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{{wh40k-stub}} This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[Necron]] tactics. [[Warhammer 40,000/9th Edition Tactics/Necrons|9th Edition Tactics are here.]] ==Why Play Necrons== ===Pros=== *You are one of the easiest armies to paint. Just get some primer, a metal paint, a wash and a glowing green and you're good to go. *There are several ways to boost your Reanimation Protocols. Resurrection orbs grant it in both players' Command phases, there's a stratagem that activates it after getting a model killed and Canoptek Reanimators can buff all of that. ===Cons=== *Unlike Tau, whose mechanical minions are either Drones (and hence are immune to both anti-Infantry poisons and anti-Vehicle haywire) or Vehicles (so at least immune to poison), you are chock full of mechanical minions with the {{W40Kkeyword|infantry}} keyword despite how much this contradicts your lore. *Your army is very reliant on buffs from your characters so if they die early shit is going to hit the fan at Mach speed ==Faction Rules== *'''Reanimation Protocols''': Gone are the tests to resurrect, now you just recover d3 wounds each Command phase. Models with multiple wounds get those wounds back first, only ressing models once every model in the squad has their max wounds. **This also counts as last edition's Living Metal rule, as this applies to all vehicles as well. ==Detachments== ===Awakened Dynasty=== ====Special Rules==== *'''Command Protocols:''' Units led by Characters get +1 to hit. Pretty basic. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Protocol of the Conquering Tyrant (1 CP):''' One unit can re-roll to wound enemies within half-range of their guns. When led by a character, this re-roll applies at any range. *'''Protocol of the Hungry Void (1 CP):''' One unit gets +1 to Strength when they fight. If a character is leading this unit, they also improve the AP of their weapons by 1. </tab> <tab name="Epic Deed"> *'''Protocol of the Eternal Guardian (1 CP):''' When an {{W40kKeyword|Infantry Character}} dies for the first time, you can immediately resurrect where they stand with half their wounds and at least 1" away of the enemy. Best hope that you can get out of that situation right after. </tab> <tab name="Strategic Ploy"> *'''Protocol of the Undying Legions (1 CP):''' After the enemy kills some models in one of your units, that unit immediately triggers Reanimation and heals d3 wounds. Any unit led by a character can heal d3+1 wounds instead. *'''Protocol of the Sudden Storm (1 CP):''' Until the end of the turn, all ranged weapons equipped by the selected unit gain the ''[Assault]'' ability. If a character is leading this unit, they can also re-roll advance rolls. *'''Protocol of the Vengeful Stars (1 CP):''' After the enemy kills some models during the shooting phase, that unit can immediately return fire. Having a character in that squad grants ''[Ignores Cover]'' to the shots. </tab> </tabs> ====Enhancements==== *'''Hypermaterial Ablator:''' The bearer's unit doesn't just get ''Stealth'', but any ranged attacks against them from beyond 12" away count as if they had cover. *'''Sempiternal Weave:''' Bearer get's a 4+ FNP. Only useful for a hero in the crosshairs of many snipers or for a character too big for any units. *'''The Sovereign Coronal:''' Units within 6" count as if they were being led by the Leader for the sake of Leadership. The rules note does say this gives Command Protocols in a bubble. *'''Veil of Darkness:''' Once per game at the end of the enemy's turn, the bearer's unit can immediately jump back into reserves to be deployed next movement phase. ==Wargear== *'''Phylactery:''' Grants a 5+++, only available to the Lokhust Lord. *'''Resurrection Orb:''' Lets the bearer's unit roll for Reanimation Protocols on the end of the enemy's Command phase on top of your own. Pretty much guarantees that you get as many troops ready to fight as you can get. **When equipped by the Catacomb Command Barge it becomes a 6" aura. *'''Canoptek Cloak:''' Grants the bearer the {{W40kKeyword|Fly}} keyword, the Lone Operative ability and gives them 10" of movement. *'''Canoptek Control Node:''' Gives all {{W40kKeyword|Canoptek}} units within 6" of the bearer +1 to hit rolls. *'''Dispersion Shield:''' Grants the bearer a 4++, only available to Lychguard. *'''Gloom Prism:''' Grants 4++ against psychic attacks to all units within 6" of the bearer. *'''Fabricator Claw Array:''' Grants 6++ to all {{W40kKeyword|Vehicles}} within 6" of the bearer. *'''Nebuloscope:''' Ranged weapons equipped by the bearer gain ''[Ignores Cover]'', only available to Tomb Blades. *'''Shadowloom:''' Grants a 5++, only available to Tomb Blades. *'''Shieldvanes:''' Grants a 3+, only available to Tomb Blades. ==Unit Analysis== ===Characters=== *'''Catacomb Command Barge:''' Somehow ''not'' a {{W40Kkeyword|noble}}, despite the lore blurb claiming otherwise. *'''Hexmark Destroyer:''' Its guns are an exact copy of the Deceiver's Cosmic Insanity ''without'' Anti-Character 4+ or Devastating Wounds like the Shard has, but you have a couple special rules GW was too stupid to put in the core rules even though many armies have them: 1 Hexmark Destroyer per turn can use Fire Overwatch for 0 CP even if the strat has already been used. Secondly, whenever one of these Fires Overwatch, it resolves its shots at its full BS of 2+. Finally, borrowing a trick from Kelermorphs and Sly Marbo, every time the enemy shoots a friendly within 3" of this model (including shooting this model), once it's done this model gets to shoot. That's every time, and you ''don't'' have to shoot the instigator. *'''Lokhust Lord:''' The old Destroyer Lord remains a powerful buff vector for his chosen Lokhusts, as their squad can score critical hits on a 5+ - awesome for any Gauss weapons on them. The Lord has their own re-rolls to hit and wound enemies below half-strength, which makes for a very powerful buff. **The Staff of Light pretty much gives you all you need between a good strength and high AP that can be used at range so they can shoot alongside their destroyers. The Lord's Blade, while very mighty, sacrifices most of their viability since the destroyers are very pants in melee. *'''Royal Warden:''' This glorified Immortal is a pretty handy asset for whatever squad of Warriors or Immortals, as this guy gives their guns both ''[Heavy]'' and ''[Assault]'' for optimal firing at all times. Their own relic blaster comes with all the benefits that come on both blasters and tesla carbines, providing the high firepower of the former and ''[Rapid Fire 2]'' from the latter for a high rate of fire up close. On top of this, they have a single-use ability to make one friendly unit within 12" ignore being battle-shocked. *'''Skorpekh Lord:''' *'''Transcendent C'tan:''' ====Nobles==== *'''Lord''' The Overlord Jr. grabbed the Royal Warden's old buff of movement buff for one squad on top of another ability to let their squad use stratagems even when battle-shocked. The staff remains the best choice for most squads since it lets them shoot alongside most squads, but you can consider the Lord's Blade for any bands of shield Lychguard. *'''Overlord:''' The big cheese of the dynasties has a pretty big gift by letting their squad use a free stratagem, even if it's one that was already used. They're also quite tanky thanks to an innate damage reduction. **The Overlord's Blade is a monster of a sword, capable of chopping MEQ and TEQ in half like paper, and the Tachyon Arrow is capable of ripping through tanks as well, but the arrow has only one shot. The Staff of Light, while weaker, gives you shooting that's consistent. If you just want melee and feel the urge to cut a fucking carnifex in half, then grab that Voidscythe and its ''[Devastating Wounds]''. ====Crypteks==== *'''Chronomancer:''' *'''Plasmancer:''' *'''Psychomancer:''' *'''Technomancer:''' ====Epic Heroes==== *'''[[Vargard Obyron]]:''' =====Nobles===== *'''[[Anrakyr the Traveller]]:''' *'''[[Imotekh the Stormlord]]:''' *'''[[Nemesor Zahndrekh]]:''' *'''[[Silent King|The Silent King]]:''' *'''[[Trazyn the Infinite]]:''' =====Crypteks===== *'''[[Illuminor Szeras]]:''' *'''[[Orikan the Diviner]]:''' Is a {{W40Kkeyword|chronomancer}}. =====Monsters===== *'''C'tan Shard of the Deceiver:''' *'''C'tan Shard of the Nightbringer:''' *'''C'tan Shard of the Void Dragon:''' ===Battleline=== *'''Immortals:''' The bigger and bulkier warriors. The Gauss Blasters are your heavy hitters, being S5 AP-1 to take on most MEQs and some TEQs with the help of ''[Lethal Hits]''. The Tesla Carbine, however, is the lightweight weapon with ''[Assault]'' and compensating for its lack of AP with lots of shots thanks to ''[Sustained Hits 2]''. Whichever you use, your unit always gets to re-roll 1s to wound and re-roll all wounds against enemies on an objective. *'''Necron Warriors:''' Despite being an army that historically never needed to worry about morale, the Leadership of your most basic goons is now a rather mid 7+. Fortunately, their trademark aptitude for refusing to die remains in place as their Reanimation Protocols lets you raise d6 models (or d3+3 if you're on an objective) each Command Phase. **Both the Gauss Flayer and Gauss Reaper gained the ''[Lethal Hits]'' rule. The Flayers get the benefit of both range and ''[Rapid Fire 1]'' so it can keep up in firepower against the Reaper. However, the Reaper lost the Assault type so now you can't shoot them after advancing and both guns took a hit to AP, making the Gauss Flayer as effective as a bolter at S4 AP-. ===Infantry=== *'''Lychguard:''' *Deathmarks *Flayed Ones *Cryptothralls *Skorpekh Destroyers: *Ophydian Destroyers: *Triarch Praetorians: ===Beasts=== *'''Canoptek Wraiths:''' *'''Canoptek Acanthrites<sup>IA</sup>:''' ===Mounted=== *Tomb Blades *Lokhust Destroyers *Lokhust Heavy Destroyers ===Swarm=== *Canoptek Scarab Swarms ===Vehicles=== *'''Annihilation Barge:''' *'''Canoptek Spyders:''' *'''Doomsday Ark:''' Replace the Ghost Ark's carrying capacity with a massive cannon and you've pretty much got this baby. That cannon is practically guaranteed to demolish anything at S15 AP-4 D4 and ''[Blast]'' makes sure that any mobs you'd waste it on (Except, perhaps, the tank squadrons the Guard love so much) will be outright deleted. If you have it sit still for a turn, then it also adds ''[Devastating Wounds]'', thereby guaranteeing that things can be deleted with little resistance. *'''Tesseract Ark<sup>IA</sup>:''' ====Walkers==== *'''Canoptek Doomstalker:''' *'''Canoptek Reanimator:''' *'''Triarch Stalker:''' ====Dedicated Transports==== *'''Ghost Ark:''' The only way you can carry a pack of 10 warriors and their attending character. This comes with an array of flayers to support your warriors, but the main reason you'd want this is because one pack of warriors can immediately roll for reanimation after the enemy hits them and kills a few - what better way to display their impotence than by having the very things they killed get back up immediately after? ====Aircraft==== *'''Doom Scythe:''' *'''Night Scythe:''' ====Titanic==== *'''Monolith:''' Toughness 14 makes them way tougher than before, capable of even shrugging off lascannons. As an improvement, the monolith can now deploy units from reserves or teleport units on the field to anywhere within 6" of it without needing to sit still, making it a much more usable deployment port. Its Death Ray took a major buff by getting S12 AP-4 D1+d6 with ''[Sustained Hits d3]''. Its Portal of Exile also got a mixed change, getting a fixed 6 attacks but at AP-2. **The option between Particle Whips and Gauss Flux Arcs is a mix between reliability and weight of fire. The Flux Arcs are fixed at A3 S6 AP-1 with ''[Lethal Hits]'' for more effective critical hits and ''[Rapid Fire 3]'' making it fire more up close. The Particle Whips throw a staggering A3d6 Blast with S8 AP-1 D2 and ''[Devastating Wounds]''. **The damage track is a bit more significant to the monolith than it would to others. Once it reaches 7 wounds, not only does it take -1 to hit with all of its guns, but it also has its OC reduced from 8 to 4. *'''Obelisk:''' A slightly bigger monolith more suited for anti-air as their lone weapon gives a good set of hits with ''[Anti-Fly 4+]''. It's also useful for slowing down enemies, as it can mark an enemy within 18", forcing them to take -2" to movement and -2 to advance and charge rolls. Any units with {{W40kKeyword|Fly}} get even worse, as any move they make deal d3 mortal wounds on a 4+. *'''Tesseract Vault:''' The opened Monolith isn't nearly as tough but it has a bunch more wounds. Though the Tesla spheres are still here, it has no anti-air focus and instead has the bound C'tan inside, who gets one of three powers each turn for a ranged attack. Antimatter Meteor is there to destroy TEQs, Cosmic Flame incinerates hordes upon hordes of MEQ and Time's Arrow allows you to snipe out key characters. With such high-powered weapons, you'll need protection for this thing. *'''Seraptek Heavy Construct<sup>IA</sup>:''' ====Fortification==== *'''Convergence of Dominion:''' A triad of floating towers with the firepower that can pretty reliably eradicate TEQs. Alongside being cover for your troops, they also let friendy units within 6" of the towers re-roll their Reanimation Protocols. ===Monsters=== *'''Canoptek Tomb Sentinel<sup>IA</sup>:''' *'''Canoptek Tomb Stalker<sup>IA</sup>:''' {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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