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Made in gb
Proud Triarch Praetorian





 AduroT wrote:
Man I wish they got Dynasty Traits. The Nephrekh 6++ and +6” ignore terrain run would be sweet.

They do if you take them in a Superheavy Detachment.

I think we have enough going for us in LoW that we could probably come up with a viable list that uses 3 of them.

Quite what that is I am not sure, but I'm certain it can be done

Experience is something you get just after you need it
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Made in hk
Longtime Dakkanaut





I feel that the Monolith is actually a skew unit. Some armies may find it extremely difficult to kill and to have something like that for just 360 points is not bad. But against other armies it will be a liability because they have the tools to kill it or they can play their mission fine while ignoring it.

Don't forget it has a 2+ armor save and T8. Low AP shots are a bad matchup for it and Str 8 guns only wound it on a 4+.

Position it strategically to block a chokepoint, and unless your opponent has fly, nothing on his side may be able to get through that chokepoint.

Or place it alone on a rear objective to guard that objective all 5 turns while still shooting all 5 turns. Its probably immune to many of the units that typically go after rear objectives.

This message was edited 3 times. Last update was at 2021/06/05 09:07:55


 
   
Made in us
Loyal Necron Lychguard





 IHateNids wrote:
 AduroT wrote:
Man I wish they got Dynasty Traits. The Nephrekh 6++ and +6” ignore terrain run would be sweet.

They do if you take them in a Superheavy Detachment.

I think we have enough going for us in LoW that we could probably come up with a viable list that uses 3 of them.

Quite what that is I am not sure, but I'm certain it can be done

Szarekh and two monoliths, I guess? I don't think the vault makes the cut even for this kind of list and the obelisk definitely doesn't. Of course if the SK is your third LOW then that has to be a Szarekhan detachment which isn't amazing for the monolith.

This message was edited 1 time. Last update was at 2021/06/05 09:03:18


 
   
Made in ca
Grisly Ghost Ark Driver






 Arachnofiend wrote:

Szarekh and two monoliths, I guess? I don't think the vault makes the cut even for this kind of list and the obelisk definitely doesn't. Of course if the SK is your third LOW then that has to be a Szarekhan detachment which isn't amazing for the monolith.


Isn't Szarekh a Dynastic Agent? So he doesn't prevent other units in his detachment from gaining a Dynastic Code, so you can still get 2 Nephrekh Monoliths.

See what's on my painting table Now painting: Kruleboyz Gutrippaz 
   
Made in us
Nihilistic Necron Lord






I did the math once on a King and Monolith Pair army and I think it was just more points that I wanted to put into it. I dunno. I’m currently painting my Monolith, and in a moment of foolishness I got a King but haven’t assembled him yet. Maybe once he’s painted I’ll say F it and grab a second Monolith just to do a heavy skew.

I just… I just wanna Dimensional Corridor a unit 17” off the Deployment Line turn one. That’s practically a second Veil.

 
   
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Do you guys think the new titanic 3-inch terrain rule will help the monolith's mobility?

   
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A little, I guess. My problem with its mobility was always trying to move it through forests/ruins, which are > 3 inches high.

It WILL help with craters, but I'm not sure that's sufficient. It really wants the Fly rule very badly.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in de
Nihilistic Necron Lord






Germany

 CKO wrote:
Do you guys think the new titanic 3-inch terrain rule will help the monolith's mobility?


It helps a little, but a monolith is still pretty much immobile, and too expensive. It really needs FLY.
   
Made in gb
Proud Triarch Praetorian





What rule is this?

I've missed a lot recently

Experience is something you get just after you need it
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Germany

*Page 262 – Difficult Ground
Change this rule to read:
‘If a unit makes a Normal Move, Advances or Falls Back, and any
of its models wish to move over any part of this terrain feature,
subtract 2" from the Move characteristic of every model in that
unit (to a minimum of 0), even if every part of this terrain feature
is 1" or less in height. If a unit declares a charge, and any of its
models wish to move over any part of this terrain feature as
part of its subsequent charge move, subtract 2 from that unit’s
charge roll, even if every part of this terrain feature is 1" or less
in height. These modifiers do not apply if every model in the
moving unit can Fly. These modifiers do not apply if every model
in the moving unit is Titanic and this terrain feature is less than
3" in height. The height of a terrain feature is measured from the
highest point on that terrain feature.’
   
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 p5freak wrote:
*Page 262 – Difficult Ground

That doesn't help you move over a 1,5" fence.

This message was edited 1 time. Last update was at 2021/06/07 05:09:21


 
   
Made in gb
Proud Triarch Praetorian





p5freak wrote:
*Page 262 – Difficult Ground
Change this rule to read:
‘If a unit makes a Normal Move, Advances or Falls Back, and any
of its models wish to move over any part of this terrain feature,
subtract 2" from the Move characteristic of every model in that
unit (to a minimum of 0), even if every part of this terrain feature
is 1" or less in height. If a unit declares a charge, and any of its
models wish to move over any part of this terrain feature as
part of its subsequent charge move, subtract 2 from that unit’s
charge roll, even if every part of this terrain feature is 1" or less
in height. These modifiers do not apply if every model in the
moving unit can Fly. These modifiers do not apply if every model
in the moving unit is Titanic and this terrain feature is less than
3" in height.
The height of a terrain feature is measured from the
highest point on that terrain feature.’


vict0988 wrote:
 p5freak wrote:
*Page 262 – Difficult Ground

That doesn't help you move over a 1,5" fence.


Uh... I dont wanna sound agressive, but how doesn't it?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in dk
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 IHateNids wrote:
p5freak wrote:
*Page 262 – Difficult Ground
Change this rule to read:
‘If a unit makes a Normal Move, Advances or Falls Back, and any
of its models wish to move over any part of this terrain feature,
subtract 2" from the Move characteristic of every model in that
unit (to a minimum of 0), even if every part of this terrain feature
is 1" or less in height. If a unit declares a charge, and any of its
models wish to move over any part of this terrain feature as
part of its subsequent charge move, subtract 2 from that unit’s
charge roll, even if every part of this terrain feature is 1" or less
in height. These modifiers do not apply if every model in the
moving unit can Fly. These modifiers do not apply if every model
in the moving unit is Titanic and this terrain feature is less than
3" in height.
The height of a terrain feature is measured from the
highest point on that terrain feature.’


vict0988 wrote:
 p5freak wrote:
*Page 262 – Difficult Ground

That doesn't help you move over a 1,5" fence.


Uh... I dont wanna sound agressive, but how doesn't it?

Not aggressive at all, you're just taking "These modifiers do not apply if every model
in the moving unit is Titanic and this terrain feature is less than 3" in height." which refers to the rules about subtracting 2 from your movement and charge distance for difficult ground and applying it as if it says "A TITANIC model can be moved over terrain features that are 3" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored." which is not what the rule says. You still have to go up, over and down terrain features like barricades, you just ignore the -2 penalty for difficult ground if it's less than 3" tall.

This message was edited 1 time. Last update was at 2021/06/08 08:27:51


 
   
Made in de
Nihilistic Necron Lord






Germany

 vict0988 wrote:

Not aggressive at all, you're just taking "These modifiers do not apply if every model
in the moving unit is Titanic and this terrain feature is less than 3" in height." which refers to the rules about subtracting 2 from your movement and charge distance for difficult ground and applying it as if it says "A TITANIC model can be moved over terrain features that are 3" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored." which is not what the rule says. You still have to go up, over and down terrain features like barricades, you just ignore the -2 penalty for difficult ground if it's less than 3" tall.


Which helps a little, but not much. Titanic models should ignore all terrain that is less than 3" in height.
   
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St. Louis, MO

The other problem with the monolith is it has solid shooting but to fully make use of the points, you really have to maximize use of the portal and related strats, and it takes a lot of points to do that as well. In addition, ignoring the movement problems, getting it into position to apply guys through the portal in time for it to make a difference is strongly dependent on match up and the stars aligning correctly. There are a lot of restrictions on when you can use these abilities that don't play well together. "Can't be used in the first turn." "Can't be used if you moved this turn."

This message was edited 1 time. Last update was at 2021/06/08 14:37:24


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

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What is the best character to put a VoD on? I currently have it set up on my chronomancer, but I don’t want it to teleport alongside the warriors because it will be nuked immediately after, and even if not, it is out of position for buffing the rest of my army in subsequent turns.
   
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teamtigerstripe wrote:
What is the best character to put a VoD on? I currently have it set up on my chronomancer, but I don’t want it to teleport alongside the warriors because it will be nuked immediately after, and even if not, it is out of position for buffing the rest of my army in subsequent turns.

Royal Warden/Destroyer Lord - aggressive
Any other character - defensive

For defensive purposes, you want to be able to split your fall back + shoot, for offence the melee of Destroyer Lord, RF of Royal Warden + his buff is more valuable so close to the enemy than any other buff.
   
Made in us
Nihilistic Necron Lord






I’d still call the Royal Warden defensive. He’s just keeping out of melee of you’re worried about getting tied up. Chrono/Technomancer for their obvious benefits. Plas/Psychomancer are what I’d call the offensive ones, as well as Lords.

 
   
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 AduroT wrote:
I’d still call the Royal Warden defensive. He’s just keeping out of melee of you’re worried about getting tied up. Chrono/Technomancer for their obvious benefits. Plas/Psychomancer are what I’d call the offensive ones, as well as Lords.

Why put the Veil on a Royal Warden instead of another character in your list if you want to use the Veil defensively? The only reason I can think of would be because you are giving the other character the Voltaic Staff.
   
Made in us
Nihilistic Necron Lord






What? I never use a Veil defensively, I’m just referring to how the character itself acts when it gets there. Is it lending its weigh to the offense or working to protect the unit it transported. The Warden, Chrono, and Techno utilize their abilities to defend their charge, while the Plas, Psycho, and Destroyer Lord more just go murder happy when they get there.

 
   
Made in fi
Locked in the Tower of Amareo





 AduroT wrote:
What? I never use a Veil defensively, I’m just referring to how the character itself acts when it gets there. Is it lending its weigh to the offense or working to protect the unit it transported. The Warden, Chrono, and Techno utilize their abilities to defend their charge, while the Plas, Psycho, and Destroyer Lord more just go murder happy when they get there.


It ensures your good melee unit doesn't end up tarpitted and have to waste time finishing off remnants of squad rather than hunt in for bigger fish.

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Hamburg

 AduroT wrote:
What? I never use a Veil defensively, I’m just referring to how the character itself acts when it gets there. Is it lending its weigh to the offense or working to protect the unit it transported. The Warden, Chrono, and Techno utilize their abilities to defend their charge, while the Plas, Psycho, and Destroyer Lord more just go murder happy when they get there.

Defensively it what sense?

You could veil a unit to occupy a mission objective outside of your deployment zone. If the objective is close to your zone or in midfield, no need to veil in general. If it's in the enemy deployment zone, your unit is exposed to a lot of incoming enemy fire. I'd think twice to do so. It depends on terrain and the distribution of the enemy army on the battle field. This could be useful in mid- or endgame when the enemy has moved part of its army forward.

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 wuestenfux wrote:
 AduroT wrote:
What? I never use a Veil defensively, I’m just referring to how the character itself acts when it gets there. Is it lending its weigh to the offense or working to protect the unit it transported. The Warden, Chrono, and Techno utilize their abilities to defend their charge, while the Plas, Psycho, and Destroyer Lord more just go murder happy when they get there.

Defensively it what sense?

You could veil a unit to occupy a mission objective outside of your deployment zone. If the objective is close to your zone or in midfield, no need to veil in general. If it's in the enemy deployment zone, your unit is exposed to a lot of incoming enemy fire. I'd think twice to do so. It depends on terrain and the distribution of the enemy army on the battle field. This could be useful in mid- or endgame when the enemy has moved part of its army forward.


Why are you asking me? I’m not the one who said using a Veil defensively.

 
   
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Using a Veil offensively is using it as early as possible to deal damage and apply pressure.

Using a Veil defensively is using it to react to your opponent's charges or movement or to grab an objective later in the game.
   
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Nebraska, USA

Warden is awesome for veil because generally unless you are facing someone that can effortlessly wipe a 20man necron unit, theyre gonna end up in melee if anything just to stop them from shooting.
Warden just lets them back off freely.

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

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 Vineheart01 wrote:
Warden is awesome for veil because generally unless you are facing someone that can effortlessly wipe a 20man necron unit, theyre gonna end up in melee if anything just to stop them from shooting.
Warden just lets them back off freely.

It really has to be the chronomancer. A 20 man warrior without the 5++ is a waste.

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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Somewhere over the rainbow, way up high

 Xenomancers wrote:
 Vineheart01 wrote:
Warden is awesome for veil because generally unless you are facing someone that can effortlessly wipe a 20man necron unit, theyre gonna end up in melee if anything just to stop them from shooting.
Warden just lets them back off freely.

It really has to be the chronomancer. A 20 man warrior without the 5++ is a waste.


This man speaks truth. The 5++ is the thing that makes 20 man squads last long enough to actually make use of RP, technomancers, and res orbs.

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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. 
   
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Oh yeah theres that too, i usually end up using the Chrono but sometimes i opt out of that since that usually shoe-horns him to ONLY buffing THAT squad instead of moving on to a less-damaged squad later on.

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

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Thanks for the ideas. Follow-up question: I was not previously thinking about the warden because my starting build is Mephrit and runs the warden using the conduit of the stars. Is the conduit a good enough relic to justify the VoD on someone else like the chrono in a Mephrit list?
   
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teamtigerstripe wrote:
Thanks for the ideas. Follow-up question: I was not previously thinking about the warden because my starting build is Mephrit and runs the warden using the conduit of the stars. Is the conduit a good enough relic to justify the VoD on someone else like the chrono in a Mephrit list?

Auto-include Relics: Veil of Darkness.
Relics worth paying 1CP for: Blood Scythe, Conduit of Stars, Gauntlet of the Conflagrator, Infinity Mantle, Solar Staff, The Orb of Infinity, Voidreaper and Voltaic Staff.
Bad Relics: Nanoscarab Casket, Sempiternal Weave, The Arrow of Infinity, The Sovereign Coronal and The Vanquisher's Mask.

Triple relic armies don't make sense unless you test your list and find that you never use all your CP, Voltaic Staff is probably the second-best relic we have.

This message was edited 1 time. Last update was at 2021/06/10 03:17:36


 
   
 
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