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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

In the mean time I want to get some games in. Which factions has everyone found to be most difficult for necrons to have an even chance against?

I had trouble against TS with all their psykers.

Necrons armies would be more tanky if they could have somethink like a decurion. Such armies were very resilient and competitive in the past.

This message was edited 1 time. Last update was at 2022/02/08 12:41:58


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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Shuriken weapons always had Rending, in the past it was "counts as AP2" and i believe they had a rule where they didnt get the extra D3 for vehicle armor pen'ing. The new eldar Shuriken is more rounded so it has AP built in but 6s still have a lot of AP.
Deathguard, or Nurgle in general, literally always had a FNP until recently. Necrons only had it in 7th edition and it was pretty dumb.

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
Regular Dakkanaut




At the Gates of Azyr

 vict0988 wrote:
"named characters have a pre-selected keyword, but are exempt from the restriction" Warhammer Community aka not a rules-based answer but we've seen people playing the new missions using SK in other dynasties.

I think maybe having 2x6 Skorpekhs could help punch through -1D because then you'll have 2 guys in each unit that have more than damage 1 and can get S8+ with Strats and stuff. Maybe Ophydians as well, against T8 the breakpoints are 5 and 8, getting from 5 to 8 is hard, getting from 4 to 5 is easy and the little Ophydian claws being D1 is not a downside. A big ole block of Flayed Ones will probably scissor up a monster as well if they get SK support.

 Manchild 1984 wrote:
apparently reanimator just needs Dynasty

The dreaded Reanimator-buffed Scarabs come. RP should have never been on a wound basis, but on a dead/alive basis just like 8th, the way it currently works is tedious.


I mainly play Novokh with 2 units of Skorpekhs and they do the work against stampede.


Automatically Appended Next Post:
punisher357 wrote:


Eldar get shuriken weapons that have a mechanic that should have been used for gauss....




I agree we need to go back to the old 3-4th edition necrons gauss rules of 6s to hit auto wound.

This message was edited 1 time. Last update was at 2022/02/08 16:18:15


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Considering the mobility and firepower of the new Tau dex. How do we respond to something with a 39 inch threat range turn 1? (3 Devilfish Full of 10 Breachers)

My initial idea would be always grabbing the light cover protocol turn 1 in case. But I know the breach and clear strat will ignore cover, and then we're basically not getting saves on our warriors.

It seems that kind of firepower will also mulch scarab screens if we can't get out 5++ chrono buffs up. Ideas?

This message was edited 1 time. Last update was at 2022/02/08 19:05:25


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

I don’t like to be negative but it’s pretty hard coming up with a list that plays well into the metta.

This isn’t codex creep these new books are coming through like the cool-aid man.

We just don’t have the survivability anymore..which is our thing. Yeah play the mission but you can’t if you’re dead..

There is no answer to tau. There’s nothing we can take that won’t get absolutely smoked. I don’t think we could even tailor into tau, what would that even look like?

The night is dark and full or terrors.

All of the things. Most of the time. 
   
Made in gb
Dakka Veteran





9th would be such a great edition if every other army was the same power level as the Necron codex. As for our points drops, I thought Flayed Ones were already quite good, now I think they're excellent. Just a shame GW are so obnoxious about their pricing
   
Made in us
Wicked Canoptek Wraith



United States

 Vineheart01 wrote:
Shuriken weapons always had Rending, in the past it was "counts as AP2" and i believe they had a rule where they didnt get the extra D3 for vehicle armor pen'ing. The new eldar Shuriken is more rounded so it has AP built in but 6s still have a lot of AP.
Deathguard, or Nurgle in general, literally always had a FNP until recently. Necrons only had it in 7th edition and it was pretty dumb.


My point is that the shuriken weapons were updated in an applicable way. Gauss weapons weren't. The necron fnp may have been "dumb" to you, but it was at least effective. The RP we have now doesn't add enough durability to justify the costs we pay for it. The 5 inch movement and midrange weaponry isn't helping things either.


Automatically Appended Next Post:
Cauthon wrote:
I don’t like to be negative but it’s pretty hard coming up with a list that plays well into the metta.

This isn’t codex creep these new books are coming through like the cool-aid man.

We just don’t have the survivability anymore..which is our thing. Yeah play the mission but you can’t if you’re dead..

There is no answer to tau. There’s nothing we can take that won’t get absolutely smoked.


The older codexes definitely aren't reflected on when making new ones, so we see huge power creep. The rules-writers seem more like fanboys than professionals to me.

I've just decided that I'm going to play casual games and avoid "that guy". I don't mind a challenge or even some unbalanced matches, but I don't like showing up to be someone's punching bag.

This message was edited 1 time. Last update was at 2022/02/08 23:37:24


 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

So you roll up to the club and say who wants a game??!! No not the 6 of you, pass me the noobsauce??

I’m cool with avoiding bad matchups but if half the armies out there are bad matchups it feels like punching bag or gtfo.

Can’t just wait for our next codex..

All of the things. Most of the time. 
   
Made in ch
Irked Necron Immortal




Switzerland

GW thinks reanimation protocoll is a strong ability when it does very litte. The Crusade rules illustrate this nicely
   
Made in us
Wicked Canoptek Wraith



United States

 Manchild 1984 wrote:
GW thinks reanimation protocoll is a strong ability when it does very litte. The Crusade rules illustrate this nicely


How so? I haven't played crusade
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

Silent king

Technomancer- implacable q, veil, hypermaterial ablator

Warriors x 20 reapers
Warriors x 19 reapers
Warriors x 10 flayers

Immortals x 5 gauss
Immortals x 5 gauss

Lychguard x 6
Skorpekh x 6
Wraiths x 5

Ghost ark

Hope for a good mission.

This message was edited 1 time. Last update was at 2022/02/09 03:41:57


All of the things. Most of the time. 
   
Made in ch
Irked Necron Immortal




Switzerland

punisher357 wrote:
 Manchild 1984 wrote:
GW thinks reanimation protocoll is a strong ability when it does very litte. The Crusade rules illustrate this nicely


How so? I haven't played crusade

So on page 76 of Codex Necrons bottom right you have a pro and a con for canoptek units. (these are supposed to be somewhat balanced)
   
Made in us
Wicked Canoptek Wraith



United States

 Manchild 1984 wrote:
punisher357 wrote:
 Manchild 1984 wrote:
GW thinks reanimation protocoll is a strong ability when it does very litte. The Crusade rules illustrate this nicely


How so? I haven't played crusade

So on page 76 of Codex Necrons bottom right you have a pro and a con for canoptek units. (these are supposed to be somewhat balanced)


Um....yeah. I mean, I knew gw thought RP was good as is, but I didn't know they were this far off base
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

punisher357 wrote:
 Manchild 1984 wrote:
punisher357 wrote:
 Manchild 1984 wrote:
GW thinks reanimation protocoll is a strong ability when it does very litte. The Crusade rules illustrate this nicely


How so? I haven't played crusade

So on page 76 of Codex Necrons bottom right you have a pro and a con for canoptek units. (these are supposed to be somewhat balanced)


Um....yeah. I mean, I knew gw thought RP was good as is, but I didn't know they were this far off base


Would have been good in eighth so....here we are.

All of the things. Most of the time. 
   
Made in ch
Irked Necron Immortal




Switzerland

What are the best HQ reliqs?

Veil of Darkness?
Orb of Eternity?
Voltaic Staff?

I usually only take the Veil an cut most HQs


   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 Manchild 1984 wrote:
What are the best HQ reliqs?

Veil of Darkness?
Orb of Eternity?
Voltaic Staff?

I usually only take the Veil an cut most HQs


Thats basically it. The only one i'd add would be the Voidreaper Warscythe to get 3 damage attacks, even if our guys aren't well suited for fighting.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Manchild 1984 wrote:
What are the best HQ reliqs?

Veil of Darkness?
Orb of Eternity?
Voltaic Staff?

I usually only take the Veil an cut most HQs



Definitely VoD as it gives you some tactical flexibility.
I'd use it with a *mancer and 20 Warriors.

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 ch
Irked Necron Immortal




Switzerland

Royal Warden seems kinda pointless when you can take a Cryptek with Veil
   
Made in de
Nihilistic Necron Lord






Germany

Veil can only be used once.
   
Made in ch
Irked Necron Immortal




Switzerland

 p5freak wrote:
Veil can only be used once.

true, but how many times would you use the RW realistically
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Every time ive taken the RW his ability is pointless.
Every time something i'd want to fall back with is in combat if they survive its only a couple of dudes anyway. And since the HQ slot is highly contested, i just leave him alone now.

On the relic topic i like putting the Volatic Staff on a technomancer. Its pretty good and the base weapon it replaces is kinda garbage lol.
It is only 18" though so its not first-pick for relics.

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
Longtime Dakkanaut




My biggest problem with the RW is the HQ slot he takes up. The ability is OK (though made worse thanks to the VoD, as noted above) but the cost plus slot means he's way down the list of priorities for me.

That actually sums up the Necron HQ problem in general. We've got a bunch of must-takes and then a whole lot of options that are OK at best, but which rarely see play because by the time you've taken the must-takes there's just no space for anything else.

For relics, I agree the list is quite short. VoD and Voltaic Staff are the most common ones for me. I like the staff for boosting the damage output of a Cryptek but it's also pretty decent on a Lord/Overlord. The Orb is good but I find I often lack opportunities to use it in my games.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 p5freak wrote:
Veil can only be used once.

Should suffice.
Don't overextend the veiled unit (unless you can place it in a blind spot) such that it can get fire support from other units of your army.

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
Fresh-Faced New User




What are peoples' thoughts on CCB v overlords at the moment? I feel the CCB never needed a price hike, and now that there are so much more core, the most important factor for me is MWBD. The overlord can hand out MWBD almost as well as the CCB, as long as you plan your positioning carefully. That further drops the stock for CCB for me. Thoughts?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

teamtigerstripe wrote:
What are peoples' thoughts on CCB v overlords at the moment? I feel the CCB never needed a price hike, and now that there are so much more core, the most important factor for me is MWBD. The overlord can hand out MWBD almost as well as the CCB, as long as you plan your positioning carefully. That further drops the stock for CCB for me. Thoughts?

CCB is a must-have in my Necron army.
I usually play a fast HQ in an otherwise lumbering army.
CCB is a one-man wrecking machine if let loose.

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 gb
Longtime Dakkanaut




teamtigerstripe wrote:
What are peoples' thoughts on CCB v overlords at the moment? I feel the CCB never needed a price hike, and now that there are so much more core, the most important factor for me is MWBD. The overlord can hand out MWBD almost as well as the CCB, as long as you plan your positioning carefully. That further drops the stock for CCB for me. Thoughts?


I dropped the CCB to an Overlord when it got its initial price increase. With the decreases I'm now probably putting it back in. I like the extra wounds, extra gun and extra movement so it's a pretty useful addition to the army for me.
   
Made in dk
Loyal Necron Lychguard






teamtigerstripe wrote:
What are peoples' thoughts on CCB v overlords at the moment? I feel the CCB never needed a price hike, and now that there are so much more core, the most important factor for me is MWBD. The overlord can hand out MWBD almost as well as the CCB, as long as you plan your positioning carefully. That further drops the stock for CCB for me. Thoughts?

I like CCB with voltaic staff, really cool in a list where you need MWBD for a fast element like Wraiths or TBs and being able to shoot the voltaic staff in melee is pretty cool. Foot Overlord is fine for supporting Skorpekhs or Lokhusts. I'd probably just get a regular Lord if I was just paying the Command Protocols tax and neither in a SK list.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

The CCB + Voltaic Staff + Gauss Cannon certainly makes a decent melee speedbump and shooting platform to clear small 5 man squads holding objectives. Its also fast enough to get where it needs to go to support.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Regular Dakkanaut




Something else to remember... the CCB can shoot in combat, it is a vehicle after all. So in essence you get a really nice brick of a platform (with Enduring Will) that can front a lot of damage and deal it back on the next round.
   
Made in gb
Crazed Spirit of the Defiler




CCB looks a lot less good once you see what everyone else gets in the HQ slot for 160 points, 1 relic and 1 warlord trait.

160 - Tau Commander with 3 Fusion Blasters, Shield Gen, punchy fist and re-roll all their hits and wounds in all phases.

175 - Dark Angel Talonmaster with twin HB, twin AC, relic sword, melee trait.

150 - TSon Exalted on Disc with 3 MW powers and a relic/trait to help them cast.

160 - Trajan Valoris, hilarious.

Shows off the overcosted chassis of the CCB, the lacklustre relics and the somehow even less impressive warlord traits on offer. Would you rather have a trait that gives re-roll wounds in combat or re-roll hits and wounds in both shooting and combat?
   
 
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