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Made in gb
Been Around the Block




I think min sized units of 1 LHD are one of the better heavy support choices and hovering on the cusp of being competitive. There fat 3D3 damage guns make a mockery of -1 damage effects. There a little too many points/too fragile to sit comfortably at 70pts but they do hit hard which is an increasing requirement at the moment.

I think there is a viable list built around a core of Szarekahn or the Superior Artisans dynasty and abusing the gak out of re-roll to wounds on massive high damage attacks.

1x Chronomancer c/w entropic lance
1x Chronomancer c/w entropic lance
1x Chronomancer c/w entropic lance
1x Lokust Heavy Destroyer c/w gauss destructor
1x Lokust Heavy Destroyer c/w gauss destructor
1x Lokust Heavy Destroyer c/w gauss destructor
Optional - Silent King.

Fill the rest out with objective secured warriors/immortals & melee threats.


   
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Omnipotent Necron Overlord






Asymmetric wrote:
I think min sized units of 1 LHD are one of the better heavy support choices and hovering on the cusp of being competitive. There fat 3D3 damage guns make a mockery of -1 damage effects. There a little too many points/too fragile to sit comfortably at 70pts but they do hit hard which is an increasing requirement at the moment.

I think there is a viable list built around a core of Szarekahn or the Superior Artisans dynasty and abusing the gak out of re-roll to wounds on massive high damage attacks.

1x Chronomancer c/w entropic lance
1x Chronomancer c/w entropic lance
1x Chronomancer c/w entropic lance
1x Lokust Heavy Destroyer c/w gauss destructor
1x Lokust Heavy Destroyer c/w gauss destructor
1x Lokust Heavy Destroyer c/w gauss destructor
Optional - Silent King.

Fill the rest out with objective secured warriors/immortals & melee threats.


Yeah for sure - the chronos gun is great for it as well. Though I'd never take that many, 1-2 chrono and you good. Exchance for a technomancer to bring back d3 warriors and heal the SK + carry the voltaic staff and don't bother with a 3rd HQ.

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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Longtime Dakkanaut





How are people helping to protect their Silent King from long-ranged anti-tank like Retributors? Terrain can only do so much for such a tall model.

11527pts Total (7400pts painted)

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3730 Total (210pts painted) 
   
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Regular Dakkanaut




NewTruthNeomaxim wrote:
How are people helping to protect their Silent King from long-ranged anti-tank like Retributors? Terrain can only do so much for such a tall model.


Its difficult for sure, multi-meltas hitting 36" thanks to the retribution strat is real brutal on the smaller boards

Getting your deployment right against them is gonna be key, I'd definitely try place the SK last in that regard. You're gonna have to be real cagey with him in terms of movement too - I'd try to preserve him for the late game, where he can be very potent against weakened sisters MSU, rather than using him in the more standard force multiplier role.

That said, you cant hang back with the rest of your army, you gotta engage their threats, specifically the retributors in this example. Veiling some warriors early might be a good idea if it means you can get the jump on them.

Then again, I got trashed by sisters recently myself so maybe dont listen to me lol


   
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NewTruthNeomaxim wrote:
How are people helping to protect their Silent King from long-ranged anti-tank like Retributors? Terrain can only do so much for such a tall model.

My experience is people wont go for the SK. Typically they are going to shoot easier to remove things without 4++. ESP if you activate protocol of the undying legions first (heal 2 automatic from living metal and bring a technomancers for d3 repair). 28 wounds is a lot to 1 shot with a 4++.

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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Decrepit Dakkanaut




UK

This might interest some

Wargame Exclusive teased this preview of their upcoming base set


A Blog in Miniature

3D Printing, hobbying and model fun! 
   
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Been Around the Block




NewTruthNeomaxim wrote:
How are people helping to protect their Silent King from long-ranged anti-tank like Retributors? Terrain can only do so much for such a tall model.


Most tables you play on in this edition should have a place to hide him behind obscuring terrain in or near your deployment zone; height doesn't matter as long as they are the requisite 5 inches tall. Use that piece of terrain for a couple turns until you can get some scarabs, wraiths, or deep strikers to the retributors and/or shoot them off the board. You can use Conquering Tyrant Protocol to extend the range of your auras for turns 2 and 3 so you don't have to string your models back as far to get the SK benefits while you're hiding out. Spammed anti-tank is a bad matchup for you, but it's winnable with some cagey play around terrain.

If you regularly find yourself on tables without enough terrain to do this and you have some ranged AT spam armies in your meta, I'd think about playing a different build than the Silent King build. In such a meta, I would play the anti-gunline build of 6 inch pregame advance/obsec chronomancer-buffed scarabs and wraith heavy. Just tie up all of their guns on turn 1-2 and pin them in their deployment zone. One of the advantages of the Necron codex is that it has a decent number of viable builds, which should help with different and changing metas.
   
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 Overread wrote:
This might interest some

Wargame Exclusive teased this preview of their upcoming base set


Any word on when these bases will become available?

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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Decrepit Dakkanaut




UK

Nothing yet, but I hope soon. I also hope that, as its clearly plastic moulds, that they might be something they can mass produce and thus ship out to retailers not just direct from them.

I do have a set of resin ones from Tabletop Combat a which are great, these ones though look like the extra mile with the customising options and if they are indeed in plastic it makes using them all the easier than using resin (and having to fiddle with rods into models ot fit them all)

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3D Printing, hobbying and model fun! 
   
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Regular Dakkanaut




Yo how do you guys feel about mix and matching dynasties? Obviously you lose access to protocols but really how integral are they to most builds?

Two of the premier builds are generally both mono dynasty - Novokh warriors and canoptek obsec, and even then, the Novokh build is really the only one out of the two that utilises protocols regularly.

What are peoples thoughts on combining the two? I was thinking you could run a obsec outrider and still have all of the best bits from the silver tide style

Something like this?
Spoiler:

++ Patrol Detachment -2CP (Necrons) [960pts] ++

Dynasty Choice: Novokh

+ HQ +

Chronomancer [80pts]: Entropic Lance, Relic: Veil of Darkness

+ Troops +

Immortals [170pts]: Gauss Blaster, 10x Immortal

Immortals [170pts]: Gauss Blaster, 10x Immortal

Necron Warriors [ 260pts]
. 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper

+ Elites +

Lychguard [280pts]: 10x Lychguard
. Hyperphase Sword and Dispersion Shield

++ Outrider Detachment -3CP (Necrons) [,590pts] ++


Dynasty Choice: Relentlessly Expansionist, Eternal Conquerors

+ HQ +

Chronomancer [4 PL, 80pts]: Entropic Lance

+ Elites +

Cryptothralls [40pts]
. 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

Cryptothralls [40pts]
. 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

+ Fast Attack +

Canoptek Scarab Swarms [120pts]
. 8x Canoptek Scarab Swarm

Canoptek Scarab Swarms [135pts]
. 9x Canoptek Scarab Swarm

Canoptek Wraiths [ 175pts]
. 5x Canoptek Wraith (Claws): 5x Vicious Claws

++ Supreme Command Detachment +2CP (Necrons) [ 5CP, 450pts] ++

Dynasty Choice: Szarekhan

The Silent King [23 PL, 3CP, 450pts]
. 2x Triarchal Menhir: 2x Annihilator Beam

++ Total: [99 PL, 12CP, 2,000pts] ++

   
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I was just gifted two boxes of unbuilt Immortals/Deathmarks. We already own 20x Immortals, but have no Deathmarks. Is there any reason to build them as additional Immortals, or should I just go Deathmarks even though they seem mediocre?

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4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
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Thinking about picking up some lychguard as a hobby project for the weekend. What’s the recommended loadout these days, shield or warscythe?
   
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Nebraska, USA

i believe its a bit of a debate which is better but i prefer sword n board.
They dont hit as hard but still hit hard enough to leave a dent and are super irritating to get off of an objective.

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

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The best State-Texas

 Nate668 wrote:
Thinking about picking up some lychguard as a hobby project for the weekend. What’s the recommended loadout these days, shield or warscythe?


Sword & Board, easy choice. So much of the game is about Durability, and having a 2+/4++ makes a huge difference. They can also still hit really hard. Warscythe lychguard just go down way to easy.

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Thousand Sons 4000+
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My plans are walking a unit of Shields across the table, while a unit of Scythes drops in via Monolith to avoid getting shot on the way. Ideally hammer and anvil style.

 
   
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Regular Dakkanaut




I struggle to see a situation where you would pick scythe lychguard over praetorians.
   
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Hamburg

 AduroT wrote:
My plans are walking a unit of Shields across the table, while a unit of Scythes drops in via Monolith to avoid getting shot on the way. Ideally hammer and anvil style.

Foot slogging is a slow way to die.
I'd replace this unit by Wraiths or Praetorians.

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Lychguard with scythes are reliant on deployment and movement shenanigans to rip one (1) really tough target to shreds, and then die like chumps to the counterattack.

If you can't charge them the turn they arrive on the table, they won't do what you want them to imho.

I never was a huge fan of Praetorians model-wise, but rules-wise right now they're pretty great. They're fast, which means you can control who can hit them, as well as deadly (though Plague Marines and -1D on 2W models makes them cry).

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Regular Dakkanaut




Yeah praetorians next to the silent king for re-rolls plus access to MWBD are a genuine threat.

If you're only considering a single unit of lychguard then sword and board are for sure the way to go . A unit of 10 has the potential to dish out 50 attacks at -4AP on the charge as novokh on top of a 4++

Most of the targets you put them into are still getting wounded on 3s and 2s even with the sword anyway, so for a substantial durability increase for no extra cost, I'd say the sword and shield combo takes the cake 80% of the time
   
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Germany

 wuestenfux wrote:
 AduroT wrote:
My plans are walking a unit of Shields across the table, while a unit of Scythes drops in via Monolith to avoid getting shot on the way. Ideally hammer and anvil style.

Foot slogging is a slow way to die.
I'd replace this unit by Wraiths or Praetorians.


There are better ways to transport lychguard. Put them in strategic reserves, fly your night scythe up the board, and use prismatic dimensional breach to disembark them on T2. You can also put your night scythe in strategic reserves, deepstrike it T2, and use prismatic dimensional breach afterwards.
   
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Longmont, Co

Even just putting scythguard in strategic reserves to walk on could be very effective, especially as novokh. They have a huge threat range that takes up quite a bit of both sides of the table. Your opponent needing to avoid 14” (+1 to charge and command reroll) off both sides or something is getting one shot is a massive head game. Many missions have objectives within that range.

Extra tasty with the deceiver to redeploy into reserves to save the command points. Now that you have zero choice on first turn meaning you have to deploy to do either/or I think the deceiver has a lot more play.

Also keep in mind you can be hiding an inch behind terrain to not be in los of getting shot then walk through and then charge onto an objective. They are our biggest hammer and can trade very well with large terminator units taking just about anything in the game to their invuln. The d2 isn’t ideal going into death guard but they can get it done with just weight of attacks going straight through. Especially with +1 attack strat. Beefy dreads just cry, even at -1 damage they cut right through. They don’t rely on rerolls or auras which is nice.

They are the ideal buff target of chronomancers. Even if they do get shot 20 wounds at t5 3+ 5++ plus maybe in cover is pretty defensible and they regenerate pretty dang well. I don’t think you’d want more than one unit so the chronomancer should be a given. Even if they walk on a chrono should be veiling nearby bringing another unit to support giving your opponent a tough choice to make to handle your aggression. All of this can be happening on an objective.

I still really like the strat to quick deploy out of the night scythe the only turn off is the command point cost to get into reserves. Again, deceiver is golden for this.

Our army has a survivability in spades, sometimes you just need a bigger hammer. Whole armies have to avoid getting shot or they melt. We can manage having one single unit with some finesse required.


Automatically Appended Next Post:
If you arnt novokh and don’t want to reserve them then the pregarm move should be able to get them to safety hopefully up board waiting for a juicy trade target to get onto what ever objective they are bird-dogging. Even if you’re going second.

This message was edited 2 times. Last update was at 2021/02/13 19:49:26


All of the things. Most of the time. 
   
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Validity of a Chronomancer "just" taking the cryptek arcana to Deep Strike himself in rather than waste your veil on getting him into position to help?

That way you could teleport a royal warden and a squad of guass immortals up the board as well to support the endeavour?

Experience is something you get just after you need it
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Longmont, Co

Yeah that sounds good. I wouldn’t pick the immortals though. They’re long range on their own, a second melee unit or reaper warriors would be a better pick.

The only problem is the chrono would be to late to use his buff the turn he comes in. If he is a veil caddy then he can buff a unit before the redeploy.

All of the things. Most of the time. 
   
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Proud Triarch Praetorian





Cauthon wrote:
Yeah that sounds good. I wouldn’t pick the immortals though. They’re long range on their own, a second melee unit or reaper warriors would be a better pick.

The only problem is the chrono would be to late to use his buff the turn he comes in. If he is a veil caddy then he can buff a unit before the redeploy.
I rate immortals way more than reaper warriors for shoving in your opponant's face. T5 3+ makes all the difference, in my opinion. I'd rather my reapers sat in the middle of the board just daring anything to come within 18" of where they sit.

And, uinless I'm wrong, the Chrono couldnt buff anyone coming in from Prismatic Breach anyway? So you'd be talking about doing away with the scythe entirely.

Absolutely I would take 10 Scytheguard + Veil Chrono if I wasn't trying to get a kind of "shunt" approach with more than one unit involved. I havent yet theorised a list using 10 Scythes & 10 Shields, but it is something I do want to try eventually.

Experience is something you get just after you need it
The Narkos Dynasty - 15k
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The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
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Stalwart Skittari





I can definitely see a list running twenty lychguard being good, although I'm not convinced it's worth running scythes over shields, the survivability just seems so good and against a lot of targets they aren't even that much more killy. Twenty shieldguard would be super tough to grind through though, especially if they're obsec and stealing the objectives the whole time. I really wish that GW had written it so you could mix and match the loadouts in the squad. It would be a simple change but maybe then lychguard would be too good? 6 shields and 4 scythes so you can have offence and defence would be amazing.

   
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Nebraska, USA

so i ran Mephrit and holy crap the amount of times that +3" on my guns came into practice was ridiculous. Almost every turn bout 5-8 reapers minimum would not have had a shot w/o that increase lol.

Normally i play Novokh, but i wasnted to use the Silent King and running both him and Anrakyr sounds like a bad idea. Didnt expect Mephrit to be that noticable.

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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Nimble Ellyrian Reaver



Longmont, Co

 IHateNids wrote:
Cauthon wrote:
Yeah that sounds good. I wouldn’t pick the immortals though. They’re long range on their own, a second melee unit or reaper warriors would be a better pick.

The only problem is the chrono would be to late to use his buff the turn he comes in. If he is a veil caddy then he can buff a unit before the redeploy.
I rate immortals way more than reaper warriors for shoving in your opponant's face. T5 3+ makes all the difference, in my opinion. I'd rather my reapers sat in the middle of the board just daring anything to come within 18" of where they sit.

And, uinless I'm wrong, the Chrono couldnt buff anyone coming in from Prismatic Breach anyway? So you'd be talking about doing away with the scythe entirely.

Absolutely I would take 10 Scytheguard + Veil Chrono if I wasn't trying to get a kind of "shunt" approach with more than one unit involved. I havent yet theorised a list using 10 Scythes & 10 Shields, but it is something I do want to try eventually.



Couldn’t be buffing the unit coming in from prismatic breach but will at least be on the table to buff SOMETHING before veil happens.

To do what you’re saying I would either A- put scythguard INSIDE a night scythe and prismatic breach 10 shieldguard or B put scytheguard into reserve to walk on with 10 shield guard veiling in to support. The chrono would buff a separate unit before the veil for the 5++ or said shieldguard for the reroll charges.

All of the things. Most of the time. 
   
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Been Around the Block




 Vineheart01 wrote:
so i ran Mephrit and holy crap the amount of times that +3" on my guns came into practice was ridiculous. Almost every turn bout 5-8 reapers minimum would not have had a shot w/o that increase lol.

Normally i play Novokh, but i wasnted to use the Silent King and running both him and Anrakyr sounds like a bad idea. Didnt expect Mephrit to be that noticable.


Mephrit Gauss Immortals are the truth versus all the 2+ and 3+ saves. AP 3 firing from 16.5 inches out is highly relevant.

That's actually the direction I would go with a soup build with a Mephrit fire base and an Eternal Expansionist Canoptek screen.
   
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Longmont, Co

If you like that then what about gauss bikes? Have their own in built delivery and can be ignoring cover.

All of the things. Most of the time. 
   
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Cauthon wrote:
If you like that then what about gauss bikes? Have their own in built delivery and can be ignoring cover.


A big squad of 9 Gauss tomb blades in Mephrit does sound like a good buy if you want to throw in a buff package for them, you have a different source of obsec, and you don't need the battalion for CP purposes.
   
 
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