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2020/11/04 09:16:07
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Surtr wrote: Ist there any hope flayed ones will be released before Christmas?
It probably depends how much stuff is releasing with Death Guard and Blood Angels. If there aren't a huge number of models to be released for them there might be a release window for the Flayed Ones and Crypteks to fit into.
2020/11/04 12:13:33
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.
It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....
I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.
This message was edited 1 time. Last update was at 2020/11/04 12:14:00
2020/11/04 13:29:51
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Moosatronic Warrior wrote: I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.
It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....
I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.
Well just looking one of my late games,with sparse terrain, that middle is pretty blocked from monolith. If monolith is on bottom right then there's no real easy pathway anywhere.
And this is pretty damn sparse terrain for 9th...
This message was edited 3 times. Last update was at 2020/11/04 13:33:08
2024 painted/bought: 109/109
2020/11/04 13:41:48
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Yeah, it's not so much that a Monolith absolutely will not fit into a certain gap, it's more the combination of areas they can't fit and very tight gaps they could fit into...until you or your opponent puts a single model there.
2020/11/04 15:32:39
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Can someone help me out with some rules of the silent king?
in close combat, if he wants to attack with all his weapons, how does it work with staff of stars and scythe of dust?
So he has 6 attack at full wounds.
does he has so spend 1 on staff of stars, get 3 add attacks, but loses his 1(just to "activate" the weapon) because it is maxed at 3 attacks ?
same for scythe of dust. so spend 1 gets 4 more is maxed at 4 so loses 1.
then gets his remaining 4 attacks with his sceptre of eternal glory?
or is it just 6 attacks with the sceptre
and the other 3 and 4 attacks are really bonusses?
Why it is unclear to me is because i always thought if you have multiple weapons you have to spend at least 1 attack with it to get any additional bonuses of that weapon. and you have to allocate how many attacks with what weapon before you make the rolls (obviously)
This message was edited 1 time. Last update was at 2020/11/04 15:33:40
2020/11/04 16:13:36
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Krull wrote: Can someone help me out with some rules of the silent king?
in close combat, if he wants to attack with all his weapons, how does it work with staff of stars and scythe of dust?
So he has 6 attack at full wounds.
does he has so spend 1 on staff of stars, get 3 add attacks, but loses his 1(just to "activate" the weapon) because it is maxed at 3 attacks ?
same for scythe of dust. so spend 1 gets 4 more is maxed at 4 so loses 1.
then gets his remaining 4 attacks with his sceptre of eternal glory?
or is it just 6 attacks with the sceptre
and the other 3 and 4 attacks are really bonusses?
Why it is unclear to me is because i always thought if you have multiple weapons you have to spend at least 1 attack with it to get any additional bonuses of that weapon. and you have to allocate how many attacks with what weapon before you make the rolls (obviously)
At full health, you would attack 6 times with the Sceptre of Eternal Glory, 4 attacks with the Scythe of Dust and 3 attacks with the Staff of Stars. The reason is the scythe and staff say you make additional attacks with them and the additional attacks are conveniently capped at the amount of extra attacks both give. Hence you can't use any of your regular attacks on either of those weapons.
2020/11/04 17:45:54
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Moosatronic Warrior wrote: I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.
It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....
I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.
No, not really. A friend and I experimented with it when the codex first came out, and it was immediately clear to both of us that anyone who knows how to screen out space and movement block can nullify it except as a shooting platform and then destroy it in a turn of dedicated anti-tank shooting.
Not having <FLY> makes the model junk against a competent screener.
This message was edited 1 time. Last update was at 2020/11/04 17:55:29
2020/11/04 19:21:42
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Moosatronic Warrior wrote: I am consistently finding sword and board Lychguard to be my MVP in any games I use them. In my last game they took a charge from 20 Genestealers, survived, killed the stealers, then later charged and killed the Swarmlord. Absolute units.
It's not that you physically can't move them, it's that you can't move them where you actually want to. If a board doesn't have enough terrain that it isn't extremely easy to prevent a monolith from going where it wants to go, it doesn't have enough terrain for 9th edition to work otherwise. The model is just too large....
I'm assuming this is all theory hammer. Having played with the Monolith on tables with good terrain coverage I have not found it to be any more cumbersome than a lot of other vehicles in the game.
No, not really. A friend and I experimented with it when the codex first came out, and it was immediately clear to both of us that anyone who knows how to screen out space and movement block can nullify it except as a shooting platform and then destroy it in a turn of dedicated anti-tank shooting.
Not having <FLY> makes the model junk against a competent screener.
Everyone is aware that the Monolith is actually good at combat, right? It can shoot/assault those who wish to stand in it's way. With the upgrade to its flux arcs chaff won't last long.
This message was edited 1 time. Last update was at 2020/11/05 21:42:37
2020/11/05 22:54:23
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
v0iddrgn wrote: With the upgrade to its flux arcs chaff won't last long.
Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.
The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.
I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.
This message was edited 1 time. Last update was at 2020/11/05 23:26:38
2020/11/06 02:06:40
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
v0iddrgn wrote: With the upgrade to its flux arcs chaff won't last long.
Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.
The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.
I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.
Nice backdoor you created for yourself there, "... use it against a competent player". Very subjective to opinion. No proving you wrong there, buddy.
2020/11/06 02:43:25
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
That's not an out, that's simply asking to see competition results from it. You won't, for a simple reason: comp lists measure anti tank in terms of killing 1 knight per turn. If you can drop a knight in a turn reliably, regardless of movement issues one way or another, a monolith is nothing more than a weak fart in a stiff breeze.
Always Confident. Occasionally Correct.
2020/11/06 02:55:24
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
v0iddrgn wrote: With the upgrade to its flux arcs chaff won't last long.
Neither will the monolith. The point is that if your opponent knows how to screen, it isn't getting to where it needs to be until T3 at the earliest, and more likely T4, by which point it's dead because it's super, super vulnerable to anti-tank. What you end up with is an extremely difficult to maneuver brick that offers very poor shooting and durability for the points cost: it moves slow and can't fire if it advances, it can't move over ruins or models, it can't hide, it has no invuln, no minus to be hit, hits at best on 3s with no rerolls, and doesn't even have many guns anyway for its points cost.
The monolith only has value if you're getting it to the center of the enemy army by T2 and using it to bring in units via the strat. And it is essentially impossible to do that with its current, <FLY>-less iteration.
I'd be happy to be proved wrong on this one, but until I see someone actually able to use it against a competent player and get value out of it, I just don't see how it can work.
Nice backdoor you created for yourself there, "... use it against a competent player". Very subjective to opinion. No proving you wrong there, buddy.
I literally just wrote that I'd be happy to be proved wrong...in the very sentence you are quoting. Buddy.
If it sees competitive play I'll happily admit I'm wrong. It's a cool, super iconic model. If someone can figure out how to make it work in a way I haven't been able to, I'd salute them. But until I see someone do it, I'm going with my own experiences, which is that a six by six inch brick that can't hide, can't move over terrain, and can't move over models is just going to get ruthlessly screened and moveblocked out of the game before it gets blown up in a turn of anti-tank shooting.
This message was edited 1 time. Last update was at 2020/11/06 02:58:08
2020/11/06 07:26:59
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Unfortunately I agree. It is a unit that rules wise looks like it was not really beta tested and just printed with the first rules. Maybe next edition. They made Spyders of all things good so anything is possible, all it takes is a bit of ink and a passion behind it.
2020/11/06 09:54:05
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Has anyone played with the Plasmancers yet? In my mind I always compare them to Zoanthropes, but they seem to lack the utility of a 2nd spell and the durability. You have to screen them, and to get something out of their aura ability they need to be scary close to combat.
How do you position them, so that they don´t die in turn three?
2020/11/06 16:04:33
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot. If you are going to run it, IMO don't even try to get within 6" unless it happens naturally - that ability is a bit of a trap, it's still only a single MW per unit on a 4+; it's not worth exposing the plasmancer over. If you take it it's for the decent gun + the automatic smite, basically. And I don't think that's worth the points.
It feels like they didn't have enough design space worked out for 4 crypteks, so they ended up kinda diluted. The psychomancer and plasmancer could easily have been combined into one (I mean they kinda are if you take the psychomancer wargear, which gives him a better version of the plasmancer MW ability).
This message was edited 1 time. Last update was at 2020/11/06 16:38:18
2020/11/06 17:35:56
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
yukishiro1 wrote: It's not a great unit, unfortunately. It just doesn't do enough for its points and for taking up a HQ slot.
For every cryptek in your army you can add a second cryptek without needing a HQ slot.
Of course (assuming you have a noble, which most lists will). But that doesn't really change the calculus. It doesn't do enough for its points and half a HQ slot that could go to one of the better crypteks, either.
This message was edited 1 time. Last update was at 2020/11/06 19:17:49
2020/11/06 20:34:58
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
The plasmancer could use a points drop, mine is currently holding the spot reserved for a chronomancer once the model is available.
As it stands the plasmancer is not terrible if you use him as a veil caddy, and drop him with a unit that doesn’t mind being in combat, such as novokh immortals.
2020/11/06 21:03:31
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
Keep in mind your chance of running into a space marine army with lots of eradicators is not actually that high. Plus you can always reserve your monoliths too. For free. You are also t8 so...they wound you on 4's and they aren't going to be getting the bonus if you deploy in the table center. I don't think 3 Monolith is a good idea. 1 is workable but you need to ultize it's abilities. You really want to get it into melee - in melee is where it shines.
You will see enough Eradicators to deal with the Monoliths. Even if you don't, Monoliths are pretty easy to deal with using other things in the marine arsenal. They can't hide, they can't fly, and it's a unit that needs to do BOTH in order to get to what it's best at. 1 is a non-starter - 3 is ... 3 is someone who just really LOVES them. In which case ... shine on you crazy diamond (whoever you are out there) lol.
Eradicators aren't the be all an end all. You're opponent isn't likely to have enough of them to deal with three monoliths in one turn, and even if they did, you don't have to present their perfect target with a ribbon on. A single unit of 20 warriors is a real pain for Eradicators - if they shoot at the warriors they won't make their points back, and the warriors with a few buffs will whittle them down much quicker point for point.
I don't see too many people wasting Eradicators on Warriors TBH.
The biggest problem with tank hunters and the monolith is that they could be forcing a deep strike in a less than ideal location which it's size makes it tough do do enough to make its points back.
However, with an obsec dynasty, that could be a lot easier...
I think the real issue is that you can hit the monolith from pretty much anywhere on the table at this point with weapons that will kill it. Especially if you're a marine army. Like others have said - it's titanic now so hiding it isn't likely, and since it lost fly it won't move very well on 9th ed tables. So it just sits there being a giant, relatively easy to kill target.
The plasmancer could use a points drop, mine is currently holding the spot reserved for a chronomancer once the model is available.
As it stands the plasmancer is not terrible if you use him as a veil caddy, and drop him with a unit that doesn’t mind being in combat, such as novokh immortals.
Pretty much this. I'm using my Plasmancer until the Psychomancer becomes available (and also because I really really like the Plasmancer model). Have had super limited success getting an opponent to move from an objective using the thing that gives the Plasmancer what is essentially "orbital bombardment", but even that is too expensive. He'd be great if he was maybe 15 points cheaper I think ...
Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug
Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..."
2020/11/06 21:06:08
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
A lot of things would be totally viable with a moderate points adjustment. Destroyers would be perfectly good at 40ppm, Plasmancer at 55-60 points probably has use, same for the standard Lord
Here's hoping we actually get an adjustment in chapter approved because we may not.
2020/11/06 21:08:23
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
i like how everyone points out that the monolith being titanic makes it easier to kill.
The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.
Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/06 21:14:11
Subject: Re:Necron New 9th Edition Codex Tactica: All Hail The Silent King
i like how everyone points out that the monolith being titanic makes it easier to kill.
The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.
Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...
Right ... so we all agree then ... it can't hide or move. lol
Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug
Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..."
2020/11/06 21:14:24
Subject: Necron New 9th Edition Codex Tactica: All Hail The Silent King
Cynista wrote: A lot of things would be totally viable with a moderate points adjustment. Destroyers would be perfectly good at 40ppm, Plasmancer at 55-60 points probably has use, same for the standard Lord
Here's hoping we actually get an adjustment in chapter approved because we may not.
I think he does cost a bit much but he still doesn't cost much. Being a character it is pretty easy to keep him alive even if you are using him as a veil caddy. certain sitatuions will be certain death - but others he offers pretty nice shooting and mortal wounds if kept alive. I could see him being 60 points but anything less hell just get spammed. Honestly the chronomancers is the most overcosted. He does have the best ability - but all of their abilites are pretty bad except for the technomancer (and really thats just because he has good upgrades). He has crapy weapons and gives a 5++ save to a single unit but he also cost the most. If you are taking him just for the 5++ just taking more of the unit you want to protect is probably going to work better. I can see him being used because his ability is demand but IMO he is the most overcosted.
Fort me it comes down to plasmancer or hexdestroyer for that roll. Hex destroyer seems better for the cost but in almost every list that +5 points over the plasmancer is a deal breaker.
Automatically Appended Next Post:
Vineheart01 wrote: i like how everyone points out that the monolith being titanic makes it easier to kill.
The threshold for obscuring is wounds, not keyword related. Even the old monolith was exactly as easy to kill, in fact easier since it had less wounds. 18+ wounds dont benefit from obscuring terrain, titanic has nothing to do with it.
Lack of Fly yeah i'll give you guys that one....how is it moving if it isnt flying...
It deep strikes. That is a pretty powerful ability for such a big unit. If not for a unit like erradicators which cost so little to do so much damage...monolith would be a lot more attractive.
This message was edited 1 time. Last update was at 2020/11/06 21:17:19
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