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Thread: Necron Tactica - 6th Edition

  1. #21
    Chapter Master Spiney Norman's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Stonerhino View Post
    It is crappy when paired with the shields but for models without a ++ a power sword is still effective. And AP3 in most cases is still really good.
    Unless you're trying to kill a character or terminator, and I see a lot of them ahead because there are a few armies that won't be able to deal with them at all.
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  2. #22
    Chapter Master Stonerhino's Avatar
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    Re: Necron Tactica - 6th Edition

    I did say "In most cases" which implies not all the time. Even in a unit of Lych Guard you can have Court Lords and or Over Lords join them to help with the 2+Sv.

    Just because you have to choose between offence and defence now. Does not make them a bad choice just one that's more situational.

  3. #23

    Re: Necron Tactica - 6th Edition

    How does our anti-aircraft look? Don't have my codex yet and from all the rumors I think I have a list in mind.. But don't have anything to deal with AA (Valkyrie spam is pretty common at my meta)

  4. #24
    Chapter Master Spiney Norman's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Opial View Post
    How does our anti-aircraft look? Don't have my codex yet and from all the rumors I think I have a list in mind.. But don't have anything to deal with AA (Valkyrie spam is pretty common at my meta)
    Doom scythes? Actually night scythes can be handy as well, the tesla destructor will be erects good as most flyers a A11

    Aircraft are the best way of dealing with aircraft in 6th, hydras etc are all very well, but they're pretty useless if your opponent happens not to bring aircraft, and since only 5 armies have them...

    Flyers are the one thing I don't really like about the 6th rules, you need something with skyfire to deal with them, but skyfire units are useless vs non-flyers, so the only real answer to enemy flyers is bring your own. Fortunately we a one of the 5 armies that can do that, everyone else has to buy fortifications with Icarus las cannons or quad guns.
    Last edited by Spiney Norman; 30-06-2012 at 21:02.
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  5. #25

    Re: Necron Tactica - 6th Edition

    Tesla on the Night Scythe is even better than before now that AP- do not have a penalty to penetrate armor.

  6. #26
    Librarian ThePope's Avatar
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    Re: Necron Tactica - 6th Edition

    Just a quick question... can a commander on a barge issue challenges and fight via the barge? (Just think it would look pretty amusing)

  7. #27

    Re: Necron Tactica - 6th Edition

    Got a question, I can't find in the rulebook where it says flyers can deepstrike now. It says they come from reserve. If this is true, I am under the impression a flyer (the doom scythe) can no longer deep strike as the rulebook's flyer category would override the WD stats. Can someone point to me where it says a doom scythe can deep strike?

  8. #28

    Re: Necron Tactica - 6th Edition

    If its not in their rules then you have to follow the rule that says "Must come from reserves"
    And since units that "Must" enter from reserve do not count, you can have a full army of Scythes.

  9. #29
    Chapter Master Archibald_TK's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by ThePope View Post
    Just a quick question... can a commander on a barge issue challenges and fight via the barge? (Just think it would look pretty amusing)
    No, they can neither start or accept a challenge.
    Is it a bird? Is it a plane? No, it's a miniature gallery!

  10. #30
    Chapter Master Buddha777's Avatar
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    Re: Necron Tactica - 6th Edition

    So after my first game of 6th here are a few thoughts:

    - lychguard with power axes are still great at killin termies, especially when attached with a CC overlord (see next point)

    - Overlord decked out for CC will dominate most anyone in a challenge. Tesseract labryinth, MSS, and phase shifter are required but you can kill anything that is not Ghagazul or the swarmlord.

    - Annhilation barges are both weaker and stronger with hull points and jink.

    - Nightscythes rule. Leave them unembarked and just use them as fast shooters. Be careful fighting a vulkan list because they can re-roll those melta shots even if they still take a 6 to hit.

    - Be very, very careful with your crypteks and lords with the new shooting a CC rules as even with "look out sir" they can be sniped quite easily.

    - C'tan shards are pretty awesome being characters meaning they can challenge.

    Ultimately, necrons are pretty darn awesome and the focus on shooting seems to really benefit us as a whole.
    Last edited by Buddha777; 30-06-2012 at 23:31.
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  11. #31

    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Archibald_TK View Post
    No, they can neither start or accept a challenge.
    That would be incredibly interesting and fluffy if they could

    But i feel like that would cause some nightmare balance issues

  12. #32

    Re: Necron Tactica - 6th Edition

    Seriously can anyone answer my question about a doom scythe deep striking in 6th? I can't find a rule in the rulebook that says flyers can enter from deepstrike.

  13. #33
    Chapter Master Stonerhino's Avatar
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    Re: Necron Tactica - 6th Edition

    The Doom Scyth can move 36" and fire 4 weapons. Which means it can hit anywhere on the table without the need for deep striking. If anything Deep striking would be more of a risk then just nomal movement.

  14. #34

    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Stonerhino View Post
    The Doom Scyth can move 36" and fire 4 weapons. Which means it can hit anywhere on the table without the need for deep striking. If anything Deep striking would be more of a risk then just nomal movement.
    We are trying to figure that out as a Flyer must move more than 18 inches... how does that work with deep strike?

  15. #35
    Chapter Master Stonerhino's Avatar
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    Re: Necron Tactica - 6th Edition

    A few coments/questions:
    Quote Originally Posted by Buddha777 View Post
    - lychguard with power axes are still great at killin termies, especially when attached with a CC overlord (see next point)
    I wouldn't get to used to using the Hyperphase swords as power axes. They are a khopesh or "Sickle sword" and as such may fall into the "Modeling for advantage" territory if remodeled to look more like axes.
    Quote Originally Posted by Buddha777 View Post
    - Annhilation barges are both weaker and stronger with hull points and jink.
    Did you get to try out te moving 12" and snapshotting the Tesla destructor??? I'm interested to see the viability of using that as a tactic.

    Quote Originally Posted by Buddha777 View Post
    - Nightscythes rule. Leave them unembarked and just use them as fast shooters. Be careful fighting a vulkan list because they can re-roll those melta shots even if they still take a 6 to hit.
    Why leave then unembarked??? They can move 36" and disembark the unit per the FAQ.

    Quote Originally Posted by Buddha777 View Post
    - Be very, very careful with your crypteks and lords with the new shooting a CC rules as even with "look out sir" they can be sniped quite easily.
    What where you facing that was allowing them to be sniped??? Or did you mean that the wound allocation rules made them harder to hide w/the LOS shooting rules???

    Quote Originally Posted by Buddha777 View Post
    Ultimately, necrons are pretty darn awesome and the focus on shooting seems to really benefit us as a whole.
    The rules look like they benefit most of the Necrons units. Did anything other then what was listed really stand out???

  16. #36
    Chapter Master Stonerhino's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Commissar Merces View Post
    We are trying to figure that out as a Flyer must move more than 18 inches... how does that work with deep strike?
    The deep striking rules say "Count as" moving at cruising speed. So how far the model actually moved does not matter and it should be noted that cruising speed for a flyer is a longer distance then other vehicles. And should be within their minimum range 18" iIrc.

  17. #37

    Re: Necron Tactica - 6th Edition

    What do you guys think about the interaction of Pyromancy and the C'tan's "Mess with flame weapons and stuff that gets hot" ?

    Does it affect it or not?
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  18. #38
    Chapter Master Buddha777's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Stonerhino View Post
    A few coments/questions:
    I wouldn't get to used to using the Hyperphase swords as power axes. They are a khopesh or "Sickle sword" and as such may fall into the "Modeling for advantage" territory if remodeled to look more like axes.

    Did you get to try out te moving 12" and snapshotting the Tesla destructor??? I'm interested to see the viability of using that as a tactic.

    Why leave then unembarked??? They can move 36" and disembark the unit per the FAQ.

    What where you facing that was allowing them to be sniped??? Or did you mean that the wound allocation rules made them harder to hide w/the LOS shooting rules???

    The rules look like they benefit most of the Necrons units. Did anything other then what was listed really stand out???
    1. Well I suppose it's debatable but since powerweapon entries are now WYSIWIG I think they look like axes (and I just looked up a khopesh and yes they are ancient swords) so if opponents start complaining I guess I'll just mod them a little. But the fact is, for the most part, they can be either since they kinda look like either.

    2. No but that's because merely moving 1" is all that's required for the 5+cover save, no reason not fire at full BS.

    3. Oh with the new FAQ they have an awesome ability for transporting troops. However, I don't want my warriors closer to the enemy, I want them walking making best use of the new rapid-fire rules. Ultimately, they were great just as fighters though. It takes some getting used to with the mandatory 18" movement, including getting used to flying off the board and coming back next turn, and only a 90 degree turn but they blow up vehicles likle nothing else.

    3. Defintley referring to the new wound allocation. The "look out sir" 4+ save for sergeants can be failed really easily.

    4. I think our CC units, who are all pretty survivable, don't suffer from overwatch like many other armies likley will. As far as units that exceeded my expectations the C'tan with gaze of death did great because of the new shooting wound allocation allowed killing of special weapons and squad leaders, who were piled in to combat, be killed easier since an opponent can't just pull models from the back.


    As an aside I'm thinking orks may be a great ally option. 30 boys with a big mek with a KFF can run great interference and protect your walking warrior/immortal phalanx (yes the KFF doesn't extend to allies but a mob of 5++ boys seems like a great blob for infantry protection). I'm wondering if anyone has experimented with any ally options yet?
    Last edited by Buddha777; 01-07-2012 at 01:23.
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  19. #39
    Chapter Master Stonerhino's Avatar
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    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by Buddha777 View Post
    1. Well I suppose it's debatable but since powerweapon entries are now WYSIWIG I think they look like axes (and I just looked up a khopesh and yes they are ancient swords) so if opponents start complaining I guess I'll just mod them a little. But the fact is, for the most part, they can be either since they kinda look like either.
    I would rather them be power axes rules wise but fully expect them to be nerfed to swords in the near future.

    The KFF mini green tide actually sounds like a good addition. I've been more looking at using then Necrons for nuimber of hard to kill infantry and using the allies for surgical strikes. Mainly looking at Tau to be honest.

  20. #40

    Re: Necron Tactica - 6th Edition

    Quote Originally Posted by ThePope View Post
    As an aside I'm thinking orks may be a great ally option. 30 boys with a big mek with a KFF can run great interference and protect your walking warrior/immortal phalanx (yes the KFF doesn't extend to allies but a mob of 5++ boys seems like a great blob for infantry protection). I'm wondering if anyone has experimented with any ally options yet?
    Just to point out - we can take GK as allies of convenience. Corteaz + Imhotekh gives you rerollable 4+ to seize so we're almost always going first. Cheap plasmacannon servitor firing from a chimera bunker adds to anti-terminator firepower (and Coteaz's I've Been Expecting You) and gives you an extra scoring unit for the modest cost of 215pt.

    EDIT: Some smiple mathshammer on TL Gauss
    At normal BS: Each shot will put out 1.3333 hits
    At snapfire: Each shot will put out .916666 hits
    So rather than taking a giant hit like everyone else, twin-linked tesla only loses about 30% of its potency rather that 5/6th when snapfiring.
    Last edited by Infidel; 01-07-2012 at 02:24.

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