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Made in nz
Regular Dakkanaut





Played my 1st game at 1500, after waiting for ages for destroyers i just converted 9 wraiths instead.

This is what i took away from getting hammered by dark angels.

Sautekh is really good for tesla because of the methodical destruction/MWBD combo or just the method destruct it negates alot of -1 competitive armies(for a unit you want dead) and allows your tesla to do its thing.

Because of method Destruction Tombblades should be in a sautehk detachment. I used 6 and they are brutal with M.D. again you can negate alot of -1 to hit and with 20 shots i was rolling 27 hits and 18 wounds vs MEQ.

Without -1 to hit obviously they are amazing.

Destroyers(nephrehk) and Ext protocol is awesome leviathans and 4+ saves suck lol.

Activating method Detruct is a tricky thing, You have the option in deceiver/vod lists of the abyssal staff.
Which is great but 12" is limited....Against the DA i didnt want to be within 12" because of the anti teleport strat.

A small unit of 3 destroyers(sautehk) is what i wanted to use, but 1500 points didnt leave me enough room for that.

So i intended to use my tesseract ark(fail positioning led to just fail on that-boom you gone).

I did use deathmarks to fill points and they are perfect for method destruction activation, as long as you get a 6, so i ran 6 they worked very well for the points.
   
Made in jp
Proud Triarch Praetorian





COLD CASH wrote:
I did use deathmarks to fill points and they are perfect for method destruction activation, as long as you get a 6, so i ran 6 they worked very well for the points.

I was actually considering doing that as well... but I don't like having to rely on 6s.
How did you use them? Dropping on turn 2? Veiled up turn 1 with a Lord?

Also, I'm wondering,
What are the ideal targets to be using Methodical Destruction on?
It's an expensive strat so we don't want to be just throwing it around carelessly, even if we can potentially get the CP back via the Sautekh Strategist WLT.

 
   
Made in nz
Regular Dakkanaut





Well i dropped them outside 12" and relied on luck but against non strat deepstrike counters i would of had them within 12" for rapid fire and increasing my odds of a 6.

I dropped them turn 3 vs hellblasters. Got 2 6's and mNged another unsaved wound. So a great return imo for 6 shots.

Though i was thrashed i thought with better play and less glaringly stupid mistakes i might have won agaisnt his gun line.


Automatically Appended Next Post:
Well i dropped them outside 12" and relied on luck but against non strat deepstrike counters i would of had them within 12" for rapid fire and increasing my odds of a 6.

I dropped them turn 3 vs hellblasters. Got 2 6's and mNged another unsaved wound. So a great return imo for 6 shots.

Though i was thrashed i thought with better play and less glaringly stupid mistakes i might have won agaisnt his gun line.

This message was edited 1 time. Last update was at 2018/05/29 05:01:57


 
   
Made in us
Been Around the Block




Curious79 wrote:
I actually like the Monolith and what can now be done
With certain strats I just can’t get it to survive long enough
To do any cool stuff Plasma and Lascannon Spam
Monolith goes boom most of the time first round of shooting
Anybody had success with it yet?


I think Mephrit is the way to go to unlock their potential. The buffs really synergize with what they do, which is drop in close and then use their portals to drop other units in closer.

I think you really need two, though, which pretty much means 1850 to 2k.

I'm playing with a list that starts like this:

2xMono
2x10 Gauss Immortals
1x10 WS Lychguard

I figure with 2 Monos, Enhanced Invasion Beams, and Emergency Invasion Beams you can feel pretty confident getting 3 units on the board before both Monos go poof. The Gauss Immortals make sense because with Meph you are bringing 40 S5 AP -4 shots to bear, and the WS Lychguard just always screamed to me to be a unit that needs some Mono love. Of course, I'm also playing this with the assumption that the Mono (and NS) will get errata'd soon to allow charges out of the invasion beams. All the testers I've spoken too confirm that was the intention.

To go with that I'm thinking something along the lines of CCB, DLord, or Cloaktek to bolt up the board and provide assistance, escorted my Destroyers, Wraiths, or TPs.

One of the best things the Mono potentially has going for it its an RP saver. Use them to help hide that one dude in each squad out of LOS.




   
Made in de
Nihilistic Necron Lord






Germany

TheFleshIsWeak wrote:

Well, I have no clue what his other stats are or what else he does, so that's not the most helpful comparison.

Out of interest, though, is he hitting on 3s because that's his base WS or because he's using a PF or TH?


He is a regular SM captain using a TH. Inferior in every way to the Dlord, except damage, and 2" more movement with JP, costing the same points.

TheFleshIsWeak wrote:
Please show me the way, O Enlightened One. What is this magical aura the Destroyer Lord has, which only your Awakened eyes can see?



I already told you twice what he can do, i wont do it a third time. There is nothing else in the game that can do what he can do. Why are you even asking for advice when you ignore it ?

vipoid wrote:If I might weigh in on the whole Destroyer Lord debate, is there any value in a shooty Destroyer Lord?


No. The leader of a shooty unit is better in melee. Weird, but thats how it is.
   
Made in us
Been Around the Block




My 2 cents on the DLord debate:

3+ reroll 1's has a 77.78% chance to hit. 2+ has a 83.33% chance to hit, so it's better, but only marginally so.

I personally like running a Novokh DLord with a Blood Scythe to get the full re-roll to hits and an average of 6 attacks a turn, not to mention the opportunity to punch twice in a pinch.

That being said, I do find myself reaching for the CCB more often then not in Novokh. I run a 20 brick of FOs in the list and MWBD just sends them so much love it's hard to pass up on.

Speaking of which, this my Novokh list right now and I've been loving it:

Spoiler:

Novokh Brigade
CCB res orb SL GC (Walrod Immortal Pride)
Cryptek Chrono (Veil)
Szeras
20 FOs
20 War
5x5 Immos
2x5 FOs
4x3xScarabs
2x1 HD
1x2 HD

2000 on the dot


Szeras drops his dime on the 20xWarrios first turn who then Veil off with the Cryptek to bounce behind the Flayed Ones and punch holes in bubble wrap for them. Then he hangs around the backfield buffing a different Immortal unit each turn and pewpewing with the HDs.

It's a Brigade so I got CP to spare and don't mind not having Hype Strat as much as I would in other lists. I like having the CCB with Immortal Pride instead as it keeps both those 20 bricks on the board rolling RP.

Not a ton of anti tank but also no vehicles myself so I find that balances out, as I tend to ignore my opponents anti tank until the efficient troop killers are dead. Plus, 20 Novokh Flayed Ones with MWBD, Disruption Fields and Blood Rites can punch through just about anything.
   
Made in nz
Regular Dakkanaut





Interesting list, do you play against mainly fluff armies or comp?

Im asking becuz sometimes its hard to gauge a list when you dont know the background of the OG's meta.

Like my meta is pretty much comp, with sprinklings of fluff. Not necessarily ITC spam lists, just good units played to a high level.
Which means its hard for me to play fluffy lists because you just get creamed.

However your list is quite left of center and could do quite well, as a semi horde list.
   
Made in gb
Fresh-Faced New User



Ayrshire,Scotland

COLD CASH wrote:
Played my 1st game at 1500, after waiting for ages for destroyers i just converted 9 wraiths instead.

This is what i took away from getting hammered by dark angels.

Sautekh is really good for tesla because of the methodical destruction/MWBD combo or just the method destruct it negates alot of -1 competitive armies(for a unit you want dead) and allows your tesla to do its thing.

Because of method Destruction Tombblades should be in a sautehk detachment. I used 6 and they are brutal with M.D. again you can negate alot of -1 to hit and with 20 shots i was rolling 27 hits and 18 wounds vs MEQ.

Without -1 to hit obviously they are amazing.

Destroyers(nephrehk) and Ext protocol is awesome leviathans and 4+ saves suck lol.

Activating method Detruct is a tricky thing, You have the option in deceiver/vod lists of the abyssal staff.
Which is great but 12" is limited....Against the DA i didnt want to be within 12" because of the anti teleport strat.

A small unit of 3 destroyers(sautehk) is what i wanted to use, but 1500 points didnt leave me enough room for that.

So i intended to use my tesseract ark(fail positioning led to just fail on that-boom you gone).

I did use deathmarks to fill points and they are perfect for method destruction activation, as long as you get a 6, so i ran 6 they worked very well for
the points.


So Tesla worked well against marines without any AP was this just due to the volume of saves they had to make?
   
Made in gb
Irked Necron Immortal





 p5freak wrote:
I already told you twice what he can do, i wont do it a third time.


Well, what a surprise. When called on your nonsense you immediately resort to 'I've said it before. Somewhere. Probably. Or, you know, maybe vaguely alluded to it in some way. But I can't possibly say it again. It would . . . er . . . compromise my ancient wisdom. Yeah, that's right.'

I don't suppose you'd care to share a picture of the Destroyer Lord's dataslate from your codex? Since apparently your version contains an aura that's actually useful. Or is that just what you tell your opponents?
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

 TheFleshIsWeak wrote:
 p5freak wrote:
I already told you twice what he can do, i wont do it a third time.


Well, what a surprise. When called on your nonsense you immediately resort to 'I've said it before. Somewhere. Probably. Or, you know, maybe vaguely alluded to it in some way. But I can't possibly say it again. It would . . . er . . . compromise my ancient wisdom. Yeah, that's right.'

I don't suppose you'd care to share a picture of the Destroyer Lord's dataslate from your codex? Since apparently your version contains an aura that's actually useful. Or is that just what you tell your opponents?


Not gonna lie, havent read the entire way back, but are people actually saying re-rolls of 1's to wound on destroyers is good? seems incredibly bad compared to the 1cp stratagem that allows a unit to reroll all hits and wounds....

Maybe if your going like 100% destroyers, then yeah, its valid, but if your buffing a single unit of destroyers, an overlord is head and shoulders superior in almost every way...

12,000
 
   
Made in nz
Regular Dakkanaut






So Tesla worked well against marines without any AP was this just due to the volume of saves they had to make?



Yeh and the high str makes quite a difference, rolling 18 2+ cover saves per 6 TB's netted me 4 wounds or 2 dead primaris. I forgot to use the solar pulse strat to negate his cover save.
But i was impressed with the basic efficiency when i negated his -1 with method D.

TB and immortals did an excellent job, despite my crap positioning and continual mistakes(but it was good to make them, coming from DG i dont really need to worry about positioning because they are so tough and i use a grinding approach.) Learning a more surgical playstyle, watching distances and being very particular when and were i bring my forces on is obviously needed with crons since they are made of china!


Ohh and despite the drubbing i really enjoyed them, the surgical style while mentally consuming was also really fun and reminded me of 2nd edition when i last used to play and was pro!
Im no longer consumed with winning and prefer to put up a good fight and win or lose have fun.
But its nice to have to make difficult strategic calls again(i used to run Wolves) back in the day and every move and every placement needed to be perfect. Crons gave me a similiar feeling last week.

This message was edited 1 time. Last update was at 2018/05/29 10:27:15


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 p5freak wrote:
No. The leader of a shooty unit is better in melee. Weird, but thats how it is.


So, just to be clear, are the Mephrit Artefact and Warlord trait both bad in and of themselves, or are they just bad on the Destroyer Lord?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in nz
Regular Dakkanaut





Probably not the best use of a destroyer lord who seems to suit CC better than anything else the cron have beside the ctan.

On the CCB i think both those make more sense because you have more guns and the tesla is assault, even then its situational.

Best to try it and see(proxy if needed) if it suits you'll find out in a few games.

NB: they arnt bad but situational. The problem is when you have hyperlogical and moral immune traits which are game changers, the mephrit trait starts to look more like a fun game trait.

This message was edited 1 time. Last update was at 2018/05/29 10:39:28


 
   
Made in no
Grisly Ghost Ark Driver





Shadar_Logoth wrote:
My 2 cents on the DLord debate:

3+ reroll 1's has a 77.78% chance to hit. 2+ has a 83.33% chance to hit, so it's better, but only marginally so.

I personally like running a Novokh DLord with a Blood Scythe to get the full re-roll to hits and an average of 6 attacks a turn, not to mention the opportunity to punch twice in a pinch.

That being said, I do find myself reaching for the CCB more often then not in Novokh. I run a 20 brick of FOs in the list and MWBD just sends them so much love it's hard to pass up on.

Speaking of which, this my Novokh list right now and I've been loving it:

Spoiler:

Novokh Brigade
CCB res orb SL GC (Walrod Immortal Pride)
Cryptek Chrono (Veil)
Szeras
20 FOs
20 War
5x5 Immos
2x5 FOs
4x3xScarabs
2x1 HD
1x2 HD

2000 on the dot


Szeras drops his dime on the 20xWarrios first turn who then Veil off with the Cryptek to bounce behind the Flayed Ones and punch holes in bubble wrap for them. Then he hangs around the backfield buffing a different Immortal unit each turn and pewpewing with the HDs.

It's a Brigade so I got CP to spare and don't mind not having Hype Strat as much as I would in other lists. I like having the CCB with Immortal Pride instead as it keeps both those 20 bricks on the board rolling RP.

Not a ton of anti tank but also no vehicles myself so I find that balances out, as I tend to ignore my opponents anti tank until the efficient troop killers are dead. Plus, 20 Novokh Flayed Ones with MWBD, Disruption Fields and Blood Rites can punch through just about anything.


How do you play the warrior/flayed ones synergy now that you can no longer deep strike them turn one?

This message was edited 1 time. Last update was at 2018/05/29 11:23:22


 
   
Made in gb
Regular Dakkanaut




 Klowny wrote:

Not gonna lie, havent read the entire way back, but are people actually saying re-rolls of 1's to wound on destroyers is good? seems incredibly bad compared to the 1cp stratagem that allows a unit to reroll all hits and wounds....

Maybe if your going like 100% destroyers, then yeah, its valid, but if your buffing a single unit of destroyers, an overlord is head and shoulders superior in almost every way...


No. No one's claiming the DLord buff is any good. TheFleshIsWeak seems to be a massive troll being fed way too much.

With the nanoscarab casket the DLord is pretty tough to kill, and fairly ok in combat. Combine this with his speed you can use him to hinder your opponent fairly efficiently. You shouldn't expect much, but burning a few extra cp means your opponent wastes a lot of resources trying to kill a DLord which isn't focused on the rest of your force.
   
Made in fi
Freaky Flayed One





Sadly Szeras buff disappears when veiled and as torblind said turn 1 deep strike outside of deployment zone is not possible anymore. Szeras doesn't really bring anything to that list.

You could of course wait until turn 2 with the veil and deep strike and use turn 1 to clear and screens.
   
Made in us
Been Around the Block




 Cmdr_Sune wrote:
Sadly Szeras buff disappears when veiled and as torblind said turn 1 deep strike outside of deployment zone is not possible anymore. Szeras doesn't really bring anything to that list.

You could of course wait until turn 2 with the veil and deep strike and use turn 1 to clear and screens.


I didn't word it well but what I meant to say is Szeras buffs them turn 1 and then on turn 2 they drop in behind the DSed Flayed Ones.

Why would Szeras buff disappear when veiled? I'm not aware of anyone who plays it that way, nor any rule that would cause you to interpret it as such.

Also, even outside of buffing the 20 Warriors he has 5 other units of Immortals to buff, both their RP and with his augmentation. He also fills the requisite third HQ slot. Not sure how you could interpret that as not bringing anything to the list.
   
Made in gb
Irked Necron Immortal





MrPieChee wrote:
No. No one's claiming the DLord buff is any good.


You claimed there was a way to use it other than buffing Destroyers. I'm asking you once again to substantiate that.

MrPieChee wrote:
TheFleshIsWeak seems to be a massive troll being fed way too much.


Remember, kids, when you don't have a coherent argument, just call your opponent a troll.

MrPieChee wrote:

With the nanoscarab casket the DLord is pretty tough to kill, and fairly ok in combat.


Do you not think it's an issue when the best thing you can say about a melee HQ is that he's 'fairly ok in combat'?

Because this is the whole problem. I wouldn't mind the Destroyer Lord only being okay in combat if he actually brought a decent buff (or, God forbid, a decent ranged weapon). However, you have a unit that's locked into a melee role, yet is - at best - 'fairly okay' at it. This is the role he's supposed to excel at. He is a single purpose unit who is, at best, mediocre at that single purpose.

He's fairly tough, I don't deny that. But the issue is that he's not tough enough for it to matter. He can't lock enemies in combat, so he simply doesn't function as a tarpit. And while he's more durable than some HQs, he's not durable enough to survive on his own. Even with all his defences, a Lascannon can still one-shot him. And his regeneration suffers from the same issue as RPs - all the enemy needs to do is kill him in one turn and it becomes entirely irrelevant. Yes, once per game he can revive, but with a 50/50 chance this is hardly something you can rely on.

MrPieChee wrote:
You shouldn't expect much, but burning a few extra cp means your opponent wastes a lot of resources trying to kill a DLord which isn't focused on the rest of your force.


I'm not seeing it. As above, I think you're overestimating how hard he is to kill. More importantly, though, the issue is that he's so ineffective even if he does survive. Maybe if he had a better weapon, but the Warscythe just isn't threatening enough.
   
Made in us
Been Around the Block




Yes, once per game he can revive, but with a 50/50 chance this is hardly something you can rely on.


He can revive twice per game. Once via the Nano scarabs and once via the stratagem, both of which can be buffed to 75% if you feel the need to.


Automatically Appended Next Post:
You claimed there was a way to use it other than buffing Destroyers. I'm asking you once again to substantiate that.


I think he's made it pretty clear that it wasn't the aura itself that makes the DLord potentially viable, its other things he does.

This message was edited 2 times. Last update was at 2018/05/29 13:30:28


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 vipoid wrote:
 p5freak wrote:
No. The leader of a shooty unit is better in melee. Weird, but thats how it is.


So, just to be clear, are the Mephrit Artefact and Warlord trait both bad in and of themselves, or are they just bad on the Destroyer Lord?


Both of them shine on the sniper barge. Lets you deal mortal wounds, and fire the underslung gauss cannon at characters from 18 inches away.


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. 
   
Made in us
Been Around the Block




Not gonna lie, havent read the entire way back, but are people actually saying re-rolls of 1's to wound on destroyers is good? seems incredibly bad compared to the 1cp stratagem that allows a unit to reroll all hits and wounds....

Maybe if your going like 100% destroyers, then yeah, its valid, but if your buffing a single unit of destroyers, an overlord is head and shoulders superior in almost every way...


It's definitely designed with multiple units of Destroyers in mind. As you said, if you are only thinking of one unit then MWBD+EP is the superior option.

For a full Destroyer wing, though? I could see the DLord aura being potentially useful. I haven't run in 8th, though, so just spit balling.

If I were to run D-Wing I'm thinking Mephrit? If that were the case I could see using the shooty DLord vipoid mentioned.


Automatically Appended Next Post:
 iGuy91 wrote:
 vipoid wrote:
 p5freak wrote:
No. The leader of a shooty unit is better in melee. Weird, but thats how it is.


So, just to be clear, are the Mephrit Artefact and Warlord trait both bad in and of themselves, or are they just bad on the Destroyer Lord?


Both of them shine on the sniper barge. Lets you deal mortal wounds, and fire the underslung gauss cannon at characters from 18 inches away.



Tesla Cannon, as it has to be Assault to get the buff, but yeah, the CCB gets a bit more mileage out of Meph then the DLord.

That being said, I still think a case could be made for the shooty DLord in a DWing. I'll have to try that out, soon.


Automatically Appended Next Post:
COLD CASH wrote:
Interesting list, do you play against mainly fluff armies or comp?


I pretty much only have time for small local tournaments now days but they are all fairly competitive players who are long in the beard.

This message was edited 2 times. Last update was at 2018/05/29 13:55:17


 
   
Made in jp
Proud Triarch Praetorian





Shadar_Logoth wrote:
You claimed there was a way to use it other than buffing Destroyers. I'm asking you once again to substantiate that.

I think he's made it pretty clear that it wasn't the aura itself that makes the DLord potentially viable, its other things he does.

Yes, but are those other things he does worth it?
With a Warscythe and Phylactery/Casket (arguably his best loadout) he's 131 points, right?
What's he doing for those 131 points? Not buffing Destroyers, that's a waste of time compared to what they can do with their strat.
So he's supposed to be getting into combat, right?
Okay, well a couple of Wraiths would be 20 points cheaper. Can he do a better job in combat than a couple Wraiths?
4 S7 AP-4 D2 attacks w/ T6 6W 4++ (rr1th, regains wounds, might get back up once a game)
6 S6 AP-2 D2 attacks w/ T5 6W 3++ (can charge after advancing/falling back and get RP with strats)

 
   
Made in no
Grisly Ghost Ark Driver





 skoffs wrote:
Shadar_Logoth wrote:
You claimed there was a way to use it other than buffing Destroyers. I'm asking you once again to substantiate that.

I think he's made it pretty clear that it wasn't the aura itself that makes the DLord potentially viable, its other things he does.

Yes, but are those other things he does worth it?
With a Warscythe and Phylactery/Casket (arguably his best loadout) he's 131 points, right?
What's he doing for those 131 points? Not buffing Destroyers, that's a waste of time compared to what they can do with their strat.
So he's supposed to be getting into combat, right?
Okay, well a couple of Wraiths would be 20 points cheaper. Can he do a better job in combat than a couple Wraiths?
4 S7 AP-4 D2 attacks w/ T6 6W 4++ (rr1th, regains wounds, might get back up once a game)
6 S6 AP-2 D2 attacks w/ T5 6W 3++ (can charge after advancing/falling back and get RP with strats)


My problem is how do you play him.

Ok you charge a vulnerable glass unit on a flank, they then pull out and the rest of the army guns you down. 4++ isn't really scaring anyone.

Or do you let him advance with something else? So that even if said glass unit pulls out, he still has more threatening targets to go after?

Do you walk him with wraiths? Does he really bring something to the table there? In 7th he helped greately with damage output, but now the wraiths are quite fine on their own in that department. At least the gap to the warscythe reduced greatly.

Even with 10" move, he still needs a couple of turns to get across the table if you hold him back. So can't hold him back for too long.

His base is big, so he could perhaps tie up a lot of things in CC.


Automatically Appended Next Post:
What if you run him with Gauss Tomb Blades? They move up, shoot in RF range, he charges in, keeping the blades alive to shoot another day?

Destroyers at 24" don't really need that kind of baby sitting.

Mephrit destroyers that want to be within 12" perhaps?

This message was edited 1 time. Last update was at 2018/05/29 14:23:02


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Shadar_Logoth wrote:

Tesla Cannon, as it has to be Assault to get the buff, but yeah, the CCB gets a bit more mileage out of Meph then the DLord.

That being said, I still think a case could be made for the shooty DLord in a DWing. I'll have to try that out, soon.


I get that the CCB is a little better, but I'm really not a fan of using it.

I know it's perfectly legal for it to hide behind Warriors, but it just feels . . . wrong.

Regarding the Voltaic Staff, it's a little annoying that we've got 3 Artefacts that are all variations on the Staff of Light, and yet none of them buff the weapon's piddling melee profile.


 skoffs wrote:

Yes, but are those other things he does worth it?
With a Warscythe and Phylactery/Casket (arguably his best loadout) he's 131 points, right?
What's he doing for those 131 points? Not buffing Destroyers, that's a waste of time compared to what they can do with their strat.
So he's supposed to be getting into combat, right?
Okay, well a couple of Wraiths would be 20 points cheaper. Can he do a better job in combat than a couple Wraiths?
4 S7 AP-4 D2 attacks w/ T6 6W 4++ (rr1th, regains wounds, might get back up once a game)
6 S6 AP-2 D2 attacks w/ T5 6W 3++ (can charge after advancing/falling back and get RP with strats)


Sadly, I think this pretty much sums it up.

I the D. Lord's aura is the biggest issue (giving him a universal reroll 1s aura like the Lord would lend him far more utility). However, it does seem that some of our melee weapons are just lacking in bite. I don't mind the Voidblade and Hyperphase Sword being mediocre, since they're just cheap options anyway. But the Warscythe is supposed to be our ultimate melee weapon and yet it feels very lacklustre indeed. Also, the Staff of Light seems a little too flimsy in melee.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in dk
Loyal Necron Lychguard






Shadar_Logoth wrote:

Spoiler:

Novokh Brigade
CCB res orb SL GC (Walrod Immortal Pride)
Cryptek Chrono (Veil)
Szeras
20 FOs
20 War
5x5 Immos
2x5 FOs
4x3xScarabs
2x1 HD
1x2 HD

Spoiler:

Novokh Vanguard
Anrakyr
19 Flayed Ones
10 Lychguard
5 Deathmarks
Novokh Battalion
Cryptek (chronometron) WL (immortal pride)
Cryptek (chronometron/veil of darkness)
19 Warriors
19 Warriors
19 Warriors
Ghost Ark

I played a game against Harlequins with a vaguely similar list. Did really well, but not sure if my opponent wasn't ready for the list or if he played badly or if he was just plain unlucky (which he was). This was my first win with the new codex, but I'm not sure about how strong Harlequins are? He moved up, I destroyed all his vehicles, I survived his counter-attack and slaughtered him in the next turn making him surrender, he got 4 VP I was probably going to get 10-15 if we continued. His Solitair had a relic which combined with a stratagem and a psychic power made me hit on 6s with my Lychguard, making them do 0 wounds and the relic did 7 mortal wounds to my Lychguard. In addition, my Flayed Ones failed their charge and got demolished, but other than that it was all smooth sailing. Ghost Ark and Warriors do a lot better than the index with immortal pride since you can spam Warriors without worrying about morale. I felt okay without the 6 extra CP, if I did use a Brigade I think I would go for a different WL trait, Implacable Conqueror or Crimson Haze on the Veiltek? Not paying the extra CP for lightning field or nightmare shroud for the CCB seems really cheap in a list with 15 CP. Also, lots of conga lines with this list.

I'm pretty sure Lychguard are terrible as well, I totally forgot to put the mandatory destroyer unit in my army, so I guess I'd replace the Lychguard with 6 Destroyers, although maybe the army becomes too CP hungry then?
   
Made in jp
Proud Triarch Praetorian





torblind wrote:
 skoffs wrote:
Shadar_Logoth wrote:
You claimed there was a way to use it other than buffing Destroyers. I'm asking you once again to substantiate that.

I think he's made it pretty clear that it wasn't the aura itself that makes the DLord potentially viable, its other things he does.

Yes, but are those other things he does worth it?
With a Warscythe and Phylactery/Casket (arguably his best loadout) he's 131 points, right?
What's he doing for those 131 points? Not buffing Destroyers, that's a waste of time compared to what they can do with their strat.
So he's supposed to be getting into combat, right?
Okay, well a couple of Wraiths would be 20 points cheaper. Can he do a better job in combat than a couple Wraiths?
4 S7 AP-4 D2 attacks w/ T6 6W 4++ (rr1th, regains wounds, might get back up once a game)
6 S6 AP-2 D2 attacks w/ T5 6W 3++ (can charge after advancing/falling back and get RP with strats)

My problem is how do you play him.

Sorry, I can't really give you any advice there.
Unfortunately, judging by the comparison I gave, it doesn't really look like it's worth playing him anymore.


Mephrit destroyers that want to be within 12" perhaps?

Noooooo. Definitely not. You want Destroyers as far away as you can from things that can charge them. While Talent For Annihilation is alright for Destroyers, Mephrit's Dynasty code is one of the more useless for them.

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 skoffs wrote:

Noooooo. Definitely not. You want Destroyers as far away as you can from things that can charge them. While Talent For Annihilation is alright for Destroyers, Mephrit's Dynasty code is one of the more useless for them.


The other aspect is that beyond about AP-3 you really start to get into diminishing returns. Especially when so many units have invulnerable saves anyway.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Regular Dakkanaut




 vipoid wrote:


But the Warscythe is supposed to be our ultimate melee weapon and yet it feels very lacklustre indeed. Also, the Staff of Light seems a little too flimsy in melee.


I think the Warscythe is great, it's just that the things holding it don't have very many attacks (I suppose you could blame the WS for not granting bonus attacks, but you can't have everything...)

Mark.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 p5freak wrote:
I already told you twice what he can do, i wont do it a third time. There is nothing else in the game that can do what he can do. Why are you even asking for advice when you ignore it ?


*Cough cough Shield Captain on Dawneagle Jetbike cough cough*

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Cheeslord wrote:
I think the Warscythe is great, it's just that the things holding it don't have very many attacks


Surely number of attacks is an important consideration, though? I mean, maybe the Warscythe would be fine if Overlords had 6 attacks apiece, but since they don't one might think the weapon would take that into account.

As for it being great, I'm just not seeing it. It used to wound virtually all infantry and Monsters on 2s, now it wounds them on 3s. It used to roll 2d6+7 vs vehicle armour. Now it gets . . . nothing against vehicles.

AP-4 sounds good, but is wasted against most units (either they won't have enough armour to make it worthwhile or else an invulnerable save will kick in). And D2 just isn't enough to threaten most elite targets - especially with the aforementioned issue of our HQs having so few attacks.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
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