts]: Staff of Light (+ Veil)

+ Troops +
9x Immortals [8 PL, 153pts]: Gauss Blaster

+ Elites +
5x Deathmarks [5 PL, 95pts]
5x Deathmarks [5 PL, 95pts]
5x Flayed Ones [4 PL, 85pts]


++ Nephrekh Outrider Detachment +1CP [28 PL, 489pts] ++

+ HQ +
Catacomb Command Barge [9 PL, 161pts]: Staff of Light, Tesla Cannon (+Lighting Field)

+ Fast Attack +
3x Canoptek Scarabs [2 PL, 39pts]
3x Canoptek Scarabs [2 PL, 39pts]
5x Destroyers [15 PL, 250pts]

++ Total: [55 PL, 1000pts] ++
Basically just a Necron alpha strike.
Scarabs go after objectives.
CCB scoots towards action.
Everything else is going to be dropping in on the enemy's back door.
Flayed Ones can either be an immediate threat / vital distraction for all the shooters (they NEED to be dealt with before they hit front lines) or can be held back to grab any objectives that need grabbing in an emergency.


I did also consider something of a first turn denial, last turn surprize in the following list:

Spoiler:
Nephrekh Outrider
Cryptek (trait: Immortal Pride)
Lord (Hyperphase sword, VoD)
10x Gauss Immortals
5x Gauss Immortals
Nightbringer
6x Destroyers
3x Scarabs
3x Scarabs


Just use the DS stratagem to keep the Immortals and Destroyers out T1 and your opponent can only shoot at the Scarabs (all the rest is characters). On your turn you bring everyone in and VoD the Cryptek and Lord. Now your opponent has to deal with 15 Immortals and 5 Destroyers with Cryptek and Lord support while the Nightbringer and any surviving scarab can start advancing towards them for a T2 counter-charge.


If your opponent can't kill 6 Scarabs, what the heck is he doing?

This message was edited 1 time. Last update was at 2018/04/09 20:39:59


 
   
Made in no
Grisly Ghost Ark Driver





Doctoralex wrote:
 SHADOWSTRIKE1 wrote:
Have we decided on the best Dynasty for an Outrider detachment with Destroyers? I still can't decide.


Probably Nephrekh, because of the deep-striking stratagem and the mobility it adds to any Scarabs/Wraiths you want to add to the Outrider.

However, I'd just put them in the Sautekh Battalion if you bring one. With MWBD (which you should be able to give them, since you brought Imothekh.... right?) They move 13 + D6 inches while still hitting on 3+.


Also Sautekh has 2CP +1 to hit a wounded enemy in addition, for even more fun.

(And can give you CP back on 5+)

Seems like a worthwhile candidate to Nephrekh.

There is also Nihilakh with +1 Save/+1 Attack Stratagem, but its obviously geared for CC units, and is more fun with invulsaves, and the reroll-1 if stationary is completely wasted, so not very interesting really
   
Made in nl
Regular Dakkanaut





Yea, I feel like the Nihilakh stratagem is a trap.

There are only three candidates who can be considered worth using the stratagem on: Shieldguard, Wraiths and the Vault.

And then, they either have to stand still, which would only be relevant for the Vault when he is finally in a good position.

Or be 3" near an objective. Or, more importantly, an objective of IMPORTANCE. If your opponent has no cards concerning the objective you are on and/or you are out of their threat range, your opponent will just ignore that unit. That's 2 CP down the drain.
   
Made in no
Grisly Ghost Ark Driver





Doctoralex wrote:
Yea, I feel like the Nihilakh stratagem is a trap.

There are only three candidates who can be considered worth using the stratagem on: Shieldguard, Wraiths and the Vault.

And then, they either have to stand still, which would only be relevant for the Vault when he is finally in a good position.

Or be 3" near an objective. Or, more importantly, an objective of IMPORTANCE. If your opponent has no cards concerning the objective you are on and/or you are out of their threat range, your opponent will just ignore that unit. That's 2 CP down the drain.


Yeah, also Wraiths likely ahead of any scarabs well into smite range at this point, so 2++ doesn't really help there either.
   
Made in de
Been Around the Block




I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.
   
Made in no
Grisly Ghost Ark Driver





torblind wrote:
Doctoralex wrote:
Yea, I feel like the Nihilakh stratagem is a trap.

There are only three candidates who can be considered worth using the stratagem on: Shieldguard, Wraiths and the Vault.

And then, they either have to stand still, which would only be relevant for the Vault when he is finally in a good position.

Or be 3" near an objective. Or, more importantly, an objective of IMPORTANCE. If your opponent has no cards concerning the objective you are on and/or you are out of their threat range, your opponent will just ignore that unit. That's 2 CP down the drain.


Yeah, also Wraiths likely ahead of any scarabs well into smite range at this point, so 2++ doesn't really help there either.


As for Sautekh, you could deploy them on your back line I suppose, hope to be out of range of most things evil, hope they target your quantum shielding units or your wraiths instead, and then speed ahead 13.5" before still shooting at 3+ with MWBD

This message was edited 1 time. Last update was at 2018/04/09 21:07:05


 
   
Made in gb
Regular Dakkanaut



Shropshire UK

Melionodr wrote:
I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.


This has got to be my favourite list I've seen so far. Personally used a list fairly similar but with the msu of immortals to get more cp.

Am tempted to use this list to see how well it runs. Think with Sauthek doomsdays it has a slight advantage in the mirror match. As you can move them and shoot lower powered shots at the opponents doomsdays with no negatives to hit.

   
Made in us
One Canoptek Scarab in a Swarm




Schenectady, New York

Doctoralex wrote:
Yea, I feel like the Nihilakh stratagem is a trap.

There are only three candidates who can be considered worth using the stratagem on: Shieldguard, Wraiths and the Vault.

And then, they either have to stand still, which would only be relevant for the Vault when he is finally in a good position.

Or be 3" near an objective. Or, more importantly, an objective of IMPORTANCE. If your opponent has no cards concerning the objective you are on and/or you are out of their threat range, your opponent will just ignore that unit. That's 2 CP down the drain.


Like everything in our book, it's situational. Nihilakh Dynasty should probably only be used against fast armies that will come to you (Orks/Tyranids/DE). Setting up correctly (with intervening scarab screens) means you *should* be able to mitigate 1st turn charges to your gunline, and since you didn't move your return volley now gets to reroll 1s to hit (plop a Lord behind them for rerolling Wound rolls of 1 too), then pop the stratagem on the unit most likely to be charged. They now get an extra attack and +1 Save vs a unit that they've more than likely whittled down in the shooting phase, get to reroll 1s on Overwatch (hopefully further whittling down the incoming enemy), and stand a good chance of surviving the assault.

Just my 2 cents though
   
Made in gb
Regular Dakkanaut



Shropshire UK

Melionodr wrote:
I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.


This has got to be my favourite list I've seen so far. Personally used a list fairly similar but with the msu of immortals to get more cp.

Am tempted to use this list to see how well it runs. Think with Sauthek doomsdays it has a slight advantage in the mirror match. As you can move them and shoot lower powered shots at the opponents doomsdays with no negatives to hit.

Also looking at the list. You leave the shield vanes off the tomb blades?

   
Made in pl
Regular Dakkanaut




Melionodr wrote:
I have a game with my necrons this week and want to test something new. Something aggressive...something destructive. Something without fat. Just pure power and destruction. What to you say to this nice list?



Spoiler:
want to run this fun list here:

Outrider Detachment - Nephrek

Cryptek with Chronometron and Veil of Darkness
2*6 Destroyers
3*3 Scarab Bases
1* 5 Tomb Blades with Tesla (2 with Shadowloom, 3 with Nebukucscope)

Spearhead Detachment - Sauthek

Cryptek - Cloak + Warlord (Sauthek Trait)
5* Doomsday Ark.

Tactics:

- The 5 Doomsday ark should be my long ranged fire support. Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit. I also get the good WL-Trait.
- The Scarabs and Tomb Blades should run around and catch markers or do "stuff".
- The Destroyer should shock down and use their protocols. I know that CP are very low with 5 and I hope that the WL-Trait will give me 1-2 points more. But I see no way to change this without takig an other useless and expensive HQ :-).
- The Cryptek with Cloak should run to the destroyer landing point and give them the 5++ aura and the better regeneration. If he can't reach them (will depend on the table, where I shock them and so on) he will port them. Otherwise he will use his port later and hopefully do something fun with the Destroyers. This will depend completly on the game state.

Maybe scytheguard will be better for ark support? Just protect them from heavy assault army.
I like this 5 ark list
   
Made in us
One Canoptek Scarab in a Swarm




Hey all!

I just finished playing a 2000 pt tourney just this Saturday and I'd like to report my experiences with at least a few highlights and some of my matchups. My list was definitely not optimized, I'm missing a Vault, multiple DDA, multiple Tomb Blade squads, and a few squads of Tesla Immortals. With that being said here's my list.
Spoiler:
Battalion Detachment: Sautek Dynasty
HQ:
Imotekh *Warlord*
Cryptek with Cloak
Lord with Veil of Darkness

Troops:
10x Immortals with Gauss Blasters
10x Immortals with Tesla Carbines
11x Warriors

Elites:
Deceiver

Fast Attack:
5x Wraiths

Outrider Detachment: Mephrit Dynasty

HQ:
Cryptek with Canoptek Cloak

Fast Attack:
6x Scarabs
6x Destroyers
5x Tomb Blades with Gauss, Nebuloscopes, Shieldvanes


Ended up finishing 0-3 but all losses were extremely close games, I lost by literally just First Blood the first 2 games, and only lost the 3rd game by 3 points. My opponents were Tau, Grey Knights, and Ad Mech. Wraiths, Tesla Immortals, and Destroyers were definitely my all-star units in each game. Wraiths survived 3 turns against multiple rounds of shooting against 2 Riptides the first game and eventually chewing through 2 units of Fire Warriors and harassing a Riptide until the end. Game 2 the Wraiths completely wiped a squad of GK terminators that charged them(The look on his face was priceless after he learned they do 2 damage a piece now), then killed multiple strike squads, and put the hurting on his warlord before running and getting gunned down by the Destroyers. Next game they tied up a Knight for 3 turns and ended up finally dying due to bad rolls, the Deceiver finished the Knight off but unfortunately he used a command point and forced the explosion right on the middle objective and took out 5 Gauss Immortals, 6 Tesla Immortals, and put 5 wounds on the Deceiver. Warriors were completely useless each game, scarabs chewed up a unit before they died. Seems like everyone underestimated the scarabs. So what has everyone been having the most success with?

This message was edited 1 time. Last update was at 2018/04/10 00:06:50


 
   
Made in au
Freaky Flayed One



Sydney, Australia

Melionodr wrote:
Thanks to Sauthek they can advance when needed and still shoot with low power, but without -1 to hit.


Note that if they advance, they do take a -1 to hit ("Relentless Advance" negates the -1 to hit from moving and firing heavy weapons, and turns heavy weapons into assault so that they can advance and shoot, but with the normal -1 to hit).

So they can stand still and shoot full power, move and shoot low power at -0, or advance and shoot low power at -1.
   
Made in jp
Proud Triarch Praetorian





torblind wrote:
 JNAProductions wrote:
torblind wrote:
The mortal wounds from the deathmarks don't come close to the benefit that -2AP gives the immortals, against normal targets.

I'm assuming the 1CP is for +1 to hit?

Against ridiculous invulsaves it makes a difference (2++/3++)

Deep strike, I think.

Ah. Well against most normal targets blasters are better. Against T6/T7 there is a slight advantage for the synaptic disintegrators due to S5/S4 being equal here. And against invul saves they are better. Also 4++ and some 5++

(I'm gonig to dice-hammer.com , punching the Deathmark numbers, click Add Army to add a new unit and punch in the Gauss numbers, then click next/prev to compare them

We ran the Deathmark numbers way back near the middle of this thread-
Mephrit Deathmarks with a Lord nearby to give the reroll 1s to-wound are quite lethal (even more so if you give them Talent for Annihilation).
Building a little Mephrit hit squad of:
1x Lord (Staff +Veil*)
10x Immortals* (Gauss)
10x Deathmarks
Gives you something that should neuter anything you point it at. A handy little pocket alpha strike, perfect to accompany 5-6 deep striking Nephrekh Destroyers. (and if you want to go crazy, you can add 5x Flayed Ones as a buffer between the shooters and their target as a CC buffer. As a threat that absolutely must be dealt with they should take some of the heat off of your other guys. Either that or hey, they could strike it lucky and make the charge to tie up anything that survived! Win-win)


spacemarine542 wrote:
Warriors were completely useless each game

I think after a week of testing it would appear Warriors are the sub optimal choice when taking troops...

This message was edited 1 time. Last update was at 2018/04/10 02:00:40


 
   
Made in gb
Fresh-Faced New User





Not played 40k since 5th edition, wanted to get back into the game so I picked up the Necron Codex. Read through the thread and I agree with most of the conclusions so far. The Nephrekh outrider found its way into my list, destroyers and scarabs seem too good to leave out and the code benefits those units really well (alpha striking destroyers, quick moving scarabs for objective grabbing). I went cheap for the HQ though, just a cloaktek to help out the Destroyers when they appear. Though I went pretty cheap for all my HQ choices to fit in the units I wanted, looking for ratings on my 2k list, mix of Sautekh/Nephrekh:

Spoiler:
Sautekh Battillion +3 CP

94 Overlord (Warlord)
-Staff of Light
-Trait: Hyperlogical Strategist
-Artifact: Veil of Darkness
95 Cryptek
-Staff of Light
-Chronometron

153 (9) Immortals
-Tesla Carbines
153 (9) Immortals
-Tesla Carbines
153 (9) Immortals
-Tesla Carbines

193 Doomsday Ark
193 Doomsday Ark

Nephrekh Outrider +1 CP

85 Cryptek
-Staff of Light
-Canoptek Cloak

307 (6) Destroyers
-Gauss Cannons
-Hvy Gauss Cannon
39 (3) Scarabs
39 (3) Scarabs

Super-Heavy Auxiliary

496 Tesseract Vault
-Antimatter Meteor
-Sky of Falling Stars
-Cosmic Fire
-Seismic Assault

2000 total


Had to cut down the Immortal squad slightly to get everything, but with x2 DDA and the Tesseract Vault hopefully they will be absorbing lots of enemy fire. I do think I'll struggle against big alpha strike armies or fast armies, looking for advice or experience!

This message was edited 1 time. Last update was at 2018/04/10 02:24:52


 
   
Made in us
Loyal Necron Lychguard




Warriors in units of 20 are better for blobbing on objectives and screening other things. I would bring a unit of 20 just for those purposes, but 2 units is probably too many unless you're just trying to fit points.
   
 
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