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===Lords of War=== *'''[[Imotekh the Stormlord]]''' - The traditional (he's now just under price of a Monolith) named hero unit that used to be an HQ and must now be LoW. At first glance, he looks fantastic, but most of his abilities are mediocre. Imotekh comes with a 2+ armour save, 4+ invuln save, IWND, and a Gauntlet of Fire. Oh and the Staff of Destroyer, which is a S6, AP2 Staff of Light! IMPORTANT NOTE HERE: Until it has been FAQed he has no close combat weapon making his attacks S5 AP-, as a result he is useless in assault. He can make Flayed Ones re-roll deep strikes, which would be great if you could assault after deep striking, but as things stand, dropping next to any unit will just ensure that they die during your opponent's next turn because Flayed Ones can't into shooting. (With the new reanimation saves, especially the across the board 4+ in a decurion and especially with a solar staff Destroyer Lord, a full squad of these guys wont be so easy to mow down. If nothing else a 20 man blob of robot zombies jumping in the middle of his army could be a good enough Distraction Carnifex for you to get your guns into that glorious 24" range). One of his more useful abilities is to always start the game with night fighting turned on, and once per game, every enemy within 48" of this guy will get shot on a 5+ and take d6 S6 AP- hits of lightning, though this shouldn't be relied on to remove a mob. He has at least dropped a couple of points. *'''Pylon''' - A Super Heavy artillery piece. Great for putting holes in other Super Heavies with 3 S D AP2 shots that have incredibly long range (LOL WHAT BANEBLADES!?). Three of these can pretty much wreck a mech army in one turn. Now you see a healthy Leman Russ company, now you see nine smoking wrecks. They are unparalleled tank destroyers. And that's just the icing on the cake! With Armor 14 and the living metal rule, they are a bitch to kill. Their teleportation lets them be where they need to in a snap, their special effects are just sweet, and they allow you to use some really overpowered formations (5+ invulnerable saves for your whole army... your enemies can weep now.) And if anything gets close? No problem, it has a flux arc mode that fires 2D6 S6 AP3 shots. All that with Skyfire with interceptor, too. **Warzone: Damnos ass raped the pylon, adding 95 points to the cost and removing the interceptor special rule, meaning it's now just extremely overqualified flak-cannon, though you can use the alternative (read: better) rules from IAA:third edition, unless you're playing Damnos campaign (why would you?). *** Even the FW ones suck now too, as 7th edition no longer has interceptor remove skyfire's inability to target ground units. Enjoy your overpriced flyer-killer! ****In an edition where Eldar Wave Serpent spam is prevalent and Skyfire allows you to target skimmers at full ballistic skill, the pylon is rape incarnate against skimmer and flyer heavy lists. Combine with a Doomsday Ark to obliterate the units that spill out of wrecked transports. Have fun drinking your opponents' tears. *****I contacted Forgeworld considering the Skyfire + Interceptor change. The customer support suggests to house rule it 6th edition style while they send the query to the rules team. Will update if I hear more. *'''Obelisk''' - 300 points for BS4, Armor 14 all-around and 6 hull points on a Super-heavy Skimmer, alongside Deep Strike and Living Metal (Plus new living metal gives this thing a 6+ IWND). Its main guns are four Tesla spheres who shoot at S7 AP- Assault 5 Tesla(duh), even better, cheaper and tougher than three Annihilation Barges. But then you remember, wasn't this just described as an anti-air vehicle? It doesn't even have Skyfire! But then you read its special rule Gravity Pulse: ALL enemy Flyers and Skimmers (and Jetbikes) within 18" must test for Dangerous Terrain <i>Move Through Cover lets you auto-pass tests, it doesn't prevent the test from happening, it is just automatically passed. Same logic here, sure FMC's have to take the test, but their MtC just makes them autopass... </i> This effectively means that you have a 36" + Obelisk's width diameter circle where your opponent will not lightly put one of his Flyers inside of. And this is not a shooting attack, so feel free to unload the Tesla spheres into nearby enemies. But wait, there's more! The Obelisk also has the rule Sleeping Sentry: allowing it to start the game in a "powered down" state where it cannot move or shoot (including Gravity Pulse), but it has a notable 3+ <b> INVULNERABLE</b> save. You can power up at the start of your Movement phase, immediately allowing for movement and shooting. This allows you to keep your relatively soft Obelisk safe while the enemy draws close. *'''[[Tesseract Vault]]''' - Now only a vehicle with essentially BS5 for C'Tan powers (the Tesla Spheres use its base BS4), but otherwise a 550-point Superheavy Skimmer with AV14 everywhere. While it is durable with that AV14, Living Metal, and 9 HP (with 6+ IWND), this doesn't mean that you can play this lightly (or at least as lightly as a Knight): If it dies, it always takes a Titanic Explosion, and that'll always be ruinous. So ruinous, in fact, that one player's tactic was to get the Vault WITHIN his enemies ranks. Then, they were all too scared of it blowing up to actually shoot at it. **Note recently games workshop has stated if a model has two different stats both are legal meaning the Vault in Escalation is legal jut have to play the extra points of it.
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