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![[Post New]](/s/i/i.gif) 2020/10/14 03:03:51
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Loyal Necron Lychguard
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Cynista wrote:So realistically the Sentinel is a bit of a luxury pick, but I really do think 9th edition has done wonders for it. Can now move and shoot without penalty which is a big win. Whilst it would have been hilarious to shoot the exile cannon in combat that was never going to be allowed, so it got Blast which is a nice extra it didn't get before. Add the new codex has brought new buffs and strats for CANOPTEK. You can currently get these guys to a 2+ to hit (it won't last but fun in the mean time). I think the Tomb Stalker is pretty good now too as it can shoot in combat
In the FW update I'd love to see them given around 12-14 wounds, they're huge models anyways and need help staying alive
And yeah my compulsion to get as much different stuff in as I can does impede on durability, no doubt.
I definitely get it, it's not a weak list, do tell us how it, and the sentinel, perform!
CKO wrote:Do you think Void Dragon is better?
I do, it has shooting, even if it is one shot, its specific power is situation-ally weaker/more powerful so it's a toss up there. The Dragon's stat block is the same but it has better melee (Dd6 vs D3 is debate-able, but it is flat out better against vehicles) and has an additional d6 attacks.
So it comes down to abilities and which you would rather have:
-Debate-ably better melee, siphoning wounds off vehicles, and shooting
or
-Deepstrike, repositioning 3 units, and a -1 to hit
So I'm of the opinion that the Dragon eeks out the advantage over the Deciever, but if you want to frustrate your opponent, or your list design requires redeployment as an integral option, then the Deciever is the better choice
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<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
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![[Post New]](/s/i/i.gif) 2020/10/14 03:47:05
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Deranged Necron Destroyer
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Here is a breakdown compairason between ghost ark (GA) and the canoptek reanimator(CA) for people that haven't looked into it yet.
CA VS GA
points:CA is 35 points less than GA, which is nice point difference but...
Durability:CA T5, W6, no invul vs GA's T6, W14, 5++, QShield. Haven't done the math but just by Toughness and wound count looks like the GA is twice as durable or more so.
Support shooting: 6 12" bs 4+ vs 10 24" (20)rapid fire bs 3+ (degrades). GA easily wins here. even with the small strength and ap difference.
Reanimation ability: +1 to RP vs d3 models. The +1 sounds really good for warriors until you read the ability and see the CR has to stay within 6", and the unit has to stay viable to it. Meanwhile the GA Can repair through walls/floors and is reactive to wounded units while the CR gives a bonus to a unit that might not even be shot at, but if the unit does get blown up it pays out every attack.
Did this on the fly hoping there was at least a small comparison and aside from the amount they heal the GA just on the surface seems so much better in almost every way. The only thing I see that can help out the CR is the Reanimation prioritisation strat but 2 CP is a lot for a "shell game".
But that is for warriors. What are people's thoughts on using the reanimator to follow around immortals,scythe lychguard, deathmarks, praetorians, or even tomb blades? it does have 8" movement so its fast enough to keep up with praetorians but with tomb blades you might have to pump the brakes after first turn unless you advance with the CR and the +1 does over double the odds for a praetorian/tomb blade to get back up (25% vs 10.89%).
I don't think it would be worth it to follow anything with three or more wounds even if it does increase the chance from 3.59% to 12.5%, it still isn't even a 1/6 chance.
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It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case. |
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![[Post New]](/s/i/i.gif) 2020/10/14 04:01:44
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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40kenthusiast hot takes 4 of lots:
General Concepts:
Necron HQ choices have never been anything to write home about. We always took as many as we had to for the formation, and that was it. Still true today. I think most lists will have a Noble to carry the Voltaic staff, and a second character to carry the Veil. Special characters may barge in there, or not, as the lists demand.
HQ Units
Lord
Let's start things off with the cheapest, worst Noble. The reason to bring him instead of the others is pretty simple. You don't want to spend a lot of points on the Noble slot. You don't want to give this guy the Voltaic staff, since he hits on 3's, but he can carry the Veil. He has a Staff of Light, which is ineffective at both fighting and shooting, but you can give him a warscythe. He buffs one nearby core unit's hit rolls, and has an aura that makes your guys faster.
I'm very much not a fan. The upgrade to Overlord for this guy gives you WS, BS, A, W, a better buff for one Core unit and a 4+ invul. Even if you priced each of those at just 5 points the Overlord wins. If the budget just absolutely isn't there then take a Cryptek or a Royal Warden. This guy is a bag of nothing, bringing an Overlord down to this level is a false savings.
Orbyron
The only character Lord, and half of his rules refer to another special character. He's as expensive as an Overlord, and a lot like one. You get the attack, you get the hits on 2's for your melee, and a warscythe to swing around. You even get not one but 2 wounds! You don't get the invul save, but a 2+ armor kind of makes up for it. He's also a deep striker, and he always swings back, even if he's killed in melee.
I guess if you want an Overlord solely for swinging a warscythe around, he's better at it, probably, for the same points. But his buff on the single core unit isn't as good as MWBD, and there are times when the 4+ invul is better than 2+ armor. I dunno, I think even if I was looking for an infantry warlord to fight with a scythe, I'd still go with the Overlord, particularly since this guy locks you into Sautekh, which doesn't support his plan at all. I'll leave this guy to theme lists where his buddy comes out.
Overlord
This is your basline Noble, and I think a reasonable choice. He can carry the Voltaic Staff, he's a Noble, and he's just better in about every way than the Lord. If the CCB didn't exist this would be our guy. He's reasonably costed, but you'd still rather have equivalent points in our good units, you take him because you have to take someone for slots, and to get protocols.
You can give him a few options, aside from just his Staff of Light/Voltaic staff. He can have a res orb, or you can give him a glaive/arrow combo which lets you do a one shot for d6 damage to nearly anything without an invul save. YMMV, but I'm not about it, just not worth throwing aside the Voltaic Staff for a Tachyon arrow. If he's the veil caddy I don't hate it, however. The glaive is close enough to a warscythe that I'd rather have the arrow than the single extra point of AP.
Trazyn
By far the most common character in the fiction, Trazyn has never really fit in at the tabletop, and he keeps that streak up. He works like an Overlord with a scythe/glaive, but it has less AP than normal, and does mortal wounds if he manages to kill a character. He gives you a free relic, while taking up the slot of someone who would normally carry it. He has an extra wound. If he dies, and you have normal characters on the table, he does his replacement thing with one of them.
There's just...nothing here. He's a slightly different Overlord you can buy for the same points who is just a bit worse. Ok. He fits into no plan I can come up with, enables no terribly interesting play. I guess the nicest I can be is to say he's at least not, like, a dreadful choice. He isn't a staff or veil carrier, but if you are an army that doesn't need a veil he's probably a fine second character to wander around spreading protocols and buffing core units.
Zehndrekh
Everyone's favorite addled general is back, he's an Overlord with an extra point of armor save, stuck wielding a staff of light he can't swap out for the Voltaic staff. He's about a Wraith or Skorpekh destroyer more expensive than an ordinary Overlord, and he tries to justify that cost with Counter Tactics and his buff.
Zehndreck is another 'if you don't need the Veil and you are Sautekh anyway you don't need to exactly kick him out the bed, but he's a mistake. He's worse than a guy with one of the power two relics, and worse than Imhotekh. His buff is fine, but it doesn't synergize with his faction terribly well. If you take him, it'll be for the counter tactics, and I just don't think that's worth it, who needs an HQ who only does 1 damage with all his attacks, who isn't any better than anyone else at the buffing?
Anrakyr
Just more expensive than Zehndreck is our boy Anrakyr. He's got an Overlord's statline with an extra point of strength and an extra wound. He has all the usual Warlord tricks, but his weapon loadout is at least locked to the respectable Warscythe/Arrow, rather than the lamentable non Voltaic SoL. His extra tricks are also genuinely interesting, an aura of +1 attacks to Core, and a short range ability to take control of an enemy's weapon and shoot it as though it was on your team.
This is the first character where I'm thinking there are genuinely lists he wants to be in. Fight core means Lychguard, and the first unit veils off, but if you are spamming Lychguard fighting units, which might very well work in 9th, I think he's a worthwhile include. I could see him as second HQ in a Novokh list with no veil, or just bite the bullet and take a third, he replaces a small Skorpekh unit or something, makes up for the reduced damage by buffing everyone else, and you hope he manages to steal an enemy gun once or twice in a game.
Imhotekh
Imhotekh honestly feels like the finale of the Lord -> Overlord progression. He costs as much as fully kitted out CCB, but he's far enough beyond the Overlord that I think he makes it back. You get an extra buff per round, an extra wound, an extra point of armor, a random mortal wound thing, a totally random heavy flamer, the faction's best warlord trait, 2 extra CP, and, most importantly, what amount to a baby Voltaic Staff. That is, a weapon that both shoots and fights for multi wounds. No shade on this character, fully justified choice.
If you are playing Sautekh, I could honestly see going no-Veil, and just having Imhotekh and the Voltaic CCB as your characters. Expensive, but they both fight hard, shoot hard, and, buff, are survivable, and you'll have extra CP's. Alternatively, if you've got Veil/Voltaic covered already, he makes for a reasonable third character, despite how bad that idea usually is. The rare special character who has no flies on him.
Catacomb Command Barge
CCB is half again as expensive as an Overlord, but justifies the expense with four extra wounds, a point of toughness, a rule that it can't be wounded on 1-3, being a Vehicle, being twice as fast and having just about all the Warlord's goodies. You also get a Gauss cannon (or Tesla cannon, but it's a really cheap upgrade). You do lose a point of invul save, but in my opinion the extra toughness and the wounding rule makes up for it.
I fully expect a CCB with Enduring Will warlord trait and the Voltaic Staff to be the gold standard Necron HQ. This is the Warlord/Noble pick that just jumps out of the book. It shoots about as hard as it's weight in Lokhust Destroyers, fights just fine, moves fast, does the Overlord's buffing tricks and is just under the 10 wound limit for characters. It's an all around excellent choice in a codex with few others in this slot.
Royal Warden
The Royal Warden is NOT a noble, unlike those above, so he can't give you protocols on his own. On the other hand, he shoots a multi wound damage gun a bunch of times, and he has the ability to let a Core unit withdraw from combat and still shoot. He's a fine choice for Veil caddy, as your second character.
This guy is pretty cheap, down in the Lord/Cryptek price range. I expect he'll see plenty of play as the Voltaic's CCB sidekick in lists that are core heavy.
Lokhust Lord
The Lokhust Lord (the old Destroyer Lord) is still about the same as he ever was. still inexplicably hitting on 3's, still buffs himself and nearby destroyers, still can't carry the Gauss cannon you want to give him. Slightly more expensive than an Overlord, cheaper than a Skorpekh Lord. Tough as a CCB, if with slightly less wounds.
Destroyer Lords compete well for the second slot in armies with Destroyer units, whatever kind they may be. I think the Lokhust is narrowly a better choice than the Skorpekh, he's a bit cheaper and they fight pretty similarly, but paying for the upgrade is far from a bad choice.
Skorpekh Lord
The Skorpekh Lord is a lot like the old Destroyer Lord, fast, fighty, buffs nearby Destroyers and himself. They literally have all the same special rules, so the only dif is their wargear, and the Skorpekh having an extra point of strength. He also hits more reliably, except his weapon, which you cannot in any way modify, moves him back to the old hitting on 3's reroll 1's level. Vexing. He's nearly at CCB level in terms of point cost.
Like the Lokhust, he's a beatstick that you'll take if you take a unit or two (or 3) of Destroyers. He's got a strat the Lokhust doesn't, but that's much more likely to be used on a unit than a character. He doesn't fly, Lokhust does, he's got a minor gun, he has another mode of fighting, but 80+% of the time they will function roughly identically. Good guy to take the Veil.
Technomancer
The Technomancer, and all Crypteks, are down by the Lord/Royal Warden in terms of points, but paying for their gear pushes them back up to Overlord area. Like all non special crypteks you can cram 2 of these guys in a slot, if for some deranged reason you want MORE characters in a Necron list. The Technomancer's deal is that once per round he reanimates a model in a Core unit, or d3 Warriors. He also has his pick of 2 mutually exclusive pieces of excellent gear you desperately want to take both of. You can pick a cloak that makes him fly and lets him repair d3 wounds to a Dynasty model, or a node that gives an aura of +1 to hit for constructs.
Crypteks make excellent second characters to carry the Veil and follow units around. What unit you want him with will help you choose between node and cloak, and it'll also help you pick which Arkana to give him. Perfect world, he hangs around Core units while buffing a Canoptek unit, but one or the other is fine. Main point with him is to pick a job for him and stick with it.
Illuminor Szeras
I put Szeras here, like he's a special Technomancer, but he's his own weird deal. Szeras is more than twice the cost of a normal Technomancer, the most expensive HQ we get, and he does a zillion things. First off, he can do the Technomancer's renanimate deal, but twice a turn (just not to the same unit). He also augments Core units with the same random augmentation he's always had, lasts all battle still. He...causes perils? Ok. He gets to do his augmentation thing an extra time in a turn if he kills a model in melee and is standing near a non augmented unit. I'm sure that'll happen at least once, somewhere.
The interesting thing about him, aside from all the above, is that he's got a for reals profile, better even than an Overlord in some ways, and his gun is a combo warscythe and d3 shot lastcannon equivalent. Only a 3+ armor save and no invul save are what spoil it for me, but if you can take advantage of all his stuff he might well be worth it. I'm against him mostly because there's no way to control the buffs he gives, but I could imagine a Szeras list working out with lots of core units for him to buff/reanimate. I don't think he's for most lists, but he, like Anrakyr, might have a gimmick list or two in his future.
Psychomancer
This guy is another basic cryptek, so dirt cheap. He doesn't repair, instead delivering a variety of hexes in the Morale (??) phase. He's got an aura that does bad things to leadership if he gets way too close, and his custom Arkana is a d3 mortal wound dealy that relies on 3d6 vs leadership. I think, in general, he's outcompeted by the Technomancer/Chronomancer.
This guy is gonna be made or broken by the mission. You are generally going to be trading him to take Opsec off an enemy unit or end their action. I don't think that's usually worth the points you'd pay for this guy, but he probably deserves some table tries. If you can keep him alive to do his thing twice I'd be a lot more sanguine about his chances.
Chronomancer
This is the other Cryptek I like, he gives a unit 5+ invul save and reroll to charges, making him a fantastic Veil caddy for throwing Lychguard at people. His ability works on anything Dynasty, so he's also buds with Destroyers, Spyders, etc. Heck, Monoliths can use this. He has a 4+ invul himself, though his stats are the usual Cryptek trash so it probably won't save him. His gun is sort of a souped up lascannon kind of deal, which also hits pretty hard with his 1 attack if the stars align.
His custom Arkana is aces too, halving the charge/advance on an enemy unit perturn in a decent area around him. A fine choice for second character if the Technomancer's support doesn't suit what you are going for. He's slightly more expensive than the Technomancer, but if you take the Node or Cloak the difference is negligible.
Orikan the Diviner
Orikan is like a Chronomancer, except his weapon can't shoot and he can't carry Arkana and you can't give him a relic and he's much more expensive. Hrrm, that's not nice. Well, he fights first, and the enemy can't take invul saves vs his attacks. Also, each round you get to roll and if you can roll under the round number he goes berserk and gets his second profile, which makes him much stronger, gives him more attacks, and lets him hit on 2's.
I don't think he fits into any particular plan. He can buff a unit, but so can the cheaper guy. He fights badly at first, then well in the late game, averaging about as well as an Overlord, who he costs more than. I mean, I like the guy, I want him to be good, but the undependability of his empowered state combo'd with the fact that he can't take the arkana or relic that I want from a chronomancer makes me give him a pass.
Plasmancer
He's got that typically cryptek cheap price , and he's the mortal wound guy. He's got a gun that is basically an 18" gauss cannon, and he does a thing that is basically a smite every round. Beyond that he can buy a piece of arkana that does the orbital barrage thing of doing mortal wounds around a point, a round later.
This is another Cryptek, after the Technomancer and the Chronomancer, who can be your second character. He's got a gun and a smite equivalent, probably the most personally damaging Cryptek at middle range, and his arkana slot is generally open to taking one of the good generalist pieces of Arkana. He's not great, but he's also not expensive.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2020/10/14 04:35:15
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Dakka Veteran
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Flayed ones, I think, are going to be unsung heroes of the future. Two small units for under 150 to go in for secondaries… teleport homers? Easy. Linebreaker? You know it. Sneaking out objectives? Made for it!
Bonus points if you bring 'em in with a Psychomancer (right at 200 I believe!) … the Scissorhands can charge (maybe) into combat, and their -1 stacks with the 'mancer's reduction. Suddenly winding up at -3LD and possibly running on a 1-3 per model in the unit? YIKES.
Bonus fun for Nihliak, when your Objective Secured Flayed ones mug a unit on a backline objective and the Psychomancer takes away the defender's ObSec in the morale phase. No VP for you, amigo! BOO!!!
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![[Post New]](/s/i/i.gif) 2020/10/14 04:37:50
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Been Around the Block
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These impressions are pretty solid and enjoyable to read, 40kenthusiast. Have you considered collecting them into a blog of some sort to make them easier to read? It'd be a solid thing to link in the thread OP.
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![[Post New]](/s/i/i.gif) 2020/10/14 05:00:59
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.
Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.
If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.
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This message was edited 1 time. Last update was at 2020/10/14 05:13:40
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![[Post New]](/s/i/i.gif) 2020/10/14 07:54:58
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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yukishiro1 wrote:Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.
Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.
If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.
I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.
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![[Post New]](/s/i/i.gif) 2020/10/14 09:00:50
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Proud Triarch Praetorian
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Kharne the Befriender wrote:A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.
So 6 S10 Ap-4 D3 attacks on a 3+
or 12 S8 Ap-1 D1 attacks on a 2+
That'd be interesting
Out of pure curiosity, I want to clarify if you mean Novokh?
Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2020/10/14 09:10:49
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Loyal Necron Lychguard
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IHateNids wrote: Kharne the Befriender wrote:A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.
So 6 S10 Ap-4 D3 attacks on a 3+
or 12 S8 Ap-1 D1 attacks on a 2+
That'd be interesting
Out of pure curiosity, I want to clarify if you mean Novokh?
Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster
I know, it's odd, but the Mephrit WL trat is +1S and +1A
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<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
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![[Post New]](/s/i/i.gif) 2020/10/14 09:15:29
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Proud Triarch Praetorian
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Kharne the Befriender wrote: IHateNids wrote: Kharne the Befriender wrote:A mephrit Skorpekh Lord with the Mephrit WL trait and the plasmacyte buff would S8 A6 base.
So 6 S10 Ap-4 D3 attacks on a 3+
or 12 S8 Ap-1 D1 attacks on a 2+
That'd be interesting
Out of pure curiosity, I want to clarify if you mean Novokh?
Mephrit are shooty guys, why does their WL Trait and a Plasmacyte stack to become a CC monster
I know, it's odd, but the Mephrit WL trat is +1S and +1A
Huh.....
Mephrit WLT used to be "become a sniper", made character-hunting CCBs great fun.
I'll have to have another look at Mephrit then. I was expecting to flip between Nihilakh and Novokh. Thanks
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2020/10/14 09:36:49
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Locked in the Tower of Amareo
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Slipspace wrote:yukishiro1 wrote:Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.
Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.
If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.
I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.
New deathmarks aren't all that well suited to deep striking losing damage output compared to old ones when deep striking. Deathmarks you want to put somewhere with good LOS and not move an inch.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/10/14 10:22:11
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Proud Triarch Praetorian
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I reckon I'll be putting Deathmarks on my backfield objectives and marching up the board with the other troops Because, y'know, decent snipers suddenly. EDIT: Indcidentally, whats the accepted split between Immortals and Warriors now? Im thinking a unit of 20 with Reapers and 2x 10 w/ Tesla still.
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This message was edited 1 time. Last update was at 2020/10/14 10:23:02
Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2020/10/14 10:57:22
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Dakka Veteran
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IHateNids wrote:I reckon I'll be putting Deathmarks on my backfield objectives and marching up the board with the other troops
Because, y'know, decent snipers suddenly.
EDIT: Indcidentally, whats the accepted split between Immortals and Warriors now? Im thinking a unit of 20 with Reapers and 2x 10 w/ Tesla still.
Never use Tesla on Immortals, it's way worse right now even if they costed 17 ppm and not 19 ppm
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![[Post New]](/s/i/i.gif) 2020/10/14 11:08:49
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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tneva82 wrote:Slipspace wrote:yukishiro1 wrote:Flayed ones are basically like really expensive kommandos that are worse at doing their job but slightly more resilient. Now kommandos are a useful unit...but I'm not sure they would be if they had less chance of making a charge, yet somehow still cost more.
Honestly if you want a unit to drop in via deep strike and do stuff, you're probably better off with deathmarks, it's only 25 points more and you get a unit that can do something else too besides come in and fail a charge and look stupid. They're also more resilient point for point if they do end up getting shot at, +1 T and +1 armor save makes a massive difference against a lot of profiles.
If you have the +1 charge strat from Novokh it starts to become a little less futile, but it's still only a 65% chance of making a charge, and that's not odds you can actually rely on.
I think you're right. Flayed Ones look like they could be good in bigger units with the Expansionists trait to get up the board more quickly but if you just want a unit or two to DS in and grab objectives/secondaries Deathmarks seem better. They're tougher and you can DS them further away from the enemy and still get some use out of them. If you're really just concerned with cheap DS, even the Hexmark works better I think, since cost is everything for these sort of utility units.
New deathmarks aren't all that well suited to deep striking losing damage output compared to old ones when deep striking. Deathmarks you want to put somewhere with good LOS and not move an inch.
I was specfically responding to the idea that you want a unit of Flayed Ones to DS for objective/secondary purposes, in which case Deathmarks just seem better in that role. I agree that they're even better sitting on one of your own objectives and firing from there, but that wasn't the scenario being talked about.
Personally, I'm not a fan of semi-suicide units dropping into your opponent's backfield in general because it often just gives away the unit for little gain or effort on your opponent's part unless they achieve something pivotal in the one turn they come down.
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This message was edited 1 time. Last update was at 2020/10/14 11:08:59
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![[Post New]](/s/i/i.gif) 2020/10/14 12:39:19
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Deranged Necron Destroyer
UK, Midlands
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I'm liking the idea of 20 buffed up Reaper Warriors Veiling up on turn one.
Best version I can see is Novok, with MWBD and a Chronomancer buff. 40 shots hitting on 2s,then an 8" rerolled charge, if they get in pop the Novok strat for 40 more attacks hitting on 2s with AP-1. If you want to blow your load there's other damage boosting strats to play.
They will be pretty tanky with a 5++ and, unlike Veiling assault units, it's OK for them to fail their charge.
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![[Post New]](/s/i/i.gif) 2020/10/14 13:37:17
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Which model would you have hold the veil and travel with the 20 Warriors.
As MWBD and the Chronometron buff can be put on them before they make the veil journey.
So who would be best to make the perilous trip?
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![[Post New]](/s/i/i.gif) 2020/10/14 13:56:06
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Hissing Hybrid Metamorph
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I don’t have my book yet. How many Flayed Ones can you have in a unit? I imagine a unit of 20 could be pretty awesome. But I’m assuming up to 10?
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This message was edited 1 time. Last update was at 2020/10/14 13:56:25
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![[Post New]](/s/i/i.gif) 2020/10/14 14:05:49
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Freaky Flayed One
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Tiberius501 wrote:I don’t have my book yet. How many Flayed Ones can you have in a unit? I imagine a unit of 20 could be pretty awesome. But I’m assuming up to 10?
5-20 in a unit at 13ppm.
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The Qarnakh Dynasty - Starting Again From scratch...Once again
kirotheavenger wrote:People like straws, and they're not willing to give any up even as the camel begins to buckle.
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![[Post New]](/s/i/i.gif) 2020/10/14 14:08:20
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Hissing Hybrid Metamorph
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260pts for 20 is a hefty investment but that could be quite a meaty unit. Might be a little hard to deepstrike them.
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![[Post New]](/s/i/i.gif) 2020/10/14 14:26:13
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Omnipotent Necron Overlord
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dan2026 wrote:Which model would you have hold the veil and travel with the 20 Warriors.
As MWBD and the Chronometron buff can be put on them before they make the veil journey.
So who would be best to make the perilous trip?
Options are
Hextec destroyer
Royal warden
Plasmamancer
(Decent suicide options)
If you want to use it to get a melee character in
Just take you pick of the beatsticks. Id recommend a skorpeth lord.
Another neaty trick you can do is use Illuminator sezares to buff the warrior unit before they head out.
+1 S/ +1 T/ or +1 BS will all be great for the journey. If they are t5 with a 5++ save - They are gonna be staying around another turn for sure.
Automatically Appended Next Post:
Tiberius501 wrote:260pts for 20 is a hefty investment but that could be quite a meaty unit. Might be a little hard to deepstrike them.
It is pricey but they have great stratagems.
They can fight twice!
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This message was edited 2 times. Last update was at 2020/10/14 14:29:03
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2020/10/14 14:29:35
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Deranged Necron Destroyer
UK, Midlands
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dan2026 wrote:Which model would you have hold the veil and travel with the 20 Warriors.
As MWBD and the Chronometron buff can be put on them before they make the veil journey.
So who would be best to make the perilous trip?
Not sure on that. The Chronomancer could go to make use of some Arkana like the countertemporal nanomines. A Royal Warden would be OK, as it would like being in rapid fire range, and could use his ability if the warriors survive - although that seems unlikely. A Skorpekh Lord wouldn't mind being delivered to the frontline himself.
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![[Post New]](/s/i/i.gif) 2020/10/14 14:37:08
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Hmm yeah I'm also thinking a (probably suicide) Royal Warden, to go with them.
Or maybe a Plasmancer.
I feel a Skorpekh Lord is better sticking with Destroyers as he buffs them and does nothing for Warriors.
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![[Post New]](/s/i/i.gif) 2020/10/14 14:42:27
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Big Mek in Kustom Dragster with Soopa-Gun
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Warden or Plasmancer imo would be best.
Warden because especially if you buff the warrior squad before they jump over, theyre probably going to be charged and most likely still be alive unless the enemy team unloaded EVERYTHING into them (also a win for us). Warden lets them back off and shoot.
Plasmancer because mortals, and a bit of an anti-charge with the arkana.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/10/14 14:44:00
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Regular Dakkanaut
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Xenomancers wrote: dan2026 wrote:Which model would you have hold the veil and travel with the 20 Warriors.
As MWBD and the Chronometron buff can be put on them before they make the veil journey.
So who would be best to make the perilous trip?
Options are
Hextec destroyer
Royal warden
Plasmamancer
(Decent suicide options)
If you want to use it to get a melee character in
Just take you pick of the beatsticks. Id recommend a skorpeth lord.
Another neaty trick you can do is use Illuminator sezares to buff the warrior unit before they head out.
+1 S/ +1 T/ or +1 BS will all be great for the journey. If they are t5 with a 5++ save - They are gonna be staying around another turn for sure
How do they get a 5up invul?
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![[Post New]](/s/i/i.gif) 2020/10/14 14:46:18
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Big Mek in Kustom Dragster with Soopa-Gun
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Chronomancer before they Veil across the battlefield.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/10/14 14:59:32
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Yeah I'm thinking Overlord and Chronomancer buff 20 Warriors.
Royal Warden jump thems with the Veil.
Unload 40 Reaper shots and 4 Relic Blaster shots.
Then you could either hang fast and see if the enemy charges you in their turn.
Or if there is still a target close, you are Novokh and you are feeling ballsy.
Then charge your Warriors in and pop the Strat for an extra attack.
Thats 40 attacks, rerolling ones at AP -1.
Not bad at all.
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![[Post New]](/s/i/i.gif) 2020/10/14 15:38:03
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Hissing Hybrid Metamorph
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Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.
Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?
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![[Post New]](/s/i/i.gif) 2020/10/14 15:54:48
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Omnipotent Necron Overlord
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Tiberius501 wrote:Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.
Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?
3 on their own will do fine actually. In fact I think it will be pretty difficult to get the buff off on them on the charge anyways.
The idea I have in my head is 3 doom stalkers with techno in the middle with 2 units of shooty spiders on the front line. That way you are getting lots of plus 1 to hit. The issue with that is stalkers want to stay still and spiders want to move up. So it's difficult in practice. Just saying screw it and running 3 spiders on their own and not taking a crptec at all is still pretty good.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2020/10/14 15:55:41
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Tiberius501 wrote:Yeah I think when I do Flayed Ones I’ll be running them in a nice big blob of 20 to rip and tear until it is done.
Also, do spyders need the Technomancer to give them the 3+ to-hit for them to be good? Or could a unit of 3 do okay on their own?
I'd say a Technomancer with the Phylacterine Hive would be a good idea to stick with the Spyders.
Gives them a 3+ to hit on their guns and melee and if one dies you can bring it back.
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![[Post New]](/s/i/i.gif) 2020/10/14 15:56:01
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
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Longtime Dakkanaut
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Is it worth the sub 50 points to take a unit of Cryptothralls to protect Szeras a bit? Sure they will get blown off the table in short order but if they allow him just one more turn of action they could be useful...
I am really enjoying the new codex a lot, so many new things to take into account when list building. The C'tan choices are proving a real headache though.
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