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===HQ=== *'''[[Necron Overlord]]''' - Your basic HQ choice, and customizable. Your basic Overlord will cost you the same amount of points as 80 searchlights, and there's a small list of wargear upgrades to choose from. In terms of sheer value, this is the best HQ in the codex. *'''Catacomb Command Barge''' - Your Necron Overlord's personal pimp-mobile. He can blast suckas in drive-by shootings thanks to the Catacomb's built in gun, or simply drive closer to hit them with his sword (or Warscythe as the case may be). The Catacomb command barge is now a chariot which basically means it is a walker that moves like a skimmer and has d6 s6 ap - automatic Hammer of Wrath hits. Due to the way chariots work it is more durable than a dreadnought against shooting because you can allocate lance shots and the like to your overlord, however it is a little more vulnerable in CC because enemy units can choose whether they want to strike the Armour 13 barge (if they are anti vehicle) or the T 5 3+ armour save character on top, as soon as either one dies the entire thing goes. Should be used with caution and only against units that it has favourable matchups against, thankfully it is a fast skimmer which should allow for plenty of manouvering. Goes very well with Phaseshifter allowing a 4+/5+(4+ in a decurion detachment) against high AP/S shots you don´t want hitting your barge. Phylactery allows you to roll for both the barge and Overlord making it a must-have. Nice in a mechanized list, since characters no longer fit inside ghost arks, otherwise you should probably consider just bringing wraiths instead. With the changes to Jink, it's cover save for existing has gotten better at the expense of having to snap-fire its gun, but you want to CC with this thing anyway so who cares!? Another boost is that all Necrons within 12" can re-roll Morale, Pinning, and Fear tests, and if you have the Immortal Hubris WT, this gets upped to all units within 18". Douche Canoe. **Since most Necron lists will contain an Overlord of some kind the big question becomes how will he go about curb stomping those pesky sergeants. The CCB has some great value and is very threatening when properly tooled up but does leave your overlord exposed and at risk when engaging big things due to possible Explodes! results (keep him the hell away from str 10 weapons, unless you rolled eternal warrior on warlord trait in which case go nuts!). The safer bet is often to grab your footslogging overlord and give him a bodyguard (and maybe a cryptek friend to go pwn some scrubs with). Giving him veil of darkness gives you some great first/second turn board control when you deliver him right to the center of your opponents table edge and he's much more likely to live until the end of the game with some ablative wounds. Now warlord kill may only be one point, but that's your point dammit and nobody's allowed to stop your special snowflakes rampage! NOBODY!!! *'''Destroyer Lord''' - He misses out on some of the wargear that the Overlord gets, and the +1 to WS and BS he now have, but on the other hand, he gains Jetpack Infantry, T6, Preferred Enemy (Everything!) which gets conferred to whatever unit he joins. Great as a beatstick thanks to his better Toughness; stick him with a unit of Destroyers who are also Jetpack Infantry, and provide a strong deterrent for your opponent, or kit him out to tank wounds on your extremely valuable, literal-murder-machines. Other wargear worth considering would be Res-Orbs. **'''Alternate View''' since he now is Jetpack Infantry, sticking him in jump units (Wraiths or Praetorians) slows them up. It could still be worth, but he now find a better use in a Lychguard unit or to dispense Preferred Enemy to Warriors or Immortals. Or just run him alone, and you have a T6 relatively fast fire magnet. If you want to be boring, you could just keep him stock on a Destroyer squad and provide the only fast firing your squad will get. *'''[[Necron Lord]]''' - Basically a mini version of the Necron Overlord, with WS/BS4 2 Wounds and 2 Attacks (compared to the Overlord's WS/BS5 and W/A3) but they still hit almost as hard as any Overlord for 50 points base instead of 80, and can be kitted out similarly. *'''[[Cryptek]]''' - Essentially Necron "priests/wizards" employed by Overlords to use their space magic (otherwise known as science) to assist in battle. Sadly the update ripped out any ability for fancy or fun new powers, with the only consolation being a +1 to his group's Reanimation Protocols, which is rendered mostly useless in a Decurion detachment (Reanimation Protocols are cumulative, so if you have a Cryptek who's in the Decurion and would be wounded by an Instant Death weapon, you'd still get a 4+ RP save) and the Chronometron. ====Special Characters==== The following are special characters. Unlike CSMs or Dark Eldar they are not here to be a close combat monsters (though some of them can) but rather buff your army. If you want an Abaddon-esque killing machine, it's better to take the Overlord and kit him appropriately. *'''[[Nemesor Zahndrekh]]''' - The senile old coot is actually a surprisingly good tactical HQ choice (given that you can choose and swap your warlord traits), giving nifty bonuses to your units each turn as you can choose any warlord trait from the book, or the 40k main rule book. He's not very useful in close combat, but he works really well with Vargard Obyron, as described below. If you ever find a unit with Counter-Attack, Hit & Run, Furious Charge, Split-Fire, Stealth, or Tank Hunters, then he can steal it for his unit too. **'''Protip:''' - Note that Allies of Convenience count as enemies for all purposes except for being targetable by shooting/melee. This means if you were to grab an allied Tau Shas'o with Puretide Engram Neurochip or a Firebase Support Cadre... **'''Important to Note''' - You can only choose his warlord trait starting on the second turn, he always starts with Eternal Madness, thus preventing any deployment shenanigans. *'''[[Vargard Obyron]]''' - ''The'' close combat HQ, this guy combines good WS with a Warscythe and strong hitting power, and every miss on him in a challenge generates an I1 attack from him. Needless to say, he and Zahndrekh work pretty well together. Obyron is an excellent character to have in a tarpit, since his high WS gets plenty of hits in with his Warscythe, while he has all the resilience of an Overlord. The only thing he lacks is a Phase Shifter, so be careful of Force Weapons and Monstrous Creatures. His Ghostwalk Mantle allows his unit to jump out and DS wherever he wants, and this will never scatter when within 12" of Zandrekh (though you can't cheese this to teleport a Royal Court with the two together flawlessly). His ability to auto-pass Glorious Interventions can easily make him a perfect bodyguard for a squishier HQ. Sadly, was badly nerfed in the latest release: he's only got two wounds, only builds up attacks while in a challenge, and the lack of an invulnerable save stings as bad as it ever did. The new RP rule helps him by essentially giving him FNP. Use carefully. *'''[[Illuminor Szeras]]''' - It's like Dr. Frankenstein, except an undead spider robot. His statline is nothing special, just a standard Cryptek with [[wat|4 attacks]]; however, he does give a bonus to one unit of Warriors or Immortals in your army, giving them either +1 Toughness, BS5, or Strength for the remainder of the game (A full unit of immortals with +1 toughness will really live up to their name, especially if you have a resurrection orb nearby, seriously, they'll make plague marines look like pussies, combine with Anrakyr to really troll your opponent) and every unit within 6" of him gains the Cryptek +1 to RP. He also has a S8 AP2 Lance shooting attack; if there's a "shooty" hero unit in the Necrons codex, it's Szeras. He's also the cheapest named character in the codex. *'''[[Orikan the Diviner]]''' - The ''other'' Cryptek character, who gives +1 to RP and re-rolls on 1s for saving throws to his unit, he has an AP 2 weapon that re-rolls to hit in assault, and on each turn you roll a d6 - if the die roll is less than the turn you're currently on (so on Turn 3 you'd have to roll a 2 or lower), then "The Stars Are Right", Orikan goes Super-Saiyan, and gains a massive stat boost (similar in power to a C'tan Shard, complete with a 'bwahahaha!' in the old codex rule description). The new Codex does him a BIG favor and makes the Empowered Orikan now permanent, which is insanity. Can be surprisingly murderous, as this half-price C'tan shard is probably still hidden in a warrior block. **'''OriKAN'T KILL ME''' a troll-tastic move with Orikan is to team him up with a Destroyer Lord bodyguard with the Nightmare Shroud, Phase Shifter and Phylactery (add in Resurrection Orb and the Solar Staff for added fun with re-rolls and Blind). You now have a unit that tanks shots on majority T6 with a re-rollable 2+ armour save thanks to Orikan, in addition to a 4+ invuln with the ability to re-roll 1s and reanimation protocols on a 4+ on top. Even if he takes a wound to the few things that can hurt him though all that (beware of Vendettas and [[Eldar|Destroyer Weapons]]), he'll probably just shrug it off thanks to It Will Not Die. Now you have a slow but threatening [[DISTRACTION CARNIFEX]] that almost ensures Orikan reaches assault and hopefully turns into a mini-god. For added hilarity fill the rest of your army with Wraiths (take lots of Canoptek Harvest formations) and admire the look on your opponent's face as your insane assault threat bears down on him from all angles. **'''Orikan-star''' More survivable than the above, take Orikan, an Overlord with the Nightmare shroud, 10 Lychguard, a Destroyer Lord, and some lords with Orbs and scythes. As well as one shmuck with a viel of darkness. Enjoy your 3++ re-rolling 1's Lychguard with Preferred Enemy EVERYTHING. *'''[[Anrakyr the Traveller]]''' - Comes with a Tachyon Arrow and a Warscythe, and gains the Counter-Attack and Furious Charge special rules. If you have Immortals, one unit of Immortals become "Pyrrhian Eternals" for no additional cost, which are basically just like regular Immortals but with Counter-Attack and Furious Charge, making them not quite so shitty in assault. They're still dead against dedicated combat units, but this can provide a critical edge against Tactical Marines and the like. His real strength is his ability to hack enemy vehicles, which means you can cause your mech-happy Imperial Guard opponent to shoot himself with his own tanks. WOLOLO. Be sure to thank your kind opponent for letting you borrow his vehicle. Unfortunately, this has dropped to 12", and selects a random weapon, meaning you'll usually end firing somebody's heavy bolter sponson or something. Still hilarious. **NOTE: Due to Furious Charge, in the first round of combat Anrakyr can potentially insta-gib anything thats Toughness 4 or lower! *'''[[Trazyn the Infinite]]''' - aka "The [[Tarpit]] Breaker". [[Troll|Trollzyn]] is probably the best HQ choice you can get if you just love messing with your opponent. He excels at wiping out hordes, thanks to his Empathic Obliterator- if he kills a character in a challenge, he hits absolutely anything from the same faction (friend or foe) within 6" with an S4 AP- hit, usually resulting in many casualties in full strength hordes, though this makes things troublesome if you have units within that range and facing other Necrons. On top of that, even if he doesn't die, the weapon's S+2 AP4 and has Concussive, so you'll get a good chance to deck him down the next turn. If he dies and rolls a 2+, he can just possess another non-named Necron Character on the table and keep going with d3 Wounds. Issue with this is that you really won't have many characters to use (unless you're using the detachment with a Court), so it's usually only good for one drop. Use him against tarpits in a unit of Sword and Board Lychguard/Wraiths to cause empathic explosions while killing sergeants or Nobs, then your OTHER dedicated assault units move on tarpit free. Trazyn is not meant to kill other ICs in challenges, he's meant to take down Sergeants and Nobs to punish your foe for hiding his IC behind them.
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