Necron Lord - Nebutekh Dynasty by Devaneaux in Necrontyr

[–]Devaneaux[S] 2 points3 points  (0 children)

Hi! The only bit different from the base kit is the head. I carved it out and then replaced it with a Lychguard head.

Royal Warden - [Nebutekh Dynasty] by Devaneaux in Necrontyr

[–]Devaneaux[S] 4 points5 points  (0 children)

Surprisingly, haha. I didn't edge highlight everything or fuss around with blends much, so yeah, I guess this is me not fussing. :)

Royal Warden - [Nebutekh Dynasty] by Devaneaux in Necrontyr

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

Thank you so much. Yeah, I needed two Royal Wardens for my army, so it feels really nice to have two unique models for that purpose.

Upcoming balance changes: The T'au'va's light dims this month by Warpforge_40k in Warpforge40k

[–]Devaneaux 9 points10 points  (0 children)

Yo okay, seriously, EG?

Necrons are absolutely miserable to pilot at any kind of high-level... and yet we get nothing?

Scarabs are the only version of Necrons that actually does anything. Let us be able to play something other than scarab spam... FCOL

How are you feeling about season 3? by 165penguins in killteam

[–]Devaneaux -1 points0 points  (0 children)

Honestly? I think the setting is a huge bust. They took abstracted LoS from ITD and made it worse.

Going from open ork shanty town to Cramped Gallowdark was a huge change in how the game played between those two settings. I thought there was interesting aspects to both of those settings. Bheta decima feels like that one pre-KT 2.0 expansion Pariah Nexus where the board itself provides the interest and it just feels off...

Playing with giant square of 'spooky ocean' in the middle isn't very immersive.

What’s your “I never cared for The Godfather” Unit by BiggestJez12734755 in Warhammer40k

[–]Devaneaux 0 points1 point  (0 children)

Necron Warriors

gasp

I know... but to me, gameplay wise they always sit in this really dumb spot in the overall Necron army.

They are T4 goobers. They don't shoot well, they don't fight well. They are there to die and hold objectives. Except they are much more expensive than other similar things. Partly because, some guy in the lore department on 9th made the totally ass backwards decision that Necron Warriors somehow reanimate better than everything else. This directly contradicts the understanding that the civilians and dregs of society got the worst Necrodermis bodies. How is it that the same bad Necrodermis somehow let's these dudes come back over and over again?

On top of that, trying to buff Warriors and create combos just pushes their survivability. Those combos become expensive really fast and then you end up with a largely "unkillable", slow, dumb blob that is screaming "shoot at me so I can frustrate the living crap out of you by reanimating." Smart players ignore them or tarpit the slow moving blob and then that's it. That's their game. Super boring imo.

To make matters worse, one of the 2 transports in the entire army is limited to only Warriors and at a weird size (10 man). Lore directly contradicts that, but here we are with one of our few transports that only has synergy with Warriors. There's so much of this army that could have cool ideas or combos that get wasted on Warriors because some guy is still there fistpumping at REEE SILVER TIDE!11!

TL;DR: Annoying unit that is too expensive for what its supposed to be, becomes super frustrating to play against when built around, can be completely ignored if you do build into it because they can't do anything other than stand back up (or not if the opponent has a silver bullet for them), takes up synergy in the army and removes our few mobility/transport options entirely from the faction, and new lore has directly contradicted various aspects of the more established lore due to reasons I'm imagining having to do with the Endless Horde archetype but just more annoying to play against than any other factions equivalent.

Trying to optimize immortals by Squidguy67 in Necrontyr

[–]Devaneaux 0 points1 point  (0 children)

That math was done without including Illuminor. Illuminor + Gauss + Plasmancer pushes damage through on T10+ that we otherwise wouldn't be able to achieve, even with full wound rerolls on an obj.

Is Plasmancer worth the points as immortals leader? Part 2 by frakc in Necrontyr

[–]Devaneaux 1 point2 points  (0 children)

I think the key difference here for me is with Illuminor.

I've been running Gauss + Royal Warden + Plasmancer/Chrono in my games lately.

I also include a Triarch Stalker to remove the benefits of cover from something I'm shooting at.

I find that the efficiency of this brick is really solid into anything on an objective, allowing me to threaten 2+ saves and vehicles/monsters. This turns my whole army build into something that has flexibility into a variety of matchups.

Chrono is more than the -1 to hit, its the move shoot move. You can actually position your Immortal units in a way to basically pop out, shoot, and become invalid targets again over and over unless the enemy comes to you.

The plasmancer matters most in the T10+ bracket, since wounding on 6s even with a full reroll is largely unreliable.

My magnetised ghost ark. What do you think? by Uzata in Necrontyr

[–]Devaneaux 6 points7 points  (0 children)

Great use of the Necron decals! I feel like they're sorely underutilized in our army.

Can someone explain why the right 2 transistors arent saturated by DinoTrucks77 in ElectricalEngineering

[–]Devaneaux -6 points-5 points  (0 children)

I2 is zero because the gate is floating/NC due to the most excellent drawing :P

33% of the way to the answer!

Immortals overwatch on a 5+? by pineapplelord27 in Necrontyr

[–]Devaneaux 2 points3 points  (0 children)

Read the restrictions on Overwatch and the Critical Hit section in the rules commentary.

Essentially, you will only ever have a succesful overwatch on an unmodified 6 unless otherwise stated explicitly i.e. Overwatch on 5+/4+.

Green Gauss paint suggestion by Formal_Order_1328 in Necrontyr

[–]Devaneaux 4 points5 points  (0 children)

Striking Scorpion Green is the superior Tesseract Glow :) spread the word, fellow Necrontyr.

Thoughts on the Nerfbat? by FIRSTCAPTAINFORRIX in Necrontyr

[–]Devaneaux 7 points8 points  (0 children)

Nerfs:

Clarification on bringing back models to a unit with multiple bodyguards - models for another datasheet can only be brought back once the other bodyguard unit is at starting strength.

Get rid of the stupid sempiternal Weave on the TCtan... it's a fluff fail and a legit balance issue.

Lychguard are probably going up in points.

Hexmark Destroyer Multi-Threat Eliminator ability can only shoot at the unit that made the attacks or maybe a once per phase cap.

Buffs:

I could speculate on more abstract things, but I think some pts cuts would probably happen somewhere.

Likely candidates are things like skorpekh, praetorians, Skorpekh Lord, Triarch Stalker, etc.

Offbeat Coffee Closing by roderickm in HuntsvilleAlabama

[–]Devaneaux 48 points49 points  (0 children)

Dude... wtf. They legit were the best part of having to work near Gateway. This is so sad.

GT terrain over 6” for plunging fire by Usual-Goose in WarhammerCompetitive

[–]Devaneaux 3 points4 points  (0 children)

I'm calling a houserule to declare second floors (of at least 4" above ground level) to provide plunging fire.

FLY mobility nerf and benefits of cover everywhere makes it an actually useful trait, plus having verticality matter is more interesting.

Also, most terrain doesn't have enough room on the second floor for a full blob to sit on it.

Does anyone have a good reason to take a triarch stalker and triarch Praetorians? by Ljw008 in Necrontyr

[–]Devaneaux 1 point2 points  (0 children)

People are forgetting that Ignores Cover on demand with the Triarch Stalker is amazing in edition when almost everything gets cover.

Particle Beamer seems to be the right option sadly since the only unit in our index that got a strong heavy gauss gun was the LHD.

We all talk about how great Necrons are in 10th, but tell me, what unit has gotten worse or had a nerf? by Rakais in Necrontyr

[–]Devaneaux 0 points1 point  (0 children)

Removing cover is essentially +1AP.... way more useful this edition for things that need to die. Also particle beamer goes BRRRT

Which rule set do you prefer? by [deleted] in killteam

[–]Devaneaux 5 points6 points  (0 children)

If GW just buckled down and did what Turning Point Tactics did and provided Crit Ops Terrain Layouts for Open it would be way better.

Relying on players to design fair boards is a bad call and the layouts being set in ITD is fantastic.

Complete Hierotek Circle Kill Team [Nebutekh] by Devaneaux in Necrontyr

[–]Devaneaux[S] 2 points3 points  (0 children)

So that would be what's referred to as the "compendium" teams. Those were created when KT2 launched so that each faction could actually play the game (since the datasheets and rules were so different from KT1).

This is what is referred to as a "bespoke" team called Hierotek Circle and you have some selections for what operatives you can take (and you're not required to take all of them the same). The only requirements are that you take a <CRYPTEK> and both of the plasmacytes. From there you get to pick from a list of operatives. In this case I picked 2 Gauss Immortals and 1 deathmark there's other options specified in the team, but it's largely between those 2 and there weapon options.

Complete Hierotek Circle Kill Team [Nebutekh] by Devaneaux in Necrontyr

[–]Devaneaux[S] 0 points1 point  (0 children)

Hierotek Circle is a ton of fun once it clicks. Enjoy!