Switch Theme:

Necron New 9th Edition Codex Tactica: All Hail The Silent King  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
One Canoptek Scarab in a Swarm




 CKO wrote:
How do you guys feel about the combo I showed in the video where you can turn Immortals into flayed ones?


I do not think it is particularly useful to try and buff a unit that is more expensive and better suited for another role into something that we have already good options for. And the new book gave us plenty of options to deepstrike (vod, translocation crypt, prismatic dimensional breach, ophydian destroyers, flayed ones) to get into melee.
   
Made in us
Pyromaniac Hellhound Pilot






Krull wrote:
I tried but didn't get there.
I gave up watching your vids. But at least i tried

Maybe type it out? It can be a good idea, but i'm not going to search through 30min of dicecounting not seeing anything happening.

Maybe you should switch to batreps or something? Seeing actually models, in actual terain fighting a real army?


It is a very detailed video of why you should use Immortals and I also give a visual on how you can use them, that is why the video is 30 minutes long. The combo starts around the 16-minute mark and I summarize everything at the 22-minute mark.

This message was edited 2 times. Last update was at 2020/10/28 00:17:30


   
Made in us
Longtime Dakkanaut




Immortals are a good solid unit. All the bonuses they get over a warrior are useful - there's really nothing you're paying points for that you aren't going to get use out of.

I wouldn't build a list around using them in melee, but the fact that they can fight decently in the right circumstances is a bonus.
   
Made in us
Pyromaniac Hellhound Pilot






yukishiro1 wrote:
Immortals are a good solid unit. All the bonuses they get over a warrior are useful - there's really nothing you're paying points for that you aren't going to get use out of.

I wouldn't build a list around using them in melee, but the fact that they can fight decently in the right circumstances is a bonus.


We have better melee options but with those stratagems, they can catch your opponent off-guard and win you the game.

   
Made in us
Squishy Oil Squig




Do you guys think a list using the SK, void dragon, and nightbringer as the core could work? Or is that just too many points wrapped up in 3 models?
   
Made in us
Longtime Dakkanaut




Even just TSK + one C'tan is pushing it I think, I really wouldn't take TSK + two. They don't synergize very well with one another - TSK's buffs are irrelevant for the C'tan and the C'tan can each take 3 wounds a phase so you don't get a lot of synergy.

To get value out of TSK you kinda need a list that goes heavy into a lot of bodies to buff and screen for him, and taking two C'tan really limits your body count and C'tan gain very little benefit from screens. I just don't think they mesh.

   
Made in us
Dakka Veteran




I've been using some spare brain power on the Convergence and I think I've hit on a way to use them, as they relate to the SmallBoard style.

Namely, take two units, so that you have a hexagonal ring in your deployment zone with two Crypteks inside of it. Turn 1, you ritual the rear two into another dimension. Turn two, you drop them about an inch apart form one another in a choke point, to stop the other army's movement *cold* and allow your guns to concentrate on half the table.

Turn 2, you ritual the left and right stones away.

Turn 3, block up the enemy movement again, again focusing yoru firepower on the exposed units while holding objectives.

Turn 3, you ritual the last two away.

Turn 4? Block those movement lanes yet again, finishing off the exposed units.

By now, you should have an insurmountable lead and coast to a win.

At leats, that's the *theory*. Obviously a few things could wreck this (like a flyer or a first-turn Genestealer rush) but, in *general*, it seems like it could work. Those stelae will die, and die horribly, but their sacrifice for the greater Necron cause will not be forgotten.

(Watched some tyrannid do a similar choke-point style with spore mines and, well, it got the brainmeats a-churnin'.)
   
Made in fi
Locked in the Tower of Amareo





Can 1 action teleport 2? As same action(raise banners excluded) can be done only 1 at same time and teleporting forts is action

also each terrain piece is 10 wounds no inv saves. People gear up to kill minimum 1 knigh' with 24w and 4++. You can easily lose all 6 parts in 2 turns. Albeit is nice firepower soaking

This message was edited 1 time. Last update was at 2020/10/28 08:25:00


2024 painted/bought: 109/109 
   
Made in us
Pile of Necron Spare Parts





tneva82 wrote:
Can 1 action teleport 2? As same action(raise banners excluded) can be done only 1 at same time and teleporting forts is action

also each terrain piece is 10 wounds no inv saves. People gear up to kill minimum 1 knigh' with 24w and 4++. You can easily lose all 6 parts in 2 turns. Albeit is nice firepower soaking


I feel like the fortification has a home, specifically in Nihilakh lists, though. They don't hit hard, and most people aren't going to waste guns on them turn 1 and 2 unless they have nothing more pressing to shoot. So as a 120 point investment for 30 wounds, it seems at least playable. I would probably be pretty happy to spend a CP to shunt one and still shoot with my cryptek. A lot of them now have very respectable guns.
   
Made in gb
Longtime Dakkanaut




 CKO wrote:
How do you guys feel about the combo I showed in the video where you can turn Immortals into flayed ones?


No idea what the exact combo is you're talking about (a 30-minute video on a basic unit of Troops is insane dude) but I assume you're probably stacking the Novokh and +1S strats on a unit of Immortals, which does indeed make them very good in close combat, while you can VoD them to get closer to the enemy. The thing is, other units in the Necron army perform a similar role (notably Flayed Ones) and don't need that level of support to fulfil that role. Additionally, Immortals are paying a lot of points for their ability to shoot and I'm not too keen on giving that up for a heap of attacks that don't reliably make it to the enemy.
   
Made in gb
Longtime Dakkanaut




Slipspace wrote:
 CKO wrote:
How do you guys feel about the combo I showed in the video where you can turn Immortals into flayed ones?


No idea what the exact combo is you're talking about (a 30-minute video on a basic unit of Troops is insane dude) but I assume you're probably stacking the Novokh and +1S strats on a unit of Immortals, which does indeed make them very good in close combat, while you can VoD them to get closer to the enemy. The thing is, other units in the Necron army perform a similar role (notably Flayed Ones) and don't need that level of support to fulfil that role. Additionally, Immortals are paying a lot of points for their ability to shoot and I'm not too keen on giving that up for a heap of attacks that don't reliably make it to the enemy.


I think the point surely is that you will just run them as shooting - but if your opponent gets close, and in 9th this usually happens because you have to take/hold objectives, you can put out respectable assault for a couple of CP. If that doesn't come up you can use the CP on other things.
The downside is Novokh versus other traits you might prefer.
   
Made in gb
Longtime Dakkanaut




Tyel wrote:
Slipspace wrote:
 CKO wrote:
How do you guys feel about the combo I showed in the video where you can turn Immortals into flayed ones?


No idea what the exact combo is you're talking about (a 30-minute video on a basic unit of Troops is insane dude) but I assume you're probably stacking the Novokh and +1S strats on a unit of Immortals, which does indeed make them very good in close combat, while you can VoD them to get closer to the enemy. The thing is, other units in the Necron army perform a similar role (notably Flayed Ones) and don't need that level of support to fulfil that role. Additionally, Immortals are paying a lot of points for their ability to shoot and I'm not too keen on giving that up for a heap of attacks that don't reliably make it to the enemy.


I think the point surely is that you will just run them as shooting - but if your opponent gets close, and in 9th this usually happens because you have to take/hold objectives, you can put out respectable assault for a couple of CP. If that doesn't come up you can use the CP on other things.
The downside is Novokh versus other traits you might prefer.


Fair enough. I think you're right about the traits though. Giving up the very powerful custom traits to go Novokh isn't that attractive an option. And if you do go Novokh it feels like you should be the one putting the pressure on your opponent, rather than having to deal with that pressure on your own Troops. Things don't always go to plan, of course, but it seems very niche to me.
   
Made in fi
Locked in the Tower of Amareo





Barcha wrote:
tneva82 wrote:
Can 1 action teleport 2? As same action(raise banners excluded) can be done only 1 at same time and teleporting forts is action

also each terrain piece is 10 wounds no inv saves. People gear up to kill minimum 1 knigh' with 24w and 4++. You can easily lose all 6 parts in 2 turns. Albeit is nice firepower soaking


I feel like the fortification has a home, specifically in Nihilakh lists, though. They don't hit hard, and most people aren't going to waste guns on them turn 1 and 2 unless they have nothing more pressing to shoot. So as a 120 point investment for 30 wounds, it seems at least playable. I would probably be pretty happy to spend a CP to shunt one and still shoot with my cryptek. A lot of them now have very respectable guns.


Yeah it's not total junk IMO and yes the road block is big purpose for it. But you def need to keep in mind it's not invulnerable thing. And 2 is getting excessive seeing as you can't teleport 2 pieces at once. Just 1.

Does btw terrain placement rules apply to it like say sister terrain piece? Those rendered sister terrain super risky if you can't rely on opponent adjusting your deployment zone terrain to fit your piece. 11"x11" square of empty from all terrain and objectives is hard...

edit: it's fortification. It does. No part of it can be within 3" of another terrain piece...how big this is? Can you fit it...Each individual piece needs 3" clearance all directions and each must be within 12" of another piece...

This message was edited 2 times. Last update was at 2020/10/28 11:10:40


2024 painted/bought: 109/109 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I regularly get stuck picking between Novok and Rad-Wreathed Expansionists for assault heavy armies.

All our troops can be buffed to make them pretty effective in close combat. I think Anrakyr is a solid choice in any troop heavy list.



   
Made in de
Nihilistic Necron Lord






Germany

FAQs say this :

Unless otherwise stated, when setting Fortifications up on the battlefield, they cannot be set up
within 3" of any other terrain feature that is not part of its own datasheet (excluding hills, page 260).


There are specific instructions how to set up the convergence of dominion. The specific instructions from the convergence (Unless otherwise stated) override the general one in the FAQ. You dont have to place it more than 3" away from any other terrain features. You can use it for linebreaker, or engage on all fronts. At 40 pts. per piece and T8 W10 its pretty resilient.
   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

Sorry if this has been asked before but this came up in my last game and I'd like some player's feedback on it:

Does a C'tan (Trans. in this case), standing in front of a Character (CCB in this case) protect the Character from being targeted?

Both have 9 wounds and Keyword Character, though C'tan also has Keyword Monster. We couldn't find a proper ruling in the BRB so we rolled off for it.


Edit: edited for clarity

This message was edited 1 time. Last update was at 2020/10/28 12:14:34


"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in fi
Locked in the Tower of Amareo





C'tans don't get protected by character keyword. Bespoke rule on datasheet

This message was edited 1 time. Last update was at 2020/10/28 12:06:25


2024 painted/bought: 109/109 
   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

tneva82 wrote:
C'tans don't get protected by character keyword. Bespoke rule on datasheet


I understand that; not what I'm asking. Clarified my question.

This message was edited 1 time. Last update was at 2020/10/28 12:15:09


"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in gb
Regular Dakkanaut





C'Tan doesn't protect the other character, because it's a character with less than 10 wounds.
   
Made in us
Longtime Dakkanaut




Yeah, C'tan can't shield other characters because they have 9 or less wounds.

I don't think the Convergence thing really works, the earliest you can redeploy is end of movement phase T2, and it can't redeploy within 9". You can only teleport one obelisk per turn - the action says only one cryptek can do it and it only works on one obelisk.

If you go second, the enemy has two whole rounds of movement before you can try to use them as a move-block, by which time it's going to be too late. If they immediately disappeared and reappeared that'd be one thing, but that one turn delay really kills the functionality.

I salute the attempt to make them work, but I just don't see it. The only use I can really see is to put the 3 obelisks around your home deployment zone objective and then hide some murderbuckets behind in such a way that they can't be shot because the obelisks block LOS to them.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i fail to see how only one cryptek can attempt it period.
They removed that core rule restriction of only one unit can attempt a given action per turn.

The "one friendly cryptek unit" bit at the beginning isnt a limiter. GW always puts disclaimers at the end of such rules saying "You may only attempt this..." if its supposed to be restrictive.

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
Longtime Dakkanaut




The datasheet gives the action to all CRYPTEK units in your army, but then specifies that "one friendly CRYPTEK" can do it in the movement phase. If it wasn't meant to be limited it would say "a friendly CRYPTEK unit," not "one friendly CRYPTEK unit." RAW it is limited to one. Who knows, maybe a FAQ will fix it. But there's no reason to specify "one" if they didn't mean "one."

On your logic, multiple psykers could attempt a psychic ritual per turn because "one" isn't a limiter.
   
Made in us
Dakka Veteran




tneva82 wrote:
Can 1 action teleport 2? As same action(raise banners excluded) can be done only 1 at same time and teleporting forts is action

also each terrain piece is 10 wounds no inv saves. People gear up to kill minimum 1 knigh' with 24w and 4++. You can easily lose all 6 parts in 2 turns. Albeit is nice firepower soaking


1 per Cryptek, so you need two to move two, but that's a LOT of footprint to stick into lanes.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

Wouldn't each Convergance get its own activation?

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Theres that too.
They become separate units, thus each rule is unique to that unit.

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









Another detailed unit analysis with visuals of how you can use Necron Warriors. If you are a competitive player I highly recommend you subscribe as I create content to help Necron players win more games.

   
Made in us
Longtime Dakkanaut




 Blndmage wrote:
Wouldn't each Convergance get its own activation?


Yes, in theory. But you can only do the action once per turn according to the action. The wording is identical to almost all the secondaries. Deploy scrambers, for example. Nobody says you can deploy all three scramblers in a single turn; everyone (that I'm aware of) recognizes you have to do it three times over three turns to get the points. "One unit can attempt this during your X phase" means only one unit can attempt it during your X phase. If they meant to let multiple units they would say so, either the way they did in raise the banners or by saying "a unit can attempt this during your X phase" instead of "one unit."

I don't want to get too bogged down in a rules debate but I think it's really clear you can only do the teleport action once per turn and that's how I would expect a TO would rule it.
   
Made in us
Regular Dakkanaut





I want to take a minute to give a shout out to the Disintegration Capacitors stratagem. In my last 2 games it has worked magnificently. It really makes blobs of 20 warriors very dangerous to vehicles and monsters. In my last game it allowed my warriors to do 10 wounds to a redemptor dreadnought in one turn then 9 wounds to another in the turn after. The game before it allowed them to shoot down a corvus blackstar. It almost serves as the heavy weapon choice for the unit when you want to shoot at high toughness targets.

This message was edited 1 time. Last update was at 2020/10/29 12:08:38


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Emissary wrote:
I want to take a minute to give a shout out to the Disintegration Capacitors stratagem. In my last 2 games it has worked magnificently. It really makes blobs of 20 warriors very dangerous to vehicles and monsters. In my last game it allowed my warriors to do 10 wounds to a redemptor dreadnought in one turn then 9 wounds to another in the turn after. The game before it allowed them to shoot down a corvus blackstar. It almost serves as the heavy weapon choice for the unit when you want to shoot at high toughness targets.


Yeah, its been fantastic thusfar in every game i've used it. Easily makes gauss preferable over tesla.

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 be
Regular Dakkanaut




Pff i still dont have my codex.
I ordered dice to and seems they have problems delivering them.
So they dont send anything.
Pff i have downloaded a blurry scan of the codex to read a bit but still it sux.
FY GW.
So i have no idea what strat you are talking about

This message was edited 2 times. Last update was at 2020/10/29 15:10:10


 
   
 
Forum Index » 40K General Discussion
Go to: