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===Secondaries=== *'''Battlefield Supremacy''' **'''Behind Enemy Lines:''' 2VPs if you have one friendly unit (that's not {{W40kKeyword|Aircraft}}) completely within the enemy deployment zone, 4VPs if it's two or more. Shouldn't be hard with a Deceiver, a Veil of Darkness, Scarabs or Bikes. If you're lucky, it's 15VPs easy managed. If you're unlucky, it's 15VPs easy managed, but you've completely outranged yourself from your opponent. **'''Engage on All Fronts:''' 2VPs if there is at least one friendly eligible unit (one with an Initial Strength of 3 or that is a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}, but not {{W40kKeyword|Aircraft}}) in three different quarters of the table, at least 6" away from other quarters; 3VPs if you can do it in all four quarters. Shouldn't be hard with Relentless Expansionists, a Veil of Darkness, or a Night Scythe (especially now that pretty much everything has core now and so can be teleported with VoD shenanigans). Necrons are an Elite army so be cautious about spreading yourself too thin. The average points you should attain from this is 9VP, which is still a solid number. **'''Purge the Vermin:''' The opposite of Engage on All Fronts, you get 1VP at the end of your turn for each table quarter your opponent has no unit completely within, plus 1 more VP if there are no enemy units completely in your deployment zone. Take this if you plan on denying their Engage on All Fronts objective, or if you can create enough of a silver tide in the center of the board to blockade your enemy. **'''Treasures of the Aeons:''' After deploying, your opponent picks three objectives, that can't be in its deployment zone (unless all the other eligible ones were already picked). At the end of your turn, you gain 2VPs if you control one, 3VPs for two, and 5VPs for all three. Great in smaller games, and with maps with fewer objectives. ***The closest you have to an auto-take. Combine with a pre-game move and better ObSec and you're in a good position to start hauling in points. *'''No Mercy, No Respite''' **'''Grind Them Down:''' 3VPs if more enemy units die than yours during the battle round. Remember the word '{{W40kKeyword|Unit}}' in this case. Blobs of Necron Warriors and Destroyers can do Miracles here. Be careful against tank units. **'''No Prisoners:''' Really good if you fight Orks, Tyranids, SoB, IG mobs or other Necrons; shitty against most MEQ and Custodes. You get a VP for every 10 wounds you kill (that are not from {{W40kKeyword|Monsters}}, {{W40kKeyword|Vehicles}} or {{W40kKeyword|Characters}}), getting a bonus VP if the tally is between 50-99, and 2 bonus VP if it's instead 100 or more; so, to max this out you need to kill 130 wounds. *'''Purge the Enemy''' **'''Assassinate:''' 3VPs for every {{W40kKeyword|Character}} killed, +1 if it was the Warlord. If the enemy army has more than three T4 {{W40kKeyword|Characters}} or two T3 {{W40kKeyword|Characters}}, this one is a must (and more against Sister of Battle; T3 and full of {{W40kKeyword|Characters}}). With that said, this can often be a trap against armies like Space Marines and Eldar which can easily hide or protect their HQs. Bear this in mind. **'''Bring it Down:''' Each time you kill a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, you get a number of VP depending on the wounds: 1VP for 9 or less; 2VPs for 10-14; 3VPs for 15-19; 4VPs for 20 or more. An average of 2VPs is not really interesting and needs you to fight an opponent with a very vehicle-heavy list in order to reap the benefits. Still reliable against parking lot armies or Kinghts. **'''Code of Combat:''' Our unique secondary for this category, gain 3VPs whenever a {{W40kKeyword|Noble}} unit destroys an enemy unit in the shooting phase, or 4VPs if it was during the fight phase. Also, if a {{W40kKeyword|Noble}} kills a character, you get a Command point; useful now with the CP shortage. Decent with the Silent King, pretty bad otherwise. *'''Shadow Operations''' **'''Ancient Machines:''' One {{W40kKeyword|Core}} or {{W40kKeyword|Canoptek}} unit can perform an action on an objective you control (that's not in your deployment zone) to gain 4VP; if the unit has Objective Secured, then the action is completed at the end of your turn, if not it's completed at the start of your following Command phase. This is actually broken now that we have '''32''' units with {{W40kKeyword|Core}} (and an additional 5 {{W40kKeyword|Canoptek}} units that don't have it but can still do the objective), have access to unlimited shoot+action the whole game and the usual army-wide objective secured. **'''Raise the Banners High:''' You get 1VP at the end of your Command phase for each objective that has a banner of yours, plus 1 additional VP at the end of the battle for each objective with your banner. Now that we have access to army-wide shoot+action for the whole battle, this mission should really be a piece of cake, even though with the abundance of {{W40kKeyword|Core}} units and objective secured, you should really be looking at Ancient Machines. **'''Retrieve Nephilim Data:''' Score VP for doing an action with a {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit wholly within each table quarter, more than 6" from another quarter; at the end of the turn, roll a D6, subtracting 1 if the unit is Troop, if the result is less or equal to the number of models in the unit, you recovered the data in that quadrant. Progressively scores 4VP for 2 quarters, 8VP for 3, and maxes out at 12VP for all four. *'''Warpcraft''' **'''Abhor the Witch:''' You get 2VPs for every {{W40kKeyword|Psyker}} unit killed, 3VPs if it was a {{W40kKeyword|Character}}. A very good secondary if you fight the Thousand Sons, Daemons or maybe the Aeldari. You may think that it could be useful against Tyranids but killing any {{W40kKeyword|Psyker}} is many resources spent not on holding the objectives. With that said, you can combo this one with ''Assassinate''... Just remember you are going to get those VP at a hard price. **'''Psychic Interrogation''' and '''Warp Ritual:''' We have no {{W40kKeyword|PSYKER}} units in our codex, these two secondaries are useless for us, just as they are for Drukhari and Tau.
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