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===The Maynarkh Dynasty (aka: The Dark Harvest)=== In Imperial Armor 12 is an army list to represent "the accursed and bloody Maynarkh Dynasty". It's specifically said to be mainly a flavor change to let you field an Oldcrons-style murderous legion of insane robot-monsters. It's a bit like a prototype supplement, and like other supplements the changes are not significant enough to warrant a separate tactica page, but it would be rude to let them out. Luckily, this FW supplement doesn't appear to have anything blatantly overpowered, with each new unit having a suitable points increase or weakness that can be exploited. Anyone claiming you won "because you used FW" is just a sore loser. *'''HQ:'''Maynarkh Overlords and Maynarkh Lords cause Fear and are ready to go crazy at any moment. Every time they or their unit wipe out an enemy in combat or fail a morale check roll a die: 2-5 nothing happens; 1 they either make d3 attacks against their unit or lose a wound with no saves allowed; 6 they get Fearless and Rage for the rest of the game but give points to your opponent like they were destroyed. Also for 5 points they can buy Flensing Scarabs, a nifty item that lets them re-roll all failed wounds in the first round of combat they fight, once per unit per game, sorry. They also come standard with Hyperphase Swords instead of Staff of Light / Warscythe, and Res Orbs cost extra. Crypteks and Destroyer Lords are identical to vanilla Necrons. A Maynarkh Royal Court can be taken in place of an HQ: Maynarkh Royal Court - 1 Maynarkh Overlord (or Kutlakh the World-Killer) and 0-5 Maynarkh Lords, 0-5 Crypteks. *'''Special Characters:''' You can't use normal necron characters but don't worry, you've got two of your own. '''Kutlakh the World-Killer''' and '''Toholk the Blinded''' (NOTE: these characters DO NOT have available models to purchase, you'll need to proxy or create your own). **'''Kutlakh the World-Killer''' Kutlakh is the Maktlan of the Maynarkh Dynasty, which roughly translates to "Supreme Battlefield Commander". The Lore sets him as half flayer-crazy, only lusting for war and killing, and therefore unfit to be Phaeron. He may be taken in place of a Maynarkh Overlord in a Royal Court. He comes stock with an AP2 Instant Death dealing sword called "The Obsidax", grants himself and his unit Fearless, Fear and Relentless (Maynarkh Overlords also grant Relentless) plus he '''must''' be your Warlord which grants Crusader to his unit too; mein gott, he grants 4 special rules to his unit. Comes stock with a Phase Shifter (4+ invuln), Phylactery (It Will Not Die) and Sempiternal Weave (2+ Armour Save... wonder why that didn't make it to 7th ed.?) and a Staff of Light. He also has a special rule called "Splinter of Madness": When in challenges you must compare your Leaderships and +D6, for every point higher Kutlakh is, then you minus that to your opponents WS. Pretty badass. **'''Toholk the Blinded'''** ("the Blind" implies that he is simply 'blind', the supplement clearly says 'blinded' inferring that he was forcefully made blind, which is what happened. Quit editing this to read "the Blind", because that's wrong). Toholk the Blinded is a dirty cheap 125pt Cryptek which comes with a Sternguard stat line but has Toughness 5, 2 Wounds and the obligatory Necron I2. He does have Slow and Pureposeful which in essence is even more Relentless for your army BUT prevents Ogrewatch which can hurt a very shooty(but can be deadly in melee) army. Has a fluff weapon called an Aeonstave which is a standard melee weapon with one ability: an unsaved wound caused by this weapon lowers the wounded model's WS, BS, I, and A to 1 for the remainder of the game, and removes 'fleet' if they had it (useful only against models with more than one wound) as a side note, challenge your opponent's Daemon Prince/Primarch. Drop stats. Laugh.; Timesplinter Cloak which gives Toholk a 3+ Invulnerable Save; and a Transdimensonal Beamer which is a 12" range, Heavy 1 with the Exile Ray special rule (Any roll of 6 to Wound cause Instant Death and ignore armour or an auto Pen vs vehicles). Toholk also has a rule called Chronomantic Sight which grants Night Vision and a complete immunity to the effects of Blind to himself and his unit. Furthermore, Toholk or his unit may re-roll a single D6 in each friendly turn. The "Eternal Engines" special rule which grants D3 Vehicles taken within the Dark Harvest Detachment "IT WILL NOT DIE". Super Monoliths activate with their 6+ Living Metal and their 5+ IWND. *'''Troops:''' Guess what? Flayed Ones as troops! Now your dream of having an assault-oriented Necron army can finally become reality! Unfortunately they come in 10-20 units so willing or not you'll have to bring lots of them. Maynarkh Warriors are the same as standard, with the addition of Flensing Scarabs as a +10 point option for the whole unit. Maynarkh Immortals are rare and act more like enforcers and taskmasters, so by rule they cannot be taken as a mandatory troop choice. They can also buy Flensing Scarabs at 10 points per squad. *'''Dedicated Transports:''' Exactly as in Codex: Necrons. *'''Elite:''' Charnel Lychguard cost 5 points more per model (compared to standard Lychguard) for Rage and Fear. Also, they can take the flensing scarabs for +10 points for the whole unit. Otherwise, all changes in Lychguard from 6th to 7th edition are considered in effect (meaning that sword + board Charnel Lychguard get a 3+ invulnerable save with that old deflection ability gone). "Soldiers of the Bloody Court" only allows a single unit of Charnel Lychguard to be taken for every Maynarkh Overlord in the army, so no Maynarkh Overlord, no Lychgaurd. For the rest you can use all other necron elites (Except C'tan Shards: no pokégods for you) plus the excellent Tomb Stalker to troll Dark Eldars and counter the opponent's own Monstrous Creatures. *'''Fast Attack:''' Regular Scarabs may be upgraded to Charnel Scarabs at 5 points each, gaining +1WS and trading Entropic Strike for Shred and Rending. This turns your GODLIKE vehicle-chewers into surprisingly effective infantry-eaters. A new unit are the Canoptek Acanthrites which are your ranged Wraiths which lose -2 Strength, -1 atack and lose all the Wraith upgrades but do gain +1 Toughness, +1 Wound, a Voidblade and Cutting Beam (12", Str6, AP2, Assault 1, Melta). Furthermore they have Stealth but lose the ignoring terrain goodness of Wraiths. Although these are your ranged guys, people still don't want to try to tie them up since they have Voidblades (Rending & Entropic Strike) so they can still pack some punch against 2+ or 3+ saves but only with 2 attacks each, you kinda still want to keep them out of melee. You can also field Tomb Sentinels, a monstrous creature with scary stats and a big gun that hits twice (blast), the first hit not allowing any saves of any kind, and removing any model that fails a strength check. *'''Heavy Support:''' no change except for three new toys: the Tesseract Ark, Nightshroud Bomber and Sentry Pylons. *'''Allies:''' Allies of Convenience with regular Necrons, Desperate Allies with Marines, Guard, Orks and Chaos Marines and "Come the Apocalypse" with everyone else. ====Warlord Traits==== #Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. #Dust and Ashes - If your Warlord survives you gain an extra victory point. #Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point. #Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3" of an objective. #Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strength on one of its weapons. #Death Incarnate - Crusader for the Warlord and his unit. *'''Tactics:''' In the book the Manyarkh Dynasty's strategy is described as super-aggressive short range engagements, with close air support to bomb everything back to the Precambrian era before ground troops swoop in and finish off whatever survived, and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. (standard player opinion, too messy to edit, take with grain of salt): Alright, seriously, the two (three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but at least now they don't clog up an elite slot. Deep Strike and Infiltration don't work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, [[Clue|Kutlakh, with the Obsidiax, in the Flayed One blob]] can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there's [[Warhammer 40,000/6th Edition Tactics/Chaos Daemons|this new codex here...]] (non-biased analysis): Forgeworld units CANNOT be taken with Decurion Detachment (as the Decurion is an army made of specific formations listed in the codex, none of which contain FW units). Further, the Dark Harvest can be used as an allied detachment alongside Necrons (normally something not allowed). This makes an allied Dark Harvest a means by which you can field FW units alongside a Decurion Detachment. Further, the Dark Harvest is built following a CAD formula, making it less confining than a Decurion. While FW units can be used in a standard CAD Necron army anyway, using the Dark Harvest allows use of the Maynarkh Warlord trait table if you like that one better (but will subsequently cut-off use of the Necron Codex unique characters / standard Overlords / Lords, and C'Tan Shards). Finally, the Dark Harvest allows Flayed Ones as a troop choice, giving this Necron Army a melee troop choice which all other Necron armies lack. While many players downplay these points, it is akin to taking one chapter of Space Marines over another: style choices and slight tactical differences.
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