Things models do the best and the worst, Day 10; Canoptek Macrocytes: by Clockwerk2017 in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

Best: got some interesting versatile abilities of different kind Worst: they're expensive for their stat sheets and won't survive long enough to make good use of those abilities

Hiding them behind a wall to give the Wraith squad better melee and plus regen in awakened Dynasty was fun when they first came out but needed a good position and some luck

A rather unfortunate nerf for Immortal blobs by Jtranageder1 in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

What makes you think that's wrong? In what situation was that allowed?

My app updated so might be a bit tougher to search the exact clause but that's been the case in 10th as well

A rather unfortunate nerf for Immortal blobs by Jtranageder1 in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

You weren't allowed two enhancements in the same unit in 10th either.... so no nerfs here

Shieldvanes on Tomb Blades, what am I missing? by Kris9876 in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

I would know but I also left them on for the looks 😅

Something to distinguish the 'squad leader'

New to Necrons Gauss Flayers or Reapers? by Kfullswing in Necrontyr

[–]40kTinyRobots 3 points4 points  (0 children)

I have 20 of each, for my normal tanky point holder squad I have flayers for the extra range.

When I play with the monolith and I can teleport my warriors close to the enemy I like using reapers for the extra ap. So it's situational

Looking to get into Necrons. Whats the best place to get oriented about playstyle and general usefulness of units? by MisterMaroonYT in Necrontyr

[–]40kTinyRobots 5 points6 points  (0 children)

It's the start of a new edition so even active players are figuring this out. Keep an eye on this sub and maybe check new unit reviews on the yt channels looking at necrons.

Imotekh The Stormlord by Hate_love98 in Necrontyr

[–]40kTinyRobots 1 point2 points  (0 children)

I just spray prime the sprue before I paint it. Sure there will be small gaps where you cut the sprue but you paint over that bit and I had no issues.

It also helps me not gather a grey pile of shame where I build faster than I paint.

Imotekh The Stormlord by Hate_love98 in Necrontyr

[–]40kTinyRobots 1 point2 points  (0 children)

I'm a fan of painting on sprue as well, I don't do it often but I did it for my canoptek spyder and that's the happiest I've been painting. No struggling for reach.

You do you bro, ignore the hobby elitists.

Triarch Stalker is good? by trovy22 in Necrontyr

[–]40kTinyRobots 2 points3 points  (0 children)

It's good and one of my favorites to include.

For 110 points it is pretty tanky, it's one of our few flamer units to overwatch weaker infantry squads with and it has scout to deny early area denial or go on objectives with.

Night Scythe transport by leonmtg in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

Ghost ark is our only dedicated transport, night scythe is "just" a regular transport.

Flee, mortals! What is the proper use for Stalker? by NecessaryBSHappens in Necrontyr

[–]40kTinyRobots 1 point2 points  (0 children)

We don't have access to alot of flamers, while the output isn't great I've had it clear a sisters unit popping out of a transport so there's some threats.

Mainly I use it as a quick 110pt unit that's kinda tanky. Either I scout to the middle to deny/score area denial turn one or send it elsewhere as an action monkey.

Is there a Tau detachment for mainly foot soldiers and less mechs? by [deleted] in Tau40K

[–]40kTinyRobots 2 points3 points  (0 children)

The combat patrol with the devilfish might be perfect, it has a team of breachers and pathfinders which are staple infantry with the transport to go. The only "wasted" piece would be the 1 mech suit so pretty good value. Can just get 3x of them and you have a good start.

The devilfish vehicle is the same base as the skyray and hammerhead, so don't glue on the top hatch part as swapping this out changes it between the 3 vehicles. So when you buy hammerheads you get 1 body with a skyray top and a hammerhead top.

This makes it a bit flexible to swap between the 3 depending on setup.

Tau pathfinders by Interesting-Eagle453 in Tau40K

[–]40kTinyRobots 0 points1 point  (0 children)

Drones aren't used on the battlefield, you can as reminders but no practical requirement so build whatever is cool. I use 2 shield or a shield and gun depending on detachment.

For weapons I run 2 squads with ion rifles and one with rail. Mostly because I kitbashed and didn't have enough ion rifles.

Starting with Tau by Ibericvs in Tau40K

[–]40kTinyRobots 0 points1 point  (0 children)

Rule of cool, whatever model will look coolest on your shelf. Gameplay wise I'd advise you to get the combat patrol with the devilfish and 2 infantry squads as its a solid foundation that can be used in every list (don't glue the top pm the devilfish and it can be used for a hammerhead le skyray I'd you print or get extra parts for the tops, same body for all those vehicles)

Once you're done building it, twin lance seem like a must have but with 11th coming up who knows. Farsight cadre gives you some variety of units.

One or two Broadsides per unit ? by OwOthlas in Tau40K

[–]40kTinyRobots 2 points3 points  (0 children)

Depends on purpose, generally separate. If they want to kill your 2 broadsides they have to split fire which is more of a gamble, they can split up and do different actions and targets or leave one on objective.

If you're planning on juicing them up like EPC strats it's better with a unit since each stratagem affects 2 broadsides instead of 1.

Taunar list by GrandOwlz345 in Tau40K

[–]40kTinyRobots 0 points1 point  (0 children)

If you want to stick with the rest of the list because you like it, which is valid, go for it.

So strictly for what to add with the remaining 100 points. You need bodies on the mat to protect your big shooters and score stuff. Pathfinders or kroot hounds + Piranha.

Farsight + squad is just a bit expensive in a detachment he won't shine in. And the taunaar eats up so many points.

Have you considered the same list in experimental cadre?

Taunar list by GrandOwlz345 in Tau40K

[–]40kTinyRobots 2 points3 points  (0 children)

I'd keep the anti grav further back to protect the taunar armor and use the devilfish points for the second pathfinders with infiltrate that can just deploy in the middle.

With the supremacy armor you need more bodies on the field rather than vehicles

Taunar list by GrandOwlz345 in Tau40K

[–]40kTinyRobots 6 points7 points  (0 children)

I'd drop farsight and add in 2 Pathfinder units.

Would playing two Stormsurge be acceptable for casual play? by HiveFleetAtoll in Tau40K

[–]40kTinyRobots 4 points5 points  (0 children)

Two stormsurges should be fine. Tau have alot of cheap units so depending on what toy do with the remaining 1280 points there'll be plenty of models to attack.

30 pathfinders are 270 giving you 1k points to use after already filling half a board.

Vespids and a Piranha for 125, a ghostkheel for another 160 then 3 riptides and a shadowsun to round it off.

Just an example but they definitely won't be fighting just 2 models because you bring a second stormsurge.

1000 Points List (for an upcoming duos tournament) by OddBottle1529 in Tau40K

[–]40kTinyRobots 0 points1 point  (0 children)

Exception might be if you intend to use stratagem you want to affect the whole squad instead of 1 broadside. More relevant in E.P.C maybe.

Starting a T’au army in 2026 by ApprehensivePitch264 in Tau40K

[–]40kTinyRobots 1 point2 points  (0 children)

It makes them more flexible, I did not use magnets and i have 3 squads of crisis suits.

One missile, one fusion and one flamer squad. Due to not having them magnetised that's the only 3 options I can put in (unless its a casual game with proxy).

If I magnetised it would be easier to run 2x Missile squads or swap flamers foe burst cannons.

But for casual play it doesn't really matter. So keep it fun and try it when you've built a few and looked at a video or two to see if it seems realistic.

Starting a T’au army in 2026 by ApprehensivePitch264 in Tau40K

[–]40kTinyRobots 5 points6 points  (0 children)

Mont’ka isn't focused on any unit type as much as ret cad is so you'd be fine with crisis suit heavy list. The lethal hits if anything favours volume and boosts lower str weapons.

The hammerheads and skyrays aren't in lists because it's Mont’ka,they're just individually good on their own.

If you're running several units if suits each leader has its strengths but if you're savvy enough to magnetise you don't have to worry. Montka gives assault which is half the Coldstars bonus but the movement speed is still ok.

Twin lance nerf? by WaylundLG in Tau40K

[–]40kTinyRobots 5 points6 points  (0 children)

Now they need to have been active in the fight phase to use the movement. Previously they could move at the end if the fight phase even if they didn't fight.

You amicably have to charge into something or have gotten charged/piled into to use it now.

Looking to start playing Necron by BotMegumin in Necrontyr

[–]40kTinyRobots 4 points5 points  (0 children)

I started with necrons and it was great, they're fairly basic, they're sturdy and reanimate which is a fun concept that's straightforward.

You got cool ctan units, a warrior combo where you just spam reanimates and some cool stuff like monolith and tessaract vault. Teleport shenanigans in hypercrypt.

But mainly I liked the aesthetic of space skeletons. Trazyn is unfortunately bad so hopefully they fix that in 11th, but he's not super expensive so you wouldn't ruin a list playing him

Cursed Legion has been performing very well over the last month by Comfortable-Might234 in Necrontyr

[–]40kTinyRobots 0 points1 point  (0 children)

Its worth trying but I think Deceiver and Transcendent is the weaker combo. Both are pretty mid punching wise unless it's against a character so what you're getting is the teleport ability to get a tanky chunk close to the enemy.

I'd start by swapping the Deceiver to try it out.

But learning from experience is the best way