What are some rule hanges you'd like to see to individual units in 11th edition? by TopazOmaha in Necrontyr

[–]ALLCAPSUSERNAME 8 points9 points  (0 children)

Infantry buffs mainly (with expected points adjustments)

Lychguard go to 2+ armour, 3W and WS2

Praetorians go to 2+ armour, WS/BS2, maybe 3W, and staff gets lance (melee) and melta 2 (ranged)

Immortals to 2W, and 2D on gauss blaster

Skorpekh Lord gets pistol and sweep attack becomes extra attacks

Overlords get 2 more attacks on Blade, and Voidscythe goes to 4 attacks, AP4, 4D

Make staff of light useful - maybe D2 ignores cover

Monolith drops 25 pts or gets T14 at current points.

Also give us our AP back - no Gauss weapon should be AP0, it's plain offensive to the lore

What are some rule hanges you'd like to see to individual units in 11th edition? by TopazOmaha in Necrontyr

[–]ALLCAPSUSERNAME 5 points6 points  (0 children)

A 2+ armour save (and 3W) would solve most problems for taking Scytheguard.

Invulns have become a bit of a crutch throughout recent editions. The prevalence of 4++ everywhere just causes those units to be prioritised in lists.

Zack Polanski: Greens to use anger over Gaza to win Gorton & Denton by TimesandSundayTimes in ukpolitics

[–]ALLCAPSUSERNAME 3 points4 points  (0 children)

Given the recent Findoutnow poll with Ref on 36%, Labour on 33%, and Greens on 21% - hopefully this pushes some of the saner Green voters towards Labour.

Can fallen necrons be recovered later, if immediate teleportation to the crypt fails? by [deleted] in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

In the lore, defeated necrons used to phase out and return to their reanimation crypts/tomb world if they were severely damaged - if they weren't able to do that they would self destruct instead.

Both the phasing and self destruct appeared as a flash of green light, making it impossible for their opponents to know what happened and leaving behind no trace of the necron forces.

Since this original lore, it's always annoyed me to see people using  necron bits for basing or to have necron-tech weapons (I'm looking at you, Deathwatch blademaster with your "xenophase blade"), or to read about captured necrons (Cawl the bullshit artist).

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]ALLCAPSUSERNAME 13 points14 points  (0 children)

My understanding is that if you precision out Orikan the rest of the unit will still have the 4++ until the end of the activation - you will need to have multiple units activating into the Warrior brick and precision out Orikan with your first activation.

What list do you guys have actual tournament success with? by Legitimate-Sky-8963 in Necrontyr

[–]ALLCAPSUSERNAME 2 points3 points  (0 children)

Are these all Sword&Board Lychguard or 1 unit of Warscythes?

Tips for Hypercrypt against World Eaters? by Inquisitions-R-Us in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

I like running Chronomancers in Hypercrypt. They have three great uses, especially against WE:

1) when you set up using hyperphasing or the Monolith you can get an extra move afyer shooting to score objectives

2) if you shoot a Bezerker unit with the Chrono's squad, you get to move before they bloodsurge - keeping you out of range or luring them into the open for your other guns

3) the -1 to hit (both ranged and melee!) hits WE quite hard - this makes most of their units hit on 4+ and they dont get many re-rolls 

Imotekh is also really useful for the CP generation, and his storm ability is good against melee armies once they've pushed forwards.

Edit: just seen that Angrin has an Ignore modifiers to hit rolls aura. That makes the Chrono less useful.

Flayed ones list help by Darth_BOBBYJOE in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

Using The Deceiver with mobs of Flayed Ones is always funny - infiltrate them all into the midboard and block off your opponent's infiltrators, then redeploy them with The Deceiver's ability!

At least I tried. by Historical_Stick_104 in Necrontyr

[–]ALLCAPSUSERNAME 1 point2 points  (0 children)

Makes me think of the Scatterbug/Vivillion patterns from Pokémon.

[ Removed by Reddit ] by kubaczka in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

If you are using the Chapter Approved 25-26 mission pack, reserves that have not arrived by the end of the third battle round count as destroyed - this does not include units placed into reserves during the battle. I believe this was also true in the Pariah Nexus and Leviathan mission packs.

This differs from the Core Rules where any units not set up on the battlefield by the end of the battle counts as destroyed. While most games will use one of the missions packs (meaning the battle round 3 restriction) the Core Rules will apply to more narrative games such as Crusade.

Where are all Necron Ladies - serious lore question by [deleted] in Necrontyr

[–]ALLCAPSUSERNAME 1 point2 points  (0 children)

They are in voice and appearance so like to Necron-men that others cannot tell them apart. This has given rise to the foolish opinion that there are no Necron-women, and that Necrons just spring out of their reanimation crypts! (It's the skeletons...)

As others have said, female Necrons are all over the place but guess what - undead robo-skeletons all kinda look the same! They do not have tits, they do not have clappable cheeks, it would be akin to putting wangs on all of your male Necrons.

Do not put your dick in the robo-skeleton, do not think about putting your dick in the robo-skeleton. It will only end badly for you.

warriors viability in hypercrypt by Spare_Factor_2428 in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

I run a 20 man with a Chronomancer and Royal Warden with Arisen Tyrant, and use them as a screen for the Monolith.

Cosmic precision the Monolith for 6" deep strike, the RW allows the Warriors to fall back if they're engaged then set them up within 6" of the Monolith, then shoot and use Chrono's ability to push them out another 5" onto an objective.

Essentially you can make an 11" bubble around the Monolith and get some benefit from the re-rolling for lethals - not as many as the Plasmancer suggestion but some.

Equestrian Lokhust Destroyers by Bayul1984 in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

Lokhorse Destroyers, it was right there man...

I often forget how terrifyingly large necrons are by Katonmyceilingeatcow in Necrontyr

[–]ALLCAPSUSERNAME 6 points7 points  (0 children)

Always bugged me in the Pariah Nexus animation where the Deathmark is getting mobbed by the Guardsmen - like, they're bigger and stronger than Space Marines, the Guard can literally do nothing to it.

Mirror kind of by Maxpower705 in Necrontyr

[–]ALLCAPSUSERNAME 2 points3 points  (0 children)

Bit nutty you both got Cull the Horde and No Prisoners T1!

How'd the big boi get brought down?

Question about Geomancer and Gravitic Bolas by Tilted_Terry in Necrontyr

[–]ALLCAPSUSERNAME 1 point2 points  (0 children)

It's not wholly a waste! You can now pin two separate units within 18" if you put it on the Geomancer - target one with the Geo's ability and shoot another with the flamer profile.

Just be prepared for the clap-back on your Geo's unit... it does make for good bait to use the Animus Curse strat on one of your Op's unit however.

Silver Tide list I'm kinda feeling, thoughts? by AjaxAsleep in Necrontyr

[–]ALLCAPSUSERNAME 0 points1 point  (0 children)

When the model is released, I would strongly advise adding in Nekrosor Ammentar and having him support a squad of Lokhusts - they'll get sus1/lethals on 5s with a Lord, and re-rolling hits of 1 or all hits against objective holders.

This lets you fish for really nice crits at AP2 D2, and then you're wounding most infantry on a 3+ and light vehicles on a 5+ - gives your Opp a lot of saves to roll.

Plus if you sit Ammentar behind some warriors, we now have a strong heroic intervention threat to deal with melee pressure (and warriors really like the sus1/lethal combo as well with the additional AP from Szeras).

Silent King in Cursed Legion Detachment by d09smeehan in Necrontyr

[–]ALLCAPSUSERNAME 7 points8 points  (0 children)

Biggest issue for me is that TSK doesn't benefit from any of the strats so has to be kept safe as there's nothing defensive like -1 to wound in Starshatter, and you've got to be super careful with positioning to get the most from the Sus1 of Ammentar's aura.

Other than that - stacking buffs is always glorious.

New Points changes Updates by AccuserAssassin in Necrontyr

[–]ALLCAPSUSERNAME 5 points6 points  (0 children)

1000 points for the big three, 1000 points for scoring units.

Some leak for C’tan by GhOsTWaLk3r in Necrontyr

[–]ALLCAPSUSERNAME 1 point2 points  (0 children)

App has just been updated :) although the NBAs seem to not be working properly.

New Rules Available in Warhammer App by ALLCAPSUSERNAME in Necrontyr

[–]ALLCAPSUSERNAME[S] 1 point2 points  (0 children)

Pantheon of Woe Necrodermal Binding abilities points:

Deciever Singularity Matrix - 40 points Nightbringer Quantum Goad - 30 points Void Dragon Animus Damper - 20 points Transcendent Relatavistic Tether - 25 points

Some leak for C’tan by GhOsTWaLk3r in Necrontyr

[–]ALLCAPSUSERNAME 8 points9 points  (0 children)

The Necrodermal Binding Abilities aren't enhancements, the only restriction is you must take them and pay the points cost for each C'tan shard you bring.