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![[Post New]](/s/i/i.gif) 2020/08/05 00:20:28
Subject: [2000] - Necron - First go at Neinth Ed.
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Discriminating Deathmark Assassin
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Dynasty: Mephrit
----- HQ -----
Overlord (Codex) Artefact: The Veil of Darkness,Warscythe Warlord, Trait: Immortal Pride
Cryptek Chronometron
Cryptek Chronometron
----- Troops -----
10x Immortals Tesla Carbine
10x Immortals Tesla Carbine
20x Necron Warriors (Ind) 20x Gauss Flayer
20x Necron Warriors (Ind) 20x Gauss Flayer
20x Necron Warriors (Ind) 20x Gauss Flayer
----- Elites -----
(No Slot) 2x Cryptothralls 2x Scouring Eye, 2x Scythed Limbs
(No Slot) 2x Cryptothralls 2x Scouring Eye, 2x Scythed Limbs
Canoptek Reanimator
Canoptek Reanimator
Canoptek Reanimator
----- Fast Attack -----
5x Canoptek Scarab Swarms (Ind) 5x Feeder Mandibles
5x Canoptek Scarab Swarms (Ind) 5x Feeder Mandibles
5x Canoptek Scarab Swarms (Ind) 5x Feeder Mandibles
Totals: 2,000/2,000 pts / 93 PL
Already playing the 'Open War' missions, but haven't put my Crons on the table yet. This is NOT intended for the Matched Play mission. Just a starting point to see how much of a beating they can actually take now, then I can make adjustments. Going with the new Mephrit (I have opponents permission!) for the extra range as it's the most attractive right now. First swap will probably be switching the guns on one unit of Warriors, but want to get a feel for having the range, and if the loss of 20 Warriors for that one turn is going to impact the game at all. New Scarabs all the way, that 4th wound makes a world of difference. Immortals will sit behind the wall for support. The Overlord will give a unit the extra hit as needed.
That's as far as I got.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2020/08/05 02:13:41
Subject: [2000] - Necron - First go at Neinth Ed.
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Twisting Tzeentch Horror
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This is intensely anti infantry focused. You have no long range, high damage shooting in this list at all- any tanks you may end up facing will be impossible to clear properly.
I think you massively overestimate the usefulness of the reanimstor- a simple +1 to reanimation is not all that great imo- if the unit the reanimator wants to target dies then it loses all it's value. I'd consider swapping them for the canoptek destryctor things with the big cannons- 3 of them. And if you can't do that, then a couple doomsday arks.
I would also suggest taking at least 1 unit of the shorter range guns on the warriors, then that unit can be dedicated to getting up closer and try to hold the midboard.
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insaniak wrote:
You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy. |
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![[Post New]](/s/i/i.gif) 2020/08/05 03:37:09
Subject: [2000] - Necron - First go at Neinth Ed.
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Discriminating Deathmark Assassin
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Thanks for your reply.
Two things went into the consideration of this list. One I’ve mentioned, Im going to be playing the ‘Open War’ Mission Pack. Out of the Nine missions, only ‘The Prize’ and ‘War of Attrition’ present a problem.
The other one is owning the models on the list so I can put it down. So the Doomstalker is out for now. I don’t own any Arks, but I can borrow them from the guy I sold em to.
——-
So with those in mind, I have all the models on this list and the first thing I’m trying to address is their ability to survive. It’s what caused me to shelve them for 8th, especially in larger games.
Necrons are in a weird spot with their Rules and knowing things are getting changed, but not fully knowing how yet. I agree that the Reanimators are kinda ‘Meh’. I think they’re going to serve a purpose though.
With the current rules, the Warriors are getting a 5++ vs. shooting from the Chronos. Nothing really that great from before until you toss in the Reanimator and the Ind. Warriors. With the Cryptek, they’re going to get down to a 3+ RP, re-rolling 1’s. Since the new Morale rules have shifted, my opponent is either going to have to commit to wiping out the Warriors, or kill the Reanimator, who hopefully can soak enough shots to slow the hits on the Warriors, even if it’s just for a turn.
Ghost Arks would be the next step to a make them more resilient, in which case taking 2x squads of Reaper based Warriors to go inside would make sense. Not going that route yet because if they can’t survive without the Ghost Ark support, then they’ll still die with the additional RP.
It’s the same logic behind taking the Chronoteks w/Thralls. My opponent is going to have to spend some shooting to kill the Thralls before he can even hit the Chronoteks with Snipers. Even if that’s just for 1 turn, the hope is that I’ll do some damage with the extra Mephrit range to slow the incoming fire late game.
The Scarabs are just gonna harass away and provide yet another ‘Which Target does my opponent choose to deal with’? None of the new units have gotten me very excited. Their interaction though, has created an extra layer that needs to be peeled before it starts to fall apart.
You’re absolutely right though, my Damage output is almost purely aimed toward anti-Infantry. I’ve been on the receiving end of Tanks with my Marines and I’m not that impressed, even with the new blast rules. Admittedly, haven’t played anything over 1k either. So maybe multiple Tanks will be more of a threat. For contesting objectives, they’re not that scary.
——-
So back to the two scenarios that are going to be problematic. The Prize is going to be the hardest since virtually every opponent can move faster with bikes/jump to get to the objective first. Realistically, I see this being a first turn thing for whoever goes first, regardless of which army. I only have the Veil to get me there, and at this point level, I’m not sure I’d break up the machine just to get it, then chain feed my opponent trying to hold it. I got my Tomb Blades ready after I get the above questions answered, or take a Novokh Detachment with the Scarabs.
I also believe that this is the best approach to learning the War of Attrition. If he can’t kill them, then he doesn’t get any points. If he can kill them easily, then they’ll get shelved until the Dex comes out. That or I’m reading some rule wrong and I’m waaay off on how it works.
Hope that gives some insight. I think I’ve done all the theory crafting and it’s time to put it into practice.
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This message was edited 2 times. Last update was at 2020/08/05 03:41:49
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2020/08/06 19:25:19
Subject: [2000] - Necron - First go at Neinth Ed.
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Power-Hungry Cultist of Tzeentch
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Akar wrote:Thanks for your reply.
Two things went into the consideration of this list. One I’ve mentioned, Im going to be playing the ‘Open War’ Mission Pack. Out of the Nine missions, only ‘The Prize’ and ‘War of Attrition’ present a problem.
The other one is owning the models on the list so I can put it down. So the Doomstalker is out for now. I don’t own any Arks, but I can borrow them from the guy I sold em to.
——-
So with those in mind, I have all the models on this list and the first thing I’m trying to address is their ability to survive. It’s what caused me to shelve them for 8th, especially in larger games.
Necrons are in a weird spot with their Rules and knowing things are getting changed, but not fully knowing how yet. I agree that the Reanimators are kinda ‘Meh’. I think they’re going to serve a purpose though.
With the current rules, the Warriors are getting a 5++ vs. shooting from the Chronos. Nothing really that great from before until you toss in the Reanimator and the Ind. Warriors. With the Cryptek, they’re going to get down to a 3+ RP, re-rolling 1’s. Since the new Morale rules have shifted, my opponent is either going to have to commit to wiping out the Warriors, or kill the Reanimator, who hopefully can soak enough shots to slow the hits on the Warriors, even if it’s just for a turn.
Ghost Arks would be the next step to a make them more resilient, in which case taking 2x squads of Reaper based Warriors to go inside would make sense. Not going that route yet because if they can’t survive without the Ghost Ark support, then they’ll still die with the additional RP.
It’s the same logic behind taking the Chronoteks w/Thralls. My opponent is going to have to spend some shooting to kill the Thralls before he can even hit the Chronoteks with Snipers. Even if that’s just for 1 turn, the hope is that I’ll do some damage with the extra Mephrit range to slow the incoming fire late game.
The Scarabs are just gonna harass away and provide yet another ‘Which Target does my opponent choose to deal with’? None of the new units have gotten me very excited. Their interaction though, has created an extra layer that needs to be peeled before it starts to fall apart.
You’re absolutely right though, my Damage output is almost purely aimed toward anti-Infantry. I’ve been on the receiving end of Tanks with my Marines and I’m not that impressed, even with the new blast rules. Admittedly, haven’t played anything over 1k either. So maybe multiple Tanks will be more of a threat. For contesting objectives, they’re not that scary.
——-
So back to the two scenarios that are going to be problematic. The Prize is going to be the hardest since virtually every opponent can move faster with bikes/jump to get to the objective first. Realistically, I see this being a first turn thing for whoever goes first, regardless of which army. I only have the Veil to get me there, and at this point level, I’m not sure I’d break up the machine just to get it, then chain feed my opponent trying to hold it. I got my Tomb Blades ready after I get the above questions answered, or take a Novokh Detachment with the Scarabs.
I also believe that this is the best approach to learning the War of Attrition. If he can’t kill them, then he doesn’t get any points. If he can kill them easily, then they’ll get shelved until the Dex comes out. That or I’m reading some rule wrong and I’m waaay off on how it works.
Hope that gives some insight. I think I’ve done all the theory crafting and it’s time to put it into practice.
Just wanted to point out a couple things real quick, I don't know alot about necrons at the moment since I've only just started playing them. If I am mistaken on any of this please tell me, still trying to memorize "neinth" edition myself.
The way that die rolls work now, you cant add more than a +1 or -1 to any die roll.
The best way I've noticed for getting good reanimator rolls is to run a cryptek and cryptothralls (so that its harder to target the character, since the cryptothralls ignore the sniper rules) and then keep the cryptek wrapped up in warriors or immortals with an overlord with rez orb to get that one time use second reanimate.
The other big issue I have run in to with running the blobs of warriors now is that moral is a huge pain if you lose enough models in one turn, and attrition hurts. I lost almost a full squad of warriors to attrition because I failed moral, got over confident with that Ld 10.
Not degrading your list, I myself am running mostly foot Necrons at the moment till codex drops.
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<-- Tau Empire
FOR THE GREATER GOOD!!!
<-- Magnus did nothing wrong.
<-- 1010011010 |
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![[Post New]](/s/i/i.gif) 2020/08/07 14:41:23
Subject: [2000] - Necron - First go at Neinth Ed.
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Freaky Flayed One
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5CP for Enhanced RP and Adaptive Subroutines to give Wraiths 4+ RP for the turn plus 110 for a Canoptek Reanimator to make it 3+ RP? Sorry, I have to agree that the Herbert West unit is not efficient.
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![[Post New]](/s/i/i.gif) 2020/08/07 18:08:25
Subject: [2000] - Necron - First go at Neinth Ed.
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Boosting Black Templar Biker
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DirtyTecker wrote:
The way that die rolls work now, you cant add more than a +1 or -1 to any die roll.
Just wanted to point out that this is incorrect. It’s specifically hit and wound rolls that cannot be modified by more than 1.
I’m really curious to see if a list like this works. My gut says you probably don’t need all 3 reanimators. You might get some benefit from dropping one and some immortals to fit in some anti-tank of some sort.
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![[Post New]](/s/i/i.gif) 2020/08/08 01:06:33
Subject: [2000] - Necron -
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Discriminating Deathmark Assassin
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DirtyTecker wrote:I don't know alot about necrons at the moment since I've only just started playing them.
Welcome to the Machine!
DirtyTecker wrote:The way that die rolls work now, you cant add more than a +1 or -1 to any die roll.
Nate668 wrote:Just wanted to point out that this is incorrect. It’s specifically hit and wound rolls that cannot be modified by more than 1.
As Nate668 said. It's specific rolls that are limited to +1/-1 for now. I will NOT be surprised one bit if the Codex changes this, or removes the ability from the Crypteks so that we're back to a 4+ again.
DirtyTecker wrote:The best way I've noticed for getting good reanimator rolls is to run a cryptek and cryptothralls (so that its harder to target the character, since the cryptothralls ignore the sniper rules) and then keep the cryptek wrapped up in warriors or immortals with an overlord with rez orb to get that one time use second reanimate.
This is partially true. The Cryptothralls are a separate unit, and they're only 2 models. There is nothing stopping my opponent from shooting them like any other squad to free him up for the snipers. It's also where I got the idea to use the Reanimators using the same concept by making him shoot the Warriors or the Reanimator. I've used the Rez Orb in the past and it works, just not often enough to need it for every game. Ideally, I'd like to get Szeras back in my lists and run 2-3 units of Cryptothralls to protect him. Gonna have to wait on that plan until the Dex Drops to see if Crypteks are going to be worth taking, and then worth protecting.
DirtyTecker wrote:The other big issue I have run in to with running the blobs of warriors now is that moral is a huge pain if you lose enough models in one turn, and attrition hurts. I lost almost a full squad of warriors to attrition because I failed moral, got over confident with that Ld 10.
This is one of the reasons I shelved them in 8th. It was FAR worse the last edition. I'm not disagreeing with you that it's still bad for large blobs, but it's a huge improvement over the last edition. I also plan on getting the new Necron Terrain pieces, which will add +2 LD when they come out.
Nate668 wrote:My gut says you probably don’t need all 3 reanimators. You might get some benefit from dropping one and some immortals to fit in some anti-tank of some sort.
No, I probably won't need all 3 Reanimators. For now I'm trying to avoid putting a target on any of my units for my opponent. I've also pulled out my Fabius Bile army since the PA rules seem to make em appear nice. I'm still having the same problem with them. What ever unit Fabius Buffs, they get a Target on them and tend to get targeted first. It's basically announcing to my opponent what he should kill next. This is something that I haven't seen with my 500 point Necron list, and if I increase the points, I kinda want to keep the inclusion of units proportionate as well.
While not tested, I see the same thing happening with this list. Currently, RP still happens before the Command Phase. (At least that's my understanding) So this means two things. First, we have to have a command phase to put the beam on them before RP on the NEXT turn. Second, Reanimators can effectively be ignored if we don't take the first turn. If I drop to 2 Reanimators, the 'unbeamed' squad will become the target if my opponent chooses to go for the Warriors. Dropping to 1 Reanimator gives my opponent too much control of my army at this point level. He can choose to just ignore the beamed squad. If I choose to beam a squad that has already lost models, then he can simply kill the Reanimator.
That's the hope, but this isn't a finalized list by any means. It's merely the 'First Stage' in an evolution, and where I've settled on starting. I'm fighting the urge to put my Flayed Ones and Tomb Blades back on the table when I pull my army out, even with just playing 500 point games. I also miss using Zahndrekh and Szeras, but my goal is to build a good base to build on first. Something that 8th kinda took away from me playing my army.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2020/08/09 10:37:35
Subject: Re:[2000] - Necron - First go at Neinth Ed.
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Regular Dakkanaut
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As a guy who used to play this exact kind of list in 8th - if offers a really solid way of outlasting your opponent. It was a good middle-road option.
In 9th, you not only need to take and hold objectives, you need to be able to do that quickly and effectively. To this point, I would argue your lack of anti-armour weapons is the major weakness in your list. I see the goal you are going for but you I thoroughly expect those reanimation protocols to get capped at no better than a 4+. if it's durability you are looking for, Ghost Arks would be a better investment as those Canoptek Reanimators suck hard and anyone who figures out what you are doing - are going to drop those things first and quite easily.
If you turtle your army, you lack the flexibility and movement that 9th really lends itself to and importantly, you are going to have some boring games. To make matters worse, your boring games will get repetitive. Nobody wants to play against an immortal gun line.
If the aim however is an immortal and slow-advancing gun line then sure - you tick the box well  Those reanimators would likely not survive turn 1 however - shooting at anything else on turn 1 would be a waste of firepower.
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![[Post New]](/s/i/i.gif) 2020/08/18 17:56:53
Subject: [2000] - Necron - First go at Neinth Ed.
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Power-Hungry Cultist of Tzeentch
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Nate668 wrote: DirtyTecker wrote:
The way that die rolls work now, you cant add more than a +1 or -1 to any die roll.
Just wanted to point out that this is incorrect. It’s specifically hit and wound rolls that cannot be modified by more than 1.
I’m really curious to see if a list like this works. My gut says you probably don’t need all 3 reanimators. You might get some benefit from dropping one and some immortals to fit in some anti-tank of some sort.
Thought I read it as "no die could be modified +1/-1 outside of armor saves", guess the dyslexia got to me again, I'll have to reread the die roll section again.
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<-- Tau Empire
FOR THE GREATER GOOD!!!
<-- Magnus did nothing wrong.
<-- 1010011010 |
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