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===Fast Attack=== *'''Canoptek Wraiths''' - 2 wound T5 Beasts with Rending attacks and a 3+ Invuln, and surprisingly good in assault thanks to their whips having an ability that boosts their initiative to 5, allowing them to hit before a lot of units in the game. They can also take particle casters (essentially S6 AP5 pistols) or transdimensional beamers, which is now a S4 AP2 gun with 6+ wound/Instant Death/penetrating hit. Unfortunately, beamers are heavy weapons, which aren't good on an assault unit like Wraiths - you're better served by the particle casters or the whip coils. At least they have toughness 5 now, which means that entire squads won't die to light bolter fire in one turn. Wraiths are great at protecting valuable units (e.g. Triarch Stalkers) from an assault. Their only downside is, as one of the 'Canoptek' family of machines, they don't have the Reanimation Protocols special rule, so are unable to come back to life. They come in a minimum squad size of 3; for what they lack in (relative) longevity (possibly no longer an issue as they are now TOUGHNESS 5 Beasts), they more than make up for in mobility. **In the Canoptek Harvest formation, however, they become absolute nightmares. Thanks to Relentless, the Transdimensional Beamer is now a very strong, if expensive, TEQ killer and thanks to Adaptive Subroutines they can have Reanimation Protocols (which thanks to the Decurion detachment can be upped to 4+ like normal), making them insanely durable with T5, 3++, 2W and a 4+ FnP that Instant Death only reduces to 5+. *** Be careful with the Canoptek Harvest Formation however. In order to get Reanimation Protocols you need to stay within 12 inches of your Spider who can only move 6 inches a turn, which limits your mobility down to next to nothing. So yeah, be careful. (Unless you Run the Spyder). *'''Canoptek Scarabs''' - One of the few units with the "Entropic Strike" rule, meaning that it can glance or insta-wound on a 6 to-wound/to-pen. Unfortunately, Scarabs have unimpressive stats (WS2, S3) and their weapons don't ignore armor saves. Flamers will also ruin their day, ignoring their measly armour and doing double damage against them, and S6 weapons will outright kill them. However, they are wonderful tarpits, with 3 Wounds per base and 4 attacks each. Sadly, it can no longer fuck up enemy armor values, but they're still fine tarpits with their likelihood of glancing or just lucking out on a wound and killing an unlucky bloke who failed his armour save. It's not like they can run either, as these little bugs are Beasts. Also unfortunately, they now cost 5 points more for a base and dropped two points off their armour save, making them pretty expensive for something that implodes when an Assault Cannon or flamer looks at it funny. ** The Maynarkh Army List also turns them into absolutely deadly units against anything ''without'' an armour value at the cost of being much worse against vehicles. WS3 helps out quite a bit for hitting stuff and Shred/Rending is one of the most deadly combinations in the game. Go ahead, take a picture of the Tau player's face when he realizes that fucking Scarabs hit his Riptide on 3s, Wound on 6s but with rerolls and ignoring his armour save. And all of that for the exact same cost you now pay for your standard Scarabs. **Never underestimate scarabs. For some reason opponents always seem to assume they're not very dangerous and so they let them run right up to their vehicles or other units unmolested. Being beasts they can easily run from cover to cover and so they do become annoying to kill without str 6 or flamers but if they do get shot that's less damage on your more expensive units. If they can get even a single tank in their tiny clutches then they have already payed for themselves, especially if you manage to grab a baneblade or some other super heavy. Alternatively, opponents will focus them, which given how cheap they are, usually means double, even triple their value in shots will be dumped into them, leaving your more valuable units untouched. Either way, your opponent has had a bad day. **Ther Troof: They are distractions. Scarabs, like Wraiths, tarpit things and kill them through weight of attacks. They do not need to kill anything, they just need to stall it long enough for a more suitable unit to finish the job. Have a knight to deal with, but need your warriors somewhere else? Throw Scarabs at it until you can finish him off with Gauss/Warscythes later. Want to piss off Tau, and threaten their Marker Light support? Chase the Tetras and Crises suits, tie up the pathfinders. Scarabs are a '''Support''' unit, meant to harass specials, and strip hull/wounds off of vehicles and slow monstrous creatures. Use these guys to shepherd your opponent, and force their hand. But don't expect them to kill anything or survive if your opponent considers them a genuine threat. *'''[[Tomb Blade|Tomb Blades]]''' - Jetbikes with twin-linked guns, capable of being upgraded with a 3+ armor save, and either Ignores Cover or +1 to cover saves. Great for zipping around the battlefield, harassing any stray infantry units, and particle beamers could even be used to take on light vehicles as well. Like many Necron units, it seems to be purpose made to make Tyranids and Chaos Daemons cry. What's that? Your hive guard's AP can't touch my jetbike's armor save and your Zoanthropes can't shoot far enough to hit them? Hahahahaha sucks to be you. Their cost dropped significantly, but if you want to buy the 3+ armour saves and Stealth and other goodies you're still running fairly expensive models. Unfortunately, while these guys are fast and moderately survivable, they have a hard time killing the priority targets you'd really want removed. The Particle Beamer is only an AP5 small blast, and if you don't take that then you get one of the same guns that Immortals get. Ignores cover is nice, but with a maximum AP of 4 you won't scare devastator squads or broadsides. Also, there's no way to give them a Resurrection Orb without slowing them down (although with the decurion this matters not at all). ** Despite all the above, they can be a solid unit: if you want to take them, take a cheap squad (too many models makes them a priority target), plink shots into corners or exposed squads, and remember to turbo-boost to contest objectives late game. Another idea is to think of them as tougher, faster immortals with Ignores Cover. Twin-linked gauss blasters will hardly ever miss, so point them at those Tyranid warriors before they can hurt you too much (Note that they won't kill a whole unit in a single turn, they're best used for making your enemy think twice about assaulting you). The particle beamers help them do their job, tossing a few high-strength blasts into someone you want annoyed, and represent death incarnate to IG heavy weapons teams. Take 5 of them, add ignores cover, and you're looking at 100 pts for a squad of irritating little buggers. Don't be too afraid to assault, either: they can move 12", rapid-fire, then charge with hammer of wrath, while T5 and reanimation protocols will soak up melee damage from some unfortunate artillery team. ** At just 2 points per model, it's almost always a good idea to give them the shield vanes for a 3+ armour save. ** Surprisingly, a full squad can fit in a Night Scythe, if you want to stick them in a transport for some reason (though they cannot buy one for themselves). *'''[[Necron Destroyer|Necron Destroyers]]''' - They're not jetbikes anymore, they're not Jump Infantry anymore either... They're Jetpack Infantry! Jump shoot jump shenanigans are in at the price of speed. They have Preferred Enemy (Everything!), meaning that they reroll all to-hit & to-wound rolls of 1 in both shooting and assault, and one of them (or three in a heavy support slot) can be upgraded to a Heavy Destroyer (essentially lascannons on a jet infantry model). Regular Destroyers make Marines cry with their S5 AP3 Heavy 2 (But they have relentless so it doesn't matter...) guns, while Heavy Destroyers will blast tanks and Termies to shreds. Expect them to attract lots of fire in return, however, and don't let them end up in close combat, where they will die horribly like almost any other ranged 'Cron in CC. Luckily, your opponent's CC guys should rarely ever into contact with your Destroyers, considering how they can now Jump shoot jump like crisis suits except perhaps better (2 wounds, toughness 5... yeah, better). Like crisis suits, they are masterful at surprising enemy formations and then blowing the crap out of them. Regular Destroyers are best used in conjunction with your Infantry Phalanx (You... You are running multiple squads of max-strength Immortals with these guys, right? If you're using flyers as your bulk, using Destroyers is superfluous) to provide Hardpoint elimination, rapid-response teams, and Hero-hammer harassers. Nearby Stalkers will also boost their accuracy to an absurd 97.2% hit rate, and Heavy Destroyer squads (heavy support slot, unfortunately) can bring three Heavy Gauss Cannons instead of one. ** Their vulnerability has decreased manyfold since last edition. Not only have they gotten an additional wound, they now also actually get to make use of reanimation protocols, in a decurion detachment they are effectively 4 times as durable as previously. *'''Canoptek Acanthrites (Forge World)''' - Beefier Wraiths that specialize in busting vehicles and heavy infantry. T5, W3, and 3+. The have Stealth and carry Voidblades and S6 Assault 1 Meltas. Unfortunately, they don't have the invulnerable save that their Wraith counterparts have, instead relying on 3+ armor and Stealth. Their best place is in a list whose main troops consist of Tesla-Immortals to provide some much-needed anti-tank. Throw in a Destroyer Lord and eat Land Raiders for breakfast. Also, if you're thinking of running a Wraith-Wing army, consider an Acanthrite-Wing instead, since you can take these things in units of '''9'''. **'''Alternate View:''' Unfortunately, as these came out during the last Codex, they are slightly overcosted for what they do, especially now that normal Wraiths have T5, too. Their main shtick is to melt vehicles, which your basic Troops can do better for the cost. Additionally, Stealth and Jump Infantry has little synergy, what with Dangerous Terrain tests if you land in area terrain. If you want to use them seriously, wait until Forge World updates their rules. In casual games or alongside Tesla Immortals, though, they're alright. Also, they have no place in a Decurion detachment. *'''Canoptek Tomb Sentinel (Forge World)''' - A new Tomb Stalker variant that focuses on ranged combat rather than close combat. It uses an Exile cannon which works kinda like a Transdimensional Beamer, but bigger. It's neat, but it has fewer CC attacks than the Tomb Stalker for the same price, carries a gimmicky gun that will do nothing more often than not, and eats up a valuable Fast Attack slot. It still has Rampage and the Stalker's Deep Strike/Outflank option though, it will eat tarpits and light infantry blobs for breakfast and Its weapon auto-penetrates any vehicle touched by the template. Couple this last one with S10 from Smash and in a pinch it can also eat a tank or two to vary its usual diet of infantry.
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