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==Supplements== ===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. ===Mephrit Dynasty=== Coming from the ''Shield of Baal: Exterminatus'' book, you now have the a way to represent the Necrons who decided to help out the [[Blood Angels]] fight the Nids. Sadly, there is no way to play out the Silent King or his one-night stand with Dante. ====Mephrit Dynasty Cohort==== They have a special FOC that makes you take another compulsory Troops slot, but gives you 8 total slots for Warriors and Immortals. Aside from the generic WT re-roll, you also get to re-roll 1s when rolling Reanimation Protocols for Troops (which is one of the few ways to really boost your RP trolling). Other than that, you're free to take anything you want except for the Tesseract Vault. ====Warlord Traits==== #'''Eternal Will:''' Eternal Warrior, which is a handy thing, especially if up against a Knight or something. #'''Override Protocols:''' Melee Weapons have Haywire, making them trolltastic against vehicles. #'''Immortal Arrogance:''' Warlord and other Necrons within 12" re-roll Pinning and Morale. Decent enough, really. #'''Mental Subroutines:''' Adamantium Will, which at least gives the guy a slightly better chance to Deny. #'''Scorn of the Ages:''' Hatred for the warlord and His unit #'''Repair Nanoscarabs:''' IWND. Jesus damn, consider yourself lucky if you grab this. That said, it's not certain if this stacks with the new Phylactery (Though odds are that it's a negative) ====Relics of the War in Heaven==== *'''The God Shackle''' - Cryptek only. He gets to give a C'Tan Shard +1 S/T while he's still standing. That makes the shard practically unkillable now. Issue is that you'll need to shell out for said shard, and then 10 more for this tool. Oh, and for the Cryptek too, but you've already got one most likely. Note that all of the relics from the book are unique and 1 per army, explicitly written before any of the datasheets in the book. *'''Edge of Eternity''' - Overlord only. A redone Warscythe, it's a Two-Handed S+2 AP2 weapon with Armourbane and Precision Strike. It's essentially giving you a warscythe with free Precision Strike. *'''Solar Thermasite''' - Cryptek or Overlord only. The user gets +1 S to all weapons, which is totally badass, and re-rolls Saving Throw rolls of 1. Yeah, anyone thinking of mixing this with the Nightmare Shroud, you're doing it right. **You DEFINITELY can't take multiple of the same Relic, but I'm inclined to believe you can take both the Solar Thermasite and the Nightmare Shroud. They're two separate Relic lists. Playing a Mephrit FOC lets you take any of the RotWiH, and the codex lets you take ONE of the AotA. **Relics are a bit wonky. Some supplements can take both their own relics as well as those of their base codex, some can't. In the case of Mephrit Dynasty, I've seen the ruling that you can take only one relic per character, although you can take it either from Mephrit or base codex (provided your character is from a Mephrit Dynasty formation, of course), but that isn't an official GW FAQ. **First draft of USRs indicate multiple relics equipped to the same character will be forbidden. Though it's not confirmed, do keep this in mind. ===Decurion Detachment=== Remember how the Wardex explained that the entire operations of a Dynasty was essentially split into a whole ton of different little nodes that all connected to each other? Yeah, the GW Design Team decided to run a formation made of formations as the new FOC of the Necrons and it's honestly kinda evil because there are ways to easily circumvent normal restrictions thanks to the limits of the Decurion. It also doesn't help that doing this allows Living Metal vehicles to now ignore Crew Stunned and all members gain +1 to RP (meaning that Crypteks now feel kinda silly because now their job is pointless (Not Really. RP is 6+ vs ID. Back to 5+ in Decurion and 4+ again with a Cryptek. Sounds pretty shiny to me, especially when you're re-rolling 1's as below)). *'''Reclamation Legion:''' Your mandatory force, this gives you an Overlord (anyone except for Imotekh), 0-2 Lychguard, 1-4 Immortals, 2-8 Warriors, 1-3 Tomb Blades, and 0-3 Monoliths. Yeah, you need to use the silly little jetbikes. However, getting this set up gives Move Through Cover, Relentless, and all members within 12" of the Overlord can re-roll 1s on their Rezzes. Unfortunately, the only thing Relentless actually gives any of these units is the ability to charge after firing Rapid Fire guns. **'''Alternative Opinion''' - Tomb Blades aren't really silly anymore. With their cost going down (albeit only by 2) as well as unit capacity going up (from 5 to 10), and all of their upgrades costing no more than 2 points per model? Before 5 Tomb Blades with Shield Vanes and Nebuloscopes was 175 points. Now 5 Tomb Blades with the same gear is 110 points. They might not be competitive, but I wouldn't say they're laughable. Give them all particle beamers and watch horde armies cry because of 5 S6 blast weapons. The salt can get very real. Taking chunks out of MEQs is pretty fun. Get about 15-20 hits on them; they may get their armor save, but those bolters don't do jack-diddly against T6, 3+ armor, and 4+ RP when they fire back. Go nuts. *'''Royal Court:''' Only allotted 1 per Reclamation Legion, this locks in an Overlord (who can be replaced with Imotekh), 1-3 Lords (one of whom could be Obyron), and 1-3 Crypteks (named or no). If the Overlord is Warlord, he can re-roll his WT. *The remaining forces are all locked to 1-10 per Reclamation Legion. And some of them are just MEAN. **'''Destroyer Cult:''' Destroyer Lord leads three squads of at least 3 Destroyers each and an optional squad of Heavy Destroyers. The Destroyer Lord here can re-roll his WT if chosen and the Cult can re-roll to-wound and to-pen. This isn't too useful considering they all have Preferred Enemy anyway, but nothing to scoff at, especially when a Heavy Destroyer shoots at tanks. **'''Judicator Battalion:''' Triarch Stalker joins 2 squads of Praetorians. This grants the models Move Through Cover (though only the Stalker kinda needs it. Which is interesting, since the Stalker already has it by default. Wonder why they did that.) (It's so the praetorians don't have to take dangerous terrain when using jump packs and can ignore the difficult terrain penalty when charging), and the formation can now re-roll to-hit, to-wound and to-pen one unit the Stalker can see BUT only in your shooting phase (remember, praetorians have a range of 12" with their ranged weapons...). So, you will probably hate this formation because now, you MUST pay 2 squads of praetorians for EACH unit of triarch stalker you want to play in a Decurion Detachment. Ouch ! So, if you like praetorians, this formation is ok, but if you prefer to have a lot of triarch stalker unit (to give nearly all your unit a BS of 5 !) or simply don't want 2 squads of Praetorians, better include them in a Combined Arms Detachment. '''Note''': Due to FAQ Night Scythes taken as dedicated transports for the Praetorians, also benefit from the re-rolls. **'''Canoptek Harvest:''' A Spyder joins a pack of Scarabs and Wraiths. Sadly, you can't spam Scarabs until the cows come home without grabbing those other gits. They all gain Move Through Cover and Relentless and during the Movement Phase, members within 12" of the Spyder can either pick RP, Fleet, or Shred. All are neat, but shredding Scarabs is hilarious. Relentless Wraiths are also more than just hilarious, because now they get to fire their Transdimensional Beamers before charging. If you decide to keep the Wraiths cheap with Whip Coils, turn on Reanimation Protocols and laugh as anything that is not S10 or Destroyer harmlessly bounces off of 3++/4+ RP. **'''Annihilation Nexus:''' Annihilation Barges join Doomsday Arks in blowing stuff up. If the Doomsday Ark's Quantum Shields are out, then a Barge within 6" can shut their shields off to restore the Ark's shields. **'''Star-God:''' You can field the Nightbringer, Deceiver, a Transcendent C'tan, or a Tesseract Vault - but usually you'll be better off grabbing a separate detachment of Conclave of the Burning One, of course. **'''Flayed Ones:''' They're Flayed Ones. Nothing else. **'''Living Tomb:''' Obelisk comes with 0-2 more Monoliths. The Obelisk always enters Turn 2, and Monoliths don't scatter within 12" of it. Whenever a Monolith Deep Strikes, a unit of Infantry/Jump Infantry can jump from Reserves. Which is great because you '''''cannot''''' deepstrike and use the portal otherwise. Plus, Obelisks have smaller base sizes which means your monoliths are more likely to actually survive deepstrike. **'''Deathmarks:''' They're Deathmarks. What were you expecting? **'''Deathbringer Flight:''' 2-4 Doom Scythes. <s>Pretty much your chief source of AA.</s> Attack Flyers, so strictly for taking ground targets. Enemies within at least 12" of at least 2 of the Cronssants get -1 Ld and if one of them fires at something, the others gain +2 BS for each Scythe that fired on it. With DftS, can now do Attack Patterns, potentially getting BS 6 for the Leader, 7 for the rest of the wing, if they shoot the same weapon at the same target (effectively BS 10 with Tesla Destructors), on top of Ignore Cover and Tank Hunters. Bawkses will be crushed. '''Important Note:''' Do keep in mind that you can run any of these formations alongside a normal Combined Arms Detachment. For example, if you want to free up some Elites, you can simply field a Judicator Battalion. Since Elites gain no bonus in a Combined Arms Detachment, you lose nothing, but gain three free Elites, a useful special rule and a reason to take your Praetorians out of the display case. The same trick can be used to gain some extra Heavy Support choices by using an Annihilation Nexus or a Deathbringer Flight. '''Other Important Note:''' This detachment is good. Really, really, ''really'' good. It effectively makes your entire army 33% tougher than they would be otherwise, and overall ''twice'' as hard to kill as any other army would be with similar statlines. Your boys will be incredibly hard to shift no matter what you do with them; you will likely never be tabled, even against other tournament-grade armies. Unfortunately, combined with the general high quality of Necron units, it's ''too'' good, right up there with Riptide spam and Craftworld Cheese and Macaroni - many players will outright refuse to play against it. Score one for GW. Now you have all those models and nothing to do with them. Except not play Decurion and learn to take a loss or two.
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