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Made in us
Humming Great Unclean One of Nurgle





In My Lab

DDA seem pretty good even solo. With Quantum Shielding, they can take a decent beating and still keep on trucking.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I like taking destroyers in 3s. 9 shots is usually enough to kill anything that moves.*

*Provided its MSU infantry. Anything tougher might be more difficult.

Idk about just 3 tomb blades. That's only 6 wounds with a 4+ save. Maybe 5 or 6. They aren't as fragile as warriors due to the -1 to hit and T5.

10 warriors is surprisingly fragile. 13-15 is a nice number.

1 DDA is enough in most cases. If you are playing huge games then you'd want more.

This message was edited 3 times. Last update was at 2018/05/07 18:06:53


What I have
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~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in lt
Mysterious Techpriest






By the way, Nephrekh also allows random infantry go through giant blocks of impassable terrain and enemy models. So that's another plus. And it's great for HQs to get into position with their auras when needed.

This message was edited 2 times. Last update was at 2018/05/07 18:27:57


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Made in us
One Canoptek Scarab in a Swarm




Schenectady, New York

 rvd1ofakind wrote:
By the way, Nephrekh also allows random infantry go through giant blocks of impassable terrain and enemy models. So that's another plus.


This isn't that much of a boon. At most you'll save a few inches because you won't have to move your infantry up/over/and down the terrain. Per the terrain rules, there is very little that will impede Infantry moving through it (Obstacles come to mind), and alot of our other units have Fly. Moving through enemy models is definitely the better part of the code.

I think the biggest benefit to the Nephrehk code (outside of access to the strat), is allowing Wraiths a chance for a T1 alpha charge. They get an 18" Move+Advance with Nephrehk, and then with the Adaptive Subroutines strat they can charge the turn they advance, giving them a 30" threat range. Scarabs too, as they'll have a 28" threat range (10" + 6" + 2D6").

This message was edited 1 time. Last update was at 2018/05/07 18:37:46


 
   
Made in lt
Mysterious Techpriest






Well. My place has a long LoS blocking hill. Which you'd have to walk around for 2 turns at least. With Nephrekh I can just phase through it. Depends on terrain. 2 blocks of line of sight blocking terrain are recommended so... Stand behind LoS during enemy turn, phase through and shoot during yours. Sounds sexy.

Neprekh wraiths are a no brainer.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
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Made in us
Humming Great Unclean One of Nurgle





In My Lab

25" (23") effective threat range on Wriaths (Scarabs).

You don't get boxcars very often.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 rvd1ofakind wrote:
Well. My place has a long LoS blocking hill. Which you'd have to walk around for 2 turns at least. With Nephrekh I can just phase through it. Depends on terrain. 2 blocks of line of sight blocking terrain are recommended so... Stand behind LoS during enemy turn, phase through and shoot during yours. Sounds sexy.

Neprekh wraiths are a no brainer.


I wouldn't say a no brainer. Novokh does give them an offensive boost, especially with the strat. They are both good options.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
One Canoptek Scarab in a Swarm




Schenectady, New York

 JNAProductions wrote:
25" (23") effective threat range on Wriaths (Scarabs).

You don't get boxcars very often.


Well yeah, but if I'm setting up against a CC unit, I like to know their max threat range and be just outside it so even if they get boxcars they won't be able to charge me.
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

In regards to unit sizing, I usually run the larger infantry units one model down - 9 immortals instead of 10, 19 warriors instead of 20. The reason is I mostly play ITC format, and I do it to reduce as many ways as possible for my opponent to max out secondary objectives.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
Numberless Necron Warrior




 skoffs wrote:
ANYWAY, back to tactics discussion.


At what number does it stop being efficient to even take certain units anymore?

Like, certain units we want to max out because, hey, more shots/attacks/survivable. But sometimes you really gotta pinch those points to balance a list so you have to start trimming the fat on certain units.

Say Destroyers. Obviously having 6 is ideal, but 5 is still pretty good... but what about 4 or 3? Still worth taking the unit at that size or should you just reinvest the points elsewhere?
Same with Tomb Blades. 9 is frickin amazing for getting Tesla spam on. 6 is still pretty good... But what about 3?
Wraiths at 6 strong are pretty intimidating. 5 strong still fine. 4 strong is a distraction unit... Is 3 just a waste?
Warriors. 20 will get you some decent results. 15 can still get the job done often enough... 10 doesn't seem like a good idea.
3 Doomsday Arks are going to wreck stuff. 2 will still cause a headache... 1 will probably die immediately before it has a chance to earn its points back.

Obviously there are certain exceptions (minimum sized units of Scarabs and Immortals are still incredibly useful), but at what point do you have to stop because you're spreading your units out too thin?


It will certainly vary between lists, but I think it boils down to:
1. Are you trying to maximize RP?
2. Do you intend to use a strategem on this unit?
3. Are you wanting to limit secondary objective points?

Destroyers: 5 is a sweet spot. Only give up 2 points for gang busters(even 6 isn't bad giving up 3 points), and unit size is still high for EP and RP.

Wraiths: If you don't intend to use the 2CP strategem to roll RP, any size should be fine. Last game I had a unit of 6 lock up around 350 points of AV for 2 turns back to back. MSU can be spread out to be just as dirty

Tomb Blades: This one is a bit unique to me because of the wargear 3+/5++ you can add on. I don't think I'd use many strategems on them either. If barebones and no wargear, I don't see an issue with MSU to avoid secondary points. If grabbing the 3+/5++, it's nice to have a large unit to alternate which save to take.

Warriors: If I take these over immortals, they're bound to be deceiever or veiled in. In which case, 19 is my preference to avoid reaper.

Immortals: I'd only run MSU if I'm interested in CP. Most of the time it will be 9 or 10, depending on how many reaper points my list is already giving up.

DDA: Probably an unpopular opinion, but I don't like these at all. D6 shots is frustrating to rely on. In the case of discussion, if I were to bring these, 2-3 is a must to balance the variance you get from D6 shots.
   
Made in gb
Tail-spinning Tomb Blade Pilot




Necronplayer wrote:
 skoffs wrote:
ANYWAY, back to tactics discussion.


At what number does it stop being efficient to even take certain units anymore?

Like, certain units we want to max out because, hey, more shots/attacks/survivable. But sometimes you really gotta pinch those points to balance a list so you have to start trimming the fat on certain units.

Say Destroyers. Obviously having 6 is ideal, but 5 is still pretty good... but what about 4 or 3? Still worth taking the unit at that size or should you just reinvest the points elsewhere?
Same with Tomb Blades. 9 is frickin amazing for getting Tesla spam on. 6 is still pretty good... But what about 3?
Wraiths at 6 strong are pretty intimidating. 5 strong still fine. 4 strong is a distraction unit... Is 3 just a waste?
Warriors. 20 will get you some decent results. 15 can still get the job done often enough... 10 doesn't seem like a good idea.
3 Doomsday Arks are going to wreck stuff. 2 will still cause a headache... 1 will probably die immediately before it has a chance to earn its points back.

Obviously there are certain exceptions (minimum sized units of Scarabs and Immortals are still incredibly useful), but at what point do you have to stop because you're spreading your units out too thin?


It will certainly vary between lists, but I think it boils down to:
1. Are you trying to maximize RP?
2. Do you intend to use a strategem on this unit?
3. Are you wanting to limit secondary objective points?

Destroyers: 5 is a sweet spot. Only give up 2 points for gang busters(even 6 isn't bad giving up 3 points), and unit size is still high for EP and RP.

Wraiths: If you don't intend to use the 2CP strategem to roll RP, any size should be fine. Last game I had a unit of 6 lock up around 350 points of AV for 2 turns back to back. MSU can be spread out to be just as dirty

Tomb Blades: This one is a bit unique to me because of the wargear 3+/5++ you can add on. I don't think I'd use many strategems on them either. If barebones and no wargear, I don't see an issue with MSU to avoid secondary points. If grabbing the 3+/5++, it's nice to have a large unit to alternate which save to take.

Warriors: If I take these over immortals, they're bound to be deceiever or veiled in. In which case, 19 is my preference to avoid reaper.

Immortals: I'd only run MSU if I'm interested in CP. Most of the time it will be 9 or 10, depending on how many reaper points my list is already giving up.

DDA: Probably an unpopular opinion, but I don't like these at all. D6 shots is frustrating to rely on. In the case of discussion, if I were to bring these, 2-3 is a must to balance the variance you get from D6 shots.


I invariably rely on mathcraft.

How many models do I need to statistically-mean take down the optimal target based on the meta. With Destroyers, you can back calculate how much unsaved damage you need to have caused against the planned target(s), thereby how many wounds, thereby how many shots, and thereby how many models in the unit.
   
Made in us
Wicked Canoptek Wraith



United States

 rvd1ofakind wrote:
By the way, Nephrekh also allows random infantry go through giant blocks of impassable terrain and enemy models. So that's another plus. And it's great for HQs to get into position with their auras when needed.


another thing to remember is that there's a stratagem that will allow you to assault after advancing.....this makes Nephrekh much more appealing when thinking of lychguard, wraiths, etc.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

punisher357 wrote:
 rvd1ofakind wrote:
By the way, Nephrekh also allows random infantry go through giant blocks of impassable terrain and enemy models. So that's another plus. And it's great for HQs to get into position with their auras when needed.


another thing to remember is that there's a stratagem that will allow you to assault after advancing.....this makes Nephrekh much more appealing when thinking of lychguard, wraiths, etc.


That stratagem only works for canoptek units. Lychguard can't use it.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Wicked Canoptek Wraith



United States

 CthuluIsSpy wrote:
punisher357 wrote:
 rvd1ofakind wrote:
By the way, Nephrekh also allows random infantry go through giant blocks of impassable terrain and enemy models. So that's another plus. And it's great for HQs to get into position with their auras when needed.


another thing to remember is that there's a stratagem that will allow you to assault after advancing.....this makes Nephrekh much more appealing when thinking of lychguard, wraiths, etc.


That stratagem only works for canoptek units. Lychguard can't use it.


Bummer....that's what I get for being at work.....no codex. Still, it's a good thing to use on Wraiths.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I found it interesting that basically all of the listed London GT lists for Necrons used 1 of 2 dynasties.

Mephrit and Sautehk.

More surprising still was that more people used Novohk than Nephrek, and NOBODY used Nihilak

https://www.dakkadakka.com/dakkaforum/posts/list/756135.page

This message was edited 1 time. Last update was at 2018/05/07 23:25:34


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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United States

 iGuy91 wrote:
I found it interesting that basically all of the listed London GT lists for Necrons used 1 of 2 dynasties.

Mephrit and Sautehk.

More surprising still was that more people used Novohk than Nephrek, and NOBODY used Nihilak

https://www.dakkadakka.com/dakkaforum/posts/list/756135.page


It's surprising novokh is used more than nephrek, but nihilak doesn't seem very useful.

The only pair up I can see would be with monoliths.... and that's only if its true that the unit it teleported can move afterwards... this would mean the nihilak benefit would apply as it's not a transport.
   
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I mean, a lot of people are stepping into the Mephrit trap. Ofc, I could be wrong, but it is very one-dimensional. "Situationally just a bit more damage that makes you get out of position" will not win you a tournament. Mobility will.

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United States

 rvd1ofakind wrote:
I mean, a lot of people are stepping into the Mephrit trap. Ofc, I could be wrong, but it is very one-dimensional. "Situationally just a bit more damage that makes you get out of position" will not win you a tournament. Mobility will.


Tournaments aren't the end all be all. There are other ways to play.

I think mephrit can be good, but you really have to play to its strengths. I think a lot of the nephrek hype is due to destroyer love.
Nephrek is definitely better at grabbing objectives, but I think sautekh is better than nephrek due to the dual benefits and warlord trait.
   
Made in jp
Proud Triarch Praetorian





 iGuy91 wrote:
I found it interesting that basically all of the listed London GT lists for Necrons used 1 of 2 dynasties.

Mephrit and Sautehk.

More surprising still was that more people used Novohk than Nephrek, and NOBODY used Nihilak

https://www.dakkadakka.com/dakkaforum/posts/list/756135.page

This Necron list-
Spoiler:
PLAYER NAME: Raphael Kubiak
ARMY FACTION: Necrons
TOTAL COMMAND POINTS: 7
TOTAL ARMY POINTS: 1993 pts


Outrider Detachment, Mephrit Dynasty [505 Points] + 1 CP

HQ1: Cryptek (70), Staff of Light (10), Canoptek Cloak (5), Artifact: The Veil of Darkness - WARLORD – [85pts]

ELITE1: C’tan Shard of the Deceiver (225) – [225pts])

FA1:5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]
FA2: 5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]
FA3: 5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]


Super Heavy Detachment, Mephrit Dynasty [1488 Points] + 3 CP

LoW1: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts
LoW2: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts]
LoW3: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts]
-makes no sense... UNLESS they're allowing the Vaults Tesla weapons to benefit from the Mephrit code?

 
   
Made in us
Regular Dakkanaut




 skoffs wrote:
 iGuy91 wrote:
I found it interesting that basically all of the listed London GT lists for Necrons used 1 of 2 dynasties.

Mephrit and Sautehk.

More surprising still was that more people used Novohk than Nephrek, and NOBODY used Nihilak

https://www.dakkadakka.com/dakkaforum/posts/list/756135.page

This Necron list-
Spoiler:
PLAYER NAME: Raphael Kubiak
ARMY FACTION: Necrons
TOTAL COMMAND POINTS: 7
TOTAL ARMY POINTS: 1993 pts


Outrider Detachment, Mephrit Dynasty [505 Points] + 1 CP

HQ1: Cryptek (70), Staff of Light (10), Canoptek Cloak (5), Artifact: The Veil of Darkness - WARLORD – [85pts]

ELITE1: C’tan Shard of the Deceiver (225) – [225pts])

FA1:5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]
FA2: 5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]
FA3: 5x Canoptek Scarabs (65), 5x Feeder mandibles (0) – [65pts]


Super Heavy Detachment, Mephrit Dynasty [1488 Points] + 3 CP

LoW1: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts
LoW2: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts]
LoW3: Tesseract Vault (496), 4x Tesla sphere (0) – [496pts]
-makes no sense... UNLESS they're allowing the Vaults Tesla weapons to benefit from the Mephrit code?


The strategem still works. I personally think sautekh or nihilakh would be better choices as thier strats are better imo but who knows. I just hope the guy knows they dont get the codes and doesnt find out part way through the event.
   
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In My Lab

Why would they not get the codes?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in lt
Mysterious Techpriest






 JNAProductions wrote:
Why would they not get the codes?


Probably because the book says it doesn't >_>

Anywho, can you use the Nihilakh stratagem on it? 3++ invul?

edit: apparently you can.

This message was edited 1 time. Last update was at 2018/05/08 04:22:35


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 rvd1ofakind wrote:
I mean, a lot of people are stepping into the Mephrit trap.

Talent for Annihilation is not a trap.

They dynasty code is just an occasional bonus.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Mysterious Techpriest






It's not like I'm having a hard time spending CP without it for destroyers, wraiths, double MWBD, Vault upkeep, etc

That's my main problem with the Sautekh and Mephrit stratagems. I already want more CP, I don't need more "ok to kinda good damage increase" things to spend it on :/

This message was edited 4 times. Last update was at 2018/05/08 06:06:50


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Mephrit seems great for that list, he's going to have them quickly within 12" for those CTan powers anyway
   
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They don't benefit from the dynasty.

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I’ve been doing Nephrekh and love it. Strait 6” advance has allowed me to grab last second objectives too many times not to use it haha
   
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 rvd1ofakind wrote:
They don't benefit from the dynasty.


Pretty sure they do
   
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Mysterious Techpriest






torblind wrote:
 rvd1ofakind wrote:
They don't benefit from the dynasty.


Pretty sure they do


I suggest reading the codex where they talk about who benefits from the traits

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5k pts Orks
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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

torblind wrote:
 rvd1ofakind wrote:
They don't benefit from the dynasty.


Pretty sure they do


They do not. C'tan Shards explicitly do not receive any benefits from dynasty traits.

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Westwood lives in death!
Peace through power!

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