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Made in us
Longtime Dakkanaut




Protocols is definitely worth it if you take the Silent King b/c of the two different ways he gives you to manipulate them to be more reliably useful, but if you don't, I'm not sure it's worth the trouble honestly.

The problem with the scytheguard bomb is that it fails that charge 50% of the time, and when it does, it just sits out there in the wind and dies, 5++ or no 5++. And it can just be screened out the way any other DS-based charge can be. You're very rarely going to get it into any prime target against a decent player, and it'll typically die the next round, even if it does get in. You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.


   
Made in gb
Longtime Dakkanaut





Cynista wrote:
I'm glad more and more people are seeing that command protocols are crap and best ignored. Been saying it from day 1

A little but surprised that nobody is hot on the Scytheguard bomb yet. Chronomancer with VoD can deep strike them with a 5++ and rerolling charges. Seems like a perfect combination to me. I've rewritten my list to include them at the expense of the Skorpekh's


Can you tell me more why you are going with them over any of the other melee options?
I really want to include some Lychguard but I don't know how to best use them.

My current plan for the Veil is dropping a 20 man Reaper Warrior bomb.
   
Made in us
Longtime Dakkanaut




Yeah I like the 20 man reaper squad a lot better myself, just because you're guaranteed to end up in range. Right now I am trying to figure out whether it's better to have a royal warden or a psychomancer carrying the artefact.
   
Made in gb
Regular Dakkanaut





yukishiro1 wrote:

The problem with the scytheguard bomb is that it fails that charge 50% of the time... ...You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.


It should be a 6" charge though, so 72% normally, or 83% with Novokh. Then you have a CP reroll to consider. I don't know how to work out a new % with that in mind.
   
Made in us
Omnipotent Necron Overlord






yukishiro1 wrote:
Yeah I like the 20 man reaper squad a lot better myself, just because you're guaranteed to end up in range. Right now I am trying to figure out whether it's better to have a royal warden or a psychomancer carrying the artefact.
It's a tough choice. Probably depends a lot on what else is in your list. 1 Squad of 20 warriors - take plasmancer. 2 Squads of 40 - take warden. You can always outflank 1 then next turn OR can use a monolith or nightscythe to bring in another.

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 
   
Made in us
Longtime Dakkanaut




Twilight Pathways wrote:
yukishiro1 wrote:

The problem with the scytheguard bomb is that it fails that charge 50% of the time... ...You pretty much have to run it Novokh to be worth trying, but even then, it's still less than a 70% chance of making the charge, and those are not odds I like.


It should be a 6" charge though, so 72% normally, or 83% with Novokh. Then you have a CP reroll to consider. I don't know how to work out a new % with that in mind.


No, that's the night scythe bomb, not the Veil of Darkness bomb. The night scythe delivery is around a 90% chance even without Novokh with the reroll, and you can therefore rely on it. But it requires a night scythe, obviously, and can only be done from T2 onwards.

This message was edited 1 time. Last update was at 2020/10/16 18:19:04


 
   
Made in gb
Longtime Dakkanaut





I feel like I don't really see the usefulness of the Plasmancer.
With the Warden at least you get to double tap his decent gun, then if you get charged you have a chance of backing out and shooting again.
   
Made in gb
Regular Dakkanaut





Oh I read scytheguard as night scythe + lychguard but now I see it means warscythe lychguard
   
Made in us
Longtime Dakkanaut




 dan2026 wrote:
I feel like I don't really see the usefulness of the Plasmancer.
With the Warden at least you get to double tap his decent gun, then if you get charged you have a chance of backing out and shooting again.


Yeah I said psychomancer myself, not plasmancer. I wouldn't take a plasmancer as the VoD holder, to me it's between a warden and a psychomancer. The psychomancer's big problem is that its debuff is only 12" range and happens in the morale phase; if you use him as the VoD holder that gives you the option of pinging him to wherever he needs to be to debuff something even on T1.

   
Made in gb
Longtime Dakkanaut





Sorry I meant Psychomancer.
Stupid similar names lol.

My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.

This message was edited 1 time. Last update was at 2020/10/16 18:24:37


 
   
Made in gb
Dakka Veteran





 dan2026 wrote:
Cynista wrote:
I'm glad more and more people are seeing that command protocols are crap and best ignored. Been saying it from day 1

A little but surprised that nobody is hot on the Scytheguard bomb yet. Chronomancer with VoD can deep strike them with a 5++ and rerolling charges. Seems like a perfect combination to me. I've rewritten my list to include them at the expense of the Skorpekh's


Can you tell me more why you are going with them over any of the other melee options?
I really want to include some Lychguard but I don't know how to best use them.

My current plan for the Veil is dropping a 20 man Reaper Warrior bomb.

I plan on veiling them early, up the board and behind cover to get -1 to hit and then the next turn hopefully getting a charge off on an objective. Of course every game will be different but it's true that they are too expensive for a throw away unit so have to be handled with care

Although I'm also taking Wraiths, Scarabs and Flayed Ones, so they aren't the only melee threat.
   
Made in us
Longtime Dakkanaut




 dan2026 wrote:
Sorry I meant Psychomancer.
Stupid similar names lol.

My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.

This message was edited 1 time. Last update was at 2020/10/16 18:31:22


 
   
Made in us
Omnipotent Necron Overlord






Plasmamancer just has a nice weapon you put in range of something juicy and then the mortal wound generation too. It is not much but damage wise I think he will out damage the royal warden.

You can get turn 2 fall back and shoot from your protocols. Also - if you get that 20 point orb for the plasmamancer - you can place it in the most inconvenient place for your opponent. 12" diameter zone of your are taking a smite this next turn is actually pretty fantastic for 20 points. Esp. if you drop it right in front of the access t your 20 man warrior squad.


Automatically Appended Next Post:
yukishiro1 wrote:
 dan2026 wrote:
Sorry I meant Psychomancer.
Stupid similar names lol.

My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.
Chronomancer can give the 5++ and someone else can be the taxis for the warriors. I wouldn't send a chrono to his dealt like that.

This message was edited 1 time. Last update was at 2020/10/16 19:10:27


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 
   
Made in gb
Longtime Dakkanaut





 Xenomancers wrote:
Plasmamancer just has a nice weapon you put in range of something juicy and then the mortal wound generation too. It is not much but damage wise I think he will out damage the royal warden.

You can get turn 2 fall back and shoot from your protocols. Also - if you get that 20 point orb for the plasmamancer - you can place it in the most inconvenient place for your opponent. 12" diameter zone of your are taking a smite this next turn is actually pretty fantastic for 20 points. Esp. if you drop it right in front of the access t your 20 man warrior squad.


Automatically Appended Next Post:
yukishiro1 wrote:
 dan2026 wrote:
Sorry I meant Psychomancer.
Stupid similar names lol.

My plan at the moment is to buff up the Warrior squad with a 5++ from a Chronomancer, then a MWBD from an Overlord and dropping them and a Warden where they can do the most damage.


Yeah, it's a strong option for sure. You can get a really wide frontage on a 20-man unit too, so it becomes a very effective move-block. And since everything starts on the board, unlike with the night scythe bomb, you never need to commit to it; if the time isn't right, you can just wait.
Chronomancer can give the 5++ and someone else can be the taxis for the warriors. I wouldn't send a chrono to his dealt like that.

Don't get me wrong I'm not sending the Chronomancer or the Overlord with the Warriors, just using them to give buffs beforehand. That thing about the orb is interesting though.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i actually like the plasmancer.
He's basically a smite-spammer that cant be countered. He doesnt really offer any synergy with other units which is a problem since like 99% of necron HQs are buffbots and its a highly contested slot, but its still amusing.

I really wish the warden wasnt an HQ. He really doesnt feel like he should be one.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut





I like most of the Cryptek units.

The Technomancer is good at repairing, reanimating and buffing Canoptek units.
The Chronomancer can give a 5++ to any unit and has a pocket lascanon.
The Plasmancer can throw out unblockable smites and has a decent D2 gun.

The only Cryptek unit I don't like is the Psychomancer.
He just doesn't seem very useful.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

imo, if he was at the end of the movement phase for his abilities, he'd be significantly better.
Main issue is most of his use takes an entire turn to even matter.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Omnipotent Necron Overlord






 Vineheart01 wrote:
i actually like the plasmancer.
He's basically a smite-spammer that cant be countered. He doesnt really offer any synergy with other units which is a problem since like 99% of necron HQs are buffbots and its a highly contested slot, but its still amusing.

I really wish the warden wasnt an HQ. He really doesnt feel like he should be one.

Well the great part about him is you are probably taking a technomancer or chronomancer anyways. So the slot is free for the palsmamancer. Royal warden really should be an elite IMO.

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 
   
Made in gb
Dakka Veteran





 dan2026 wrote:
I like most of the Cryptek units.

The Technomancer is good at repairing, reanimating and buffing Canoptek units.
The Chronomancer can give a 5++ to any unit and has a pocket lascanon.
The Plasmancer can throw out unblockable smites and has a decent D2 gun.

The only Cryptek unit I don't like is the Psychomancer.
He just doesn't seem very useful.

Tbh I think the Psychomancer could well be the most useful. Just situational. If you find yourself in a position where you'd really like to stop an enemy unit performing an action, he's golden
   
Made in us
Hurr! Ogryn Bone 'Ead!





Looks like the silver tide is back!

When including the silent king in a list, does it matter if I bring him in a supreme command detachment for the Legion keywords, or just use the auxiliary detachment and not gain the keyword? Does it really matter?

 
   
Made in au
Hissing Hybrid Metamorph






If you include the Silent King in a Supreme Command Detachment he will refund your CP and give you 3 more, so deffs put him in that.
   
Made in us
Irked Necron Immortal



Colorado

Has anyone noticed that the Dimensional Corridor strat can pull core units out of combat without Falling Back?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

technically you can put SK in the aux detachment...

why would you ever do that though? Supreme Command is free, refunds a bat/pat cp cost, and if the unit going in there didnt have Agent denying the Dynasty Codes already he'd get them.

Theres 0 reason to put him in an aux superheavy and several to NOT put him in there.

Aux superheavy is one of the big reasons LoWs are so hard to use atm.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Pyromaniac Hellhound Pilot






Best non-c'tan unit in the codex? Do you agree?



   
Made in us
Longtime Dakkanaut




Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.
   
Made in gb
Longtime Dakkanaut





yukishiro1 wrote:
Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.

Would you personally go with Wraiths over Spyders?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 dan2026 wrote:
yukishiro1 wrote:
Spyders would be great in a meta not so full of eradicators. Or even back before the +2 damage to melta changes.

Would you personally go with Wraiths over Spyders?

In the current meta, I'd go for units with inv. saves.
Wraiths, Doomstalkers, Lychguard with shields and what not.

Former moderator 40kOnline

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Made in pl
Regular Dakkanaut






Any restrictions for Starstele (Convergence of dominion) to be teleported into ruins or other type of terrain?

Those models might be fun (and pretty) to block enemy movement and line of sight, hidding warden or cryptek, block enemy deep strikes.

(Building models are hit automatically in close combat?)
   
Made in es
Regular Dakkanaut





I am planing on using the 20reaper bomb with a technomancer with the ablator. That way I can ensure that my warriors will be in cover no matter where they land.
   
Made in hk
Longtime Dakkanaut





Is taking two C'tan viable? Forgo command protocols and take two detachments of separate dynasties. This then also allows you to take two C'tans.

That is a lot of mortal wounds being throw out by two models which are also extremely hard to kill in one round.
   
 
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