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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Immortals are troops btw, if youre spamming them and bringing a dynasty specifically for them why not bump up the numbers?
No rule of 3 for them.

This message was edited 1 time. Last update was at 2021/02/15 20:38:02


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
Been Around the Block




A squad of Tesla immortals is certainly usable with the Silent King. If you MWBD them to hit on 2+ and use the Silent King to reroll anything that isn't a 6, you get 1.5 hits per shot at 24 inch range/30 inch threat. That's enough output to chip in to anything with a 3+ save or worse, though it still does 1/3 less work than the rapid firing gauss versus 3+. If the meta ever gets less marine heavy, I'd certainly consider putting some Tesla Immortals in.


Automatically Appended Next Post:
 Vineheart01 wrote:
Immortals are troops btw, if youre spamming them and bringing a dynasty specifically for them why not bump up the numbers?
No rule of 3 for them.


I don't think they are good enough on their own to justify taking more than the 3 squads for a battalion. I think the first three squads go a long way towards filling their niche. The full value proposition of the unit comes with the CP savings from being troops, in my opinion.

This message was edited 1 time. Last update was at 2021/02/15 20:43:35


 
   
Made in us
Omnipotent Necron Overlord






LiMunPai wrote:
A squad of Tesla immortals is certainly usable with the Silent King. If you MWBD them to hit on 2+ and use the Silent King to reroll anything that isn't a 6, you get 1.5 hits per shot at 24 inch range/30 inch threat. That's enough output to chip in to anything with a 3+ save or worse, though it still does 1/3 less work than the rapid firing gauss versus 3+. If the meta ever gets less marine heavy, I'd certainly consider putting some Tesla Immortals in.


Automatically Appended Next Post:
 Vineheart01 wrote:
Immortals are troops btw, if youre spamming them and bringing a dynasty specifically for them why not bump up the numbers?
No rule of 3 for them.


I don't think they are good enough on their own to justify taking more than the 3 squads for a battalion. I think the first three squads go a long way towards filling their niche. The full value proposition of the unit comes with the CP savings from being troops, in my opinion.
Yeah I totally agree.

The build I was using was SK
20 warriors with veil and 2x 9 man immortal units with tesla. 5 man immortals are a waste IMO. Fairly easy to blow up in 1 go with a dedicate unit. So you pretty much have to take max units.
Another good build I think is a ghost arch 10x warriors 20 warriors and 10 immortals - I would still go tesla in this case though because they will do more damage in the first 2 turns. After that they are likely in melee.


Automatically Appended Next Post:
 Vineheart01 wrote:
Immortals are troops btw, if youre spamming them and bringing a dynasty specifically for them why not bump up the numbers?
No rule of 3 for them.
Totally true - can spam if you wish. I think back line deathmarks would do better than spamming immortals though. take 5x units of immortals 3x units of deathmarks SK and some supporting staff. I think you'd get similar results to warriors spam.

This message was edited 1 time. Last update was at 2021/02/15 21:27:37


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
Regular Dakkanaut




Yo i want to check something with you guys too

So i was reading the relentless onslaught strat and word for word it says:

"Use this stratagem in the shooting phase, when a Core Infantry unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit"

I honestly might be high, but the way I read that is you pay 1cp for every core infantry rapid fire unit in your army to get exploding 6s for the whole phase??

It doesn't say anything about selecting ONE unit.

If this is legit then i honestly think its broken lol. I might just be missing something really obvious though...

This message was edited 2 times. Last update was at 2021/02/15 21:35:15


 
   
Made in us
Omnipotent Necron Overlord






Yeah -the wording is poor. GOOD JOB GW. No question it is only 1 unit. However, it could be interpreted ether way.

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
Regular Dakkanaut




 Xenomancers wrote:
Yeah -the wording is poor. GOOD JOB GW. No question it is only 1 unit. However, it could be interpreted ether way.


Thank you, thats how i've always played it until now anyways. Just wanted to double check because I honestly couldnt believe what i was reading lol
   
Made in dk
Loyal Necron Lychguard






 Xenomancers wrote:
Spoiler:
 vict0988 wrote:
 Xenomancers wrote:
SK and Tesla immortals absolutely dominated 2 games for me this sat. Advance so you hit on 4's and reroll all your hits with SK. Compared to a 10 man immortal that is shooting 10 gauss shots on turn 1 and moving 6" with +1 to move Tesla immortals move 10" and put out about 26 hits + malevolent arching - which adds up big time over multiple turns of use. On paper gauss looks soo much better. But Tesla is just so much more functional. It is worth the additional points. I still think Gauss is better on tomb blades - but for immortals who almost never get to rapid fire range in the first 2 turns - pay for the tesla.

if you need AP just prioritize your protocols.

It should be 25 hits, 20 shots, 10 re-rolls, five 4s and 5s each for 10 hits and 15 hits from the five 6s. I don't understand how you can say tesla is worth it on Immortals where it costs 2 pts more than Gauss but not on TBs where it costs 0 pts extra. Tesla also stops looking hot as soon as SK dies. The same pts worth of TBs as 10 Tesla Immortals output 33,78 hits and move 14" instead of 10", 30,7 hits with 3+ Sv. They also benefit to a larger degree from additional buffs like Lord's Will and My Will Be Done. I don't really know why you need Immortals at all, Tomb Blades do both better, the mobility is big for gauss and the tesla surcharge on Immortals is BS and if you have some way of cheating your gauss Immortals into range you might as well cheat a blob of reaper Warriors in.

Realistically - TB have the ability to get into rapid fire range on their own.
Why need immortals? They have 2 attacks / have far more durability to mutlidamage attacks / are objective secured / are troops?
I wasn't suggesting you take immortals instead of TB. TB are awesome. Tesla immortals are just a lot better than gauss. 2pmm is literally nothing to have 2-3 times the damage output on the first turn on top of better positioning. That being said - tesla TB can work too in theory - never used them though. I always give TB gauss and they always kill it. Also - if SK dies - you probably lost the game anyways unless it's later in the game.

Fair points, I am not an expert so I was genuinely curious.

TheNEWnew wrote:
Unless im really confused I'm pretty sure the math is out on that one bro, tesla tomb blades are 30ppm so for 190pts you get 6 models meaning 24 shots base compared to 20 base from the immortals

190/30=6,33 and they can move faster than advancing Immortals without advancing.

TheNEWnew wrote:
Yo i want to check something with you guys too

So i was reading the relentless onslaught strat and it doesn't say anything about selecting ONE unit.

Yes, it does.

"Use this stratagem in the shooting phase, when a Core Infantry unit is selected to shoot. Until the end of the phase, each time a model in that unit..."

"a Core Infantry unit" "that unit"

Each refers to ONE unit and the same SPECIFIC unit. Don't worry I had to edit this post 3 times, we're not robots, can't work on 100% efficiency all the time.

This message was edited 3 times. Last update was at 2021/02/15 21:42:44


 
   
Made in us
Omnipotent Necron Overlord






A core unit can be interoperated as all core units - technically. We all know they mean.

The correct way to word this stratagem would be.
"Select a core unit - that unit gets this rule for its rapid fire weapons for the remainder of the phase. ect"

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 dk
Loyal Necron Lychguard






 Xenomancers wrote:
A core unit can be interoperated as all core units - technically. We all know they mean.

The correct way to word this stratagem would be.
"Select a core unit - that unit gets this rule for its rapid fire weapons for the remainder of the phase. ect"

Not needed, you also use the exact same words "a" and "that" to refer to the same thing, there is no semantic difference.

"Use this stratagem in the shooting phase, when a Core Infantry unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit"

"Use this stratagem in the shooting phase, select a Core Infantry unit - that unit gets this rule for its Rapid Fire weapons until the end of the phase: an unmodified hit roll of 6 scores one additional hit"

"Use this stratagem in the shooting phase. Until the end of the phase, each time a model in a Core Infantry unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit"

"Use this stratagem in the shooting phase, all Core Infantry units gain this rule for their Rapid Fire weapons until the end of the phase: an unmodified hit roll of 6 scores one additional hit"

Only the latter two affect all Core Infantry units. Now obviously your version is shorter, but GW rules-writers are probably paid by the word like the old-timey serial authors if the rules for RP are anything to go by.

This message was edited 1 time. Last update was at 2021/02/15 22:07:17


 
   
Made in us
Been Around the Block




I built out that Mephrit battalion immortals list I've been pondering:

Spoiler:

++ Battalion Detachment 0CP (Necrons) [100 PL, 6CP, 1,993pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Mephrit

+ No Force Org Slot +

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

Dynastic Advisor [4 PL, -2CP, 90pts]
. Technomancer: Canoptek Control Node, Dynastic Heirlooms, Rarefied Nobility, Relic: Voltaic Staff, Warlord Trait (Codex 4): Thrall of the Silent King

+ HQ +

Catacomb Command Barge [9 PL, -2CP, 155pts]: Gauss Cannon, Hand of the Phaeron, Relic: Voidreaper, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe

Chronomancer [4 PL, -1CP, 80pts]: Dynastic Heirlooms, Entropic Lance, Relic: Veil of Darkness

Royal Warden [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic (Mephrit): Conduit of Stars

+ Troops +

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 153pts]: Gauss Blaster, 9x Immortal

+ Elites +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars

Triarch Stalker [7 PL, 135pts]: Particle Shredder

+ Fast Attack +

Canoptek Scarab Swarms [6 PL, 135pts]
. 9x Canoptek Scarab Swarm: 9x Feeder Mandibles

+ Heavy Support +

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

++ Total: [100 PL, 6CP, 1,993pts] ++

Created with BattleScribe



Automatically Appended Next Post:
It's got a whole lot of real big guns in it for blowing up all the 2+ and 3+ saves. I decided on the 30th immortal over the 9th Scarab. Not sure that's right, but it seems fine enough.

This message was edited 1 time. Last update was at 2021/02/16 09:03:52


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

LiMunPai wrote:
I built out that Mephrit battalion immortals list I've been pondering:

Spoiler:

++ Battalion Detachment 0CP (Necrons) [100 PL, 6CP, 1,993pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Mephrit

+ No Force Org Slot +

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

Dynastic Advisor [4 PL, -2CP, 90pts]
. Technomancer: Canoptek Control Node, Dynastic Heirlooms, Rarefied Nobility, Relic: Voltaic Staff, Warlord Trait (Codex 4): Thrall of the Silent King

+ HQ +

Catacomb Command Barge [9 PL, -2CP, 155pts]: Gauss Cannon, Hand of the Phaeron, Relic: Voidreaper, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe

Chronomancer [4 PL, -1CP, 80pts]: Dynastic Heirlooms, Entropic Lance, Relic: Veil of Darkness

Royal Warden [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic (Mephrit): Conduit of Stars

+ Troops +

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 153pts]: Gauss Blaster, 9x Immortal

+ Elites +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars

Triarch Stalker [7 PL, 135pts]: Particle Shredder

+ Fast Attack +

Canoptek Scarab Swarms [6 PL, 135pts]
. 9x Canoptek Scarab Swarm: 9x Feeder Mandibles

+ Heavy Support +

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

++ Total: [100 PL, 6CP, 1,993pts] ++

Created with BattleScribe



Automatically Appended Next Post:
It's got a whole lot of real big guns in it for blowing up all the 2+ and 3+ saves. I decided on the 30th immortal over the 9th Scarab. Not sure that's right, but it seems fine enough.

List consists mainly of shooty units (Immortals, Stalkers), one cc unit (C'tan) and disrupting units (Thralls, Scarabs).
Tactics would be to keep the enemy at arm's length.
Not sure if this will really work. At the competitive level eventually not.

This message was edited 1 time. Last update was at 2021/02/16 15:24:45


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Been Around the Block




 wuestenfux wrote:
LiMunPai wrote:
I built out that Mephrit battalion immortals list I've been pondering:

Spoiler:

++ Battalion Detachment 0CP (Necrons) [100 PL, 6CP, 1,993pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Mephrit

+ No Force Org Slot +

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

Dynastic Advisor [4 PL, -2CP, 90pts]
. Technomancer: Canoptek Control Node, Dynastic Heirlooms, Rarefied Nobility, Relic: Voltaic Staff, Warlord Trait (Codex 4): Thrall of the Silent King

+ HQ +

Catacomb Command Barge [9 PL, -2CP, 155pts]: Gauss Cannon, Hand of the Phaeron, Relic: Voidreaper, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe

Chronomancer [4 PL, -1CP, 80pts]: Dynastic Heirlooms, Entropic Lance, Relic: Veil of Darkness

Royal Warden [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic (Mephrit): Conduit of Stars

+ Troops +

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 153pts]: Gauss Blaster, 9x Immortal

+ Elites +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars

Triarch Stalker [7 PL, 135pts]: Particle Shredder

+ Fast Attack +

Canoptek Scarab Swarms [6 PL, 135pts]
. 9x Canoptek Scarab Swarm: 9x Feeder Mandibles

+ Heavy Support +

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

++ Total: [100 PL, 6CP, 1,993pts] ++

Created with BattleScribe



Automatically Appended Next Post:
It's got a whole lot of real big guns in it for blowing up all the 2+ and 3+ saves. I decided on the 30th immortal over the 9th Scarab. Not sure that's right, but it seems fine enough.

List consists mainly of shooty units (Immortals, Stalkers), one cc unit (C'tan) and disrupting units (Thralls, Scarabs).
Tactics would be to keep the enemy at arm's length.
Not sure if this will really work. At the competitive level eventually not.


It's definitely a castling gunline with a couple of best in class melee and screening options thrown in. You forgot the 5 attack strength 8 damage 3 CCB when accounting for melee, though. I'd call the playstyle a balanced gunline approach. This would certainly be a list you only pull out when you read a mostly space marine centric meta.

I'm considering dropping a Doomstalker in favor of upgrading one immortal squad to a reaper warrior block and taking a res orb on the Lord. That is to take advantage of having veil and Royal Warden for continuous fall back support. I'd also probably split up my Scarabs into small move blocking packets instead of scenario holders so that the warriors get Chrono priority in that configuration.

This message was edited 1 time. Last update was at 2021/02/16 19:06:22


 
   
Made in us
Omnipotent Necron Overlord






Drop the doom stalkers. Take the SK.

Immortals on the whole benefit more from SK than any unit in the army.

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
Regular Dakkanaut




LiMunPai wrote:
 wuestenfux wrote:
LiMunPai wrote:
I built out that Mephrit battalion immortals list I've been pondering:

Spoiler:

++ Battalion Detachment 0CP (Necrons) [100 PL, 6CP, 1,993pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Dynasty Choice: Dynasty: Mephrit

+ No Force Org Slot +

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

Dynastic Advisor [4 PL, -2CP, 90pts]
. Technomancer: Canoptek Control Node, Dynastic Heirlooms, Rarefied Nobility, Relic: Voltaic Staff, Warlord Trait (Codex 4): Thrall of the Silent King

+ HQ +

Catacomb Command Barge [9 PL, -2CP, 155pts]: Gauss Cannon, Hand of the Phaeron, Relic: Voidreaper, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe

Chronomancer [4 PL, -1CP, 80pts]: Dynastic Heirlooms, Entropic Lance, Relic: Veil of Darkness

Royal Warden [4 PL, -1CP, 75pts]: Dynastic Heirlooms, Relic (Mephrit): Conduit of Stars

+ Troops +

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 170pts]: Gauss Blaster, 10x Immortal

Immortals [8 PL, 153pts]: Gauss Blaster, 9x Immortal

+ Elites +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars

Triarch Stalker [7 PL, 135pts]: Particle Shredder

+ Fast Attack +

Canoptek Scarab Swarms [6 PL, 135pts]
. 9x Canoptek Scarab Swarm: 9x Feeder Mandibles

+ Heavy Support +

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

Canoptek Doomstalker [7 PL, 140pts]

++ Total: [100 PL, 6CP, 1,993pts] ++

Created with BattleScribe



Automatically Appended Next Post:
It's got a whole lot of real big guns in it for blowing up all the 2+ and 3+ saves. I decided on the 30th immortal over the 9th Scarab. Not sure that's right, but it seems fine enough.

List consists mainly of shooty units (Immortals, Stalkers), one cc unit (C'tan) and disrupting units (Thralls, Scarabs).
Tactics would be to keep the enemy at arm's length.
Not sure if this will really work. At the competitive level eventually not.


It's definitely a castling gunline with a couple of best in class melee and screening options thrown in. You forgot the 5 attack strength 8 damage 3 CCB when accounting for melee, though. I'd call the playstyle a balanced gunline approach. This would certainly be a list you only pull out when you read a mostly space marine centric meta.

I'm considering dropping a Doomstalker in favor of upgrading one immortal squad to a reaper warrior block and taking a res orb on the Lord. That is to take advantage of having veil and Royal Warden for continuous fall back support. I'd also probably split up my Scarabs into small move blocking packets instead of scenario holders so that the warriors get Chrono priority in that configuration.


To be fair, I can actually see the doomstalkers working in your list and I usually don't like them. Between their overwatch and the wardens fall back and shoot you've actually got a fair few charge deterrents. That said, between the stalkers and the technomancer, its a full quarter of your points taken up on a really swingy unit. It certainly seems like a gamble IMHO but test the list bro and let us know how you get on
   
Made in us
Been Around the Block




The list would need a lot of reconfiguring to get TSK into it. The list would probably swap 1 Immortals, 3 Doomstalker, and the techno for TSK, a big blob of reaper warriors, maybe a Chrono, and a res orb. I'd probably want to find the points to swap at least one squad of the immortals over to Tesla with TSK support.

I think there's probably a TSK build in Mephrit that looks something like that, but it loses a lot of work over the current build. The Nightbringer + TSK + Mephrit CCB + Royal Warden + Chrono or 2 is a little too top heavy without as much work, so that list probably needs some refactoring. I'm not opposed to dojoing a TSK Mephrit build, but that isn't what this build is.
   
Made in us
Omnipotent Necron Overlord






Just saying with heavy immortals - SK is something you should be considering from the start. Because they make good use of both the auras.

20 man veil warriors is also pretty much signature. There is no reason to not include it because it is so good.

This message was edited 1 time. Last update was at 2021/02/16 20:23:41


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





Do Doomstalkers get to Overwatch without spending CP, btw?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

they'd have to or the "each time" clause is pointless as they could only overwatch once otherwise.

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
Regular Dakkanaut




NewTruthNeomaxim wrote:
Do Doomstalkers get to Overwatch without spending CP, btw?


Yeah they can fire overwatch for free. I'm sure there was an errata/FAQ somewhere but I can't find it for the life of me
   
Made in us
Lieutenant General





Florence, KY

TheNEWnew wrote:
NewTruthNeomaxim wrote:
Do Doomstalkers get to Overwatch without spending CP, btw?


Yeah they can fire overwatch for free. I'm sure there was an errata/FAQ somewhere but I can't find it for the life of me

The Doomstalker can fire Overwatch because they have an ability on their datasheet that specifically allows them to do so. You only need to spend CP to fire Overwatch if you're using the 'Fire Overwatch' stratagem.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Xenomancers wrote:
Drop the doom stalkers. Take the SK.

Immortals on the whole benefit more from SK than any unit in the army.

Doom stalkers give an enemy the opportunity to shoot heavy weapons which are almost ''useless'' vs. infantry.
Either a fully armored army or no armor at all bar CCB.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Been Around the Block




 wuestenfux wrote:
 Xenomancers wrote:
Drop the doom stalkers. Take the SK.

Immortals on the whole benefit more from SK than any unit in the army.

Doom stalkers give an enemy the opportunity to shoot heavy weapons which are almost ''useless'' vs. infantry.
Either a fully armored army or no armor at all bar CCB.


There's some wisdom there, but it does heavily constrain your list building options. We're not space marines; we don't have every role filled on every chassis. I'd say we could do something like you're suggesting if you're willing to allow for C'tan shards. 4+ invuln and 3 wounds loss max per phase does leave the heaviest weapons fairly stranded. With 2 detachments and 2 C'tan to hello crack armor along with a melee CCB, we could still make an offensively balanced force with a fairly heavy weapon stranding defensive profile. That build is not what I'm up to, but I'd like to see a list for something like that.
   
Made in us
Omnipotent Necron Overlord






 wuestenfux wrote:
 Xenomancers wrote:
Drop the doom stalkers. Take the SK.

Immortals on the whole benefit more from SK than any unit in the army.

Doom stalkers give an enemy the opportunity to shoot heavy weapons which are almost ''useless'' vs. infantry.
Either a fully armored army or no armor at all bar CCB.

If you are gonna run nothing but 1 wound models it makes sense. You set yourself up for hard counters though. For example my space marine lists it almost entirely anti infantry firepower because my plan to deal with heavy armor is to drown it in a hundreds of shots (and it works) it would be a dream to run into a full infantry army.

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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

that is my issue with doomstalkers.
Initially i was all over them, bought 2 and immediately tried to run them every time.
Problem is literally the only other "big" target is a ctan, which...kinda doesnt draw fire the same way a tank does.
So all the anti-tank stuff goes to the stalkers, even if i park them in a bunch of trees and said anti-tank gun has to kinda expose itself to get a shot they still do it because its not that useful against a horde of warriors/scarabs/tombblades lol.

I'm so used to running several vehicles, since i also have orks/admech, that i dont even think about how many i got i usually ALWAYS have 8+ vehicles(or monsters) minimum. Except necrons, and i keep spacing that out and getting into trouble for it.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Nihilistic Necron Lord






Germany

TheNEWnew wrote:
NewTruthNeomaxim wrote:
Do Doomstalkers get to Overwatch without spending CP, btw?


Yeah they can fire overwatch for free. I'm sure there was an errata/FAQ somewhere but I can't find it for the life of me


Only when the doomstalker remained stationary in its previous movement phase.
   
Made in us
Omnipotent Necron Overlord






 Vineheart01 wrote:
that is my issue with doomstalkers.
Initially i was all over them, bought 2 and immediately tried to run them every time.
Problem is literally the only other "big" target is a ctan, which...kinda doesnt draw fire the same way a tank does.
So all the anti-tank stuff goes to the stalkers, even if i park them in a bunch of trees and said anti-tank gun has to kinda expose itself to get a shot they still do it because its not that useful against a horde of warriors/scarabs/tombblades lol.

I'm so used to running several vehicles, since i also have orks/admech, that i dont even think about how many i got i usually ALWAYS have 8+ vehicles(or monsters) minimum. Except necrons, and i keep spacing that out and getting into trouble for it.
'
Ehh - IMO you gotta bring some big stuff.

I am usually bringing 3
Sk a DDa
and something else

I think I have rounded out my competitive list now.
All Szarekahn

Supreme Command
TSK

Batallion
Chrono - Lance - Tesla Weave/Immortal Pride
Techno Cloak - Voltaic staff/Hypermaterial Ablator

20 Reaper warriors
10 gauss warriors (Ghost arc)
10 Telsa Immortal

9x Tombblades Gauss 7x sheildvane

DDA
1xLHD
1xLHD

Ghost arc

Havnt actually lost a game with crons yet but this list does best overall for me.


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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i need to stop being lazy and finish my ghost arc/doomsdayarc. I magnetized it and then walked away lol.
Not even planning to put the 10 warriors in it and i still am dreading painting that thing.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Secretive Dark Angels Veteran



Canada

As a Neophyte Overlord (woke up during the Indomitus Release) I am heading into a tourney this weekend with pretty much my entire Necrons collection (I usually play Dark Angels but we had to submit our lists mid-Jan)...I think my Doomstalker might do OK as a Distraction Carnifex but who knows?

Overlord, Royal Warden with Veil, Chronomancer
Reaper Warriors x 20, Reaper Warriors x 20, Flayer Warriors x 10, Tesla Immortals x 5
Skorpekh Destroyers x 6, Triarch Stalker with Heat Ray
Nightbringer - return with my shield or on it
Scarab Swarms x 6, Scarab Swarms x 6
Doomstalker

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Omnipotent Necron Overlord






 Vineheart01 wrote:
i need to stop being lazy and finish my ghost arc/doomsdayarc. I magnetized it and then walked away lol.
Not even planning to put the 10 warriors in it and i still am dreading painting that thing.

I actually just finished painting it last night - some final details was all it needed. I did not install the warrior bodies on it and it really lowered the paint time. It was still a pain to bush all those arches from every angle! 10 warriors in the arc is not a requirement for sure - since I run a battalion though it just makes sense. At the very least it gets the unit 3" farther up the table if you start them in there. An additional 10 warriors does give it a job to do if by some tragedy 20 warriors get popped. The only question for me is reaper or flayers on the 10 man unit. The flayers at least make you feel better about sitting on an objective.

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





Even if they're magnets for anti-tank fire, their 48" range means they can help screen your deep-backfield from deepstrike, etc... while still contributing.

I don't think they're auto-include tier, but they're far from Annihilation Barge tier, as well.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
 
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