Editing
Warhammer 40,000/Tactics/Necrons(8E)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactical Objectives== ;11 - Endless Legions : Keep a tally of successful Reanimation Protocols rolls you make. When the tally reaches at least 10, gain 1 VP. ;12 - Dust and Ashes : Pick a Character. If he survives to the end of the battle, gain 1 VP. ;13 - Reclaim and Recapture : Roll a d6. If the result is odd, get d3 VP for holding all the odd-numbered objectives at the end of the turn. If the result is even, the same applies if you hold all even-numbered objectives. ;14 - Age of the Machine : 1 VP if you destroyed at least one enemy vehicle this turn. d3 VP if you destroyed 3 or more vehicles, and an extra 3 VP if one of the vehicles destroyed was Titanic. ;15 - Slaughter the Living : 1 VP if you completely destroy at least one enemy unit. ;16 - Code of Combat : 1 VP if one of your Characters kills an enemy Character in the Fight Phase of this turn. For the Chapter Approved 2018 missions which use the Refined Strategy rule you will want to identify the Tactical Objectives that you will have the hardest time doing before the game starts, having an idea of which missions will be hard for you to do in the list creation phase will let you complete this stage quicker once the game starts. Age of the Machine #14, Psychological Warfare #55, Witch Hunter #62, Big Game Hunter #65 respectively require your opponent to have a Vehicle, a unit susceptible to failing Morale tests, a Psyker and a model with 10+ wounds for you to be able to complete these missions, getting rid of these missions should be your first priority if your opponent's list does not include any way for you to be able to complete them. Master the Warp #56 requires your opponent has both a Psyker and that you have ways to deny (gloom prism or the Warlord Trait Immortal Pride). If you don't have big units of Warriors you don't want Endless Legions #11. If you have Doomsday Arks in your list you don't want Advance #41. In mission #1 the Disruptive Signals, mission #5 Visions of Victory and mission #6 Scars of Battle Tactical Objective Dust and Ashes #12 is too big a liability because you have a very limited number of available tactical objectives each turn. It is also bad if you do not have any durable characters and you are playing against an army with a lot of shooting or psychic powers that ignore the Character rule. Reclaim and Recapture #13 and Domination #46 are both too hard to achieve to be worth their points for most armies in most matchups, still not strictly impossible so something you should get rid off after getting rid of all the ones which are entirely impossible. If you don't have shooting you don't want Overwhelming Firepower #51 and if you don't have any close combat units you don't want Blood and Guts #52, but even if the only shooting your army includes is the Nightbringer or if the only melee your army contains is units of 10 Immortals, taking a unit of Guard down to 1 model and finishing it off with what little shooting/melee you have is a relatively easy VP compared to having to control every objective with Domination #46. If you do not have mobile units or the Veil of Darkness Relic you might not want Behind Enemy Lines #42 usually the last thing you would want to get rid off, even a squad of Necron Warriors can eventually wander into the enemy Deployment Zone. You should consider to get rid of Tactical Objectives in the following order: #14, #55, #62, #65, #56, #11, #41, #12, #13, #46, #51, #52, #42. ===Relics=== ====Universal==== *'''Gauntlet of the Conflagrator:''' Gauntlets of Fire are back... kinda. 8" pistol 1 that can only be fired once per battle, auto-hits the target, and rolls 1d6 for each model in the unit that's within 8"; they suffer a mortal wound on a 6. It's terrible. *'''Lightning Field:''' Gives a 4++ invulnerable save, and at the start of the Fight phase roll a d6 for each enemy unit within 1"; on a 4+, they suffer a mortal wound. Could be useful in certain scenarios, but since Overlords and Destroyer Lords already have a 4++ and they're the ones you want in combat more than your <s>babysitters</s> Lords and Crypteks, and it only does a single mortal wound ''maybe'', can't see much point in this. Crypteks and Catacomb Command Barges however don't get an invulnerable save, it's a waste on a Cryptek making CCBs the clear and pretty much only user of this Relic. *'''Nanoscarab Casket:''' Replaces a phylactery, so... Destroyer Lord only. You regain d3 wounds instead of 1 as with the standard Phylactery, but you also regain d3 wounds at the beginning of your ''opponent's'' turn; PLUS, the first time the bearer is slain, [[Roboute Guilliman|roll a d6, and on a 4+ set the character up at the end of the phase with 1d6 wounds remaining]]. Combine with the Resurrection Protocols Stratagem for maximum troll. This is a must-have if your army includes a Destroyer Lord. *'''Nightmare Shroud:''' Improves your character's armour save by 1, and enemy units within 6" subtract 1 from their Ld. Note that even if you stay in cover to get a 1+ Sv you still fail saving throws of 1, but you do negate one point of AP. This is great against things without AP and especially great for CCBs because they don't have an invulnerable save. *'''Orb of Eternity:''' Replaces Resurrection Orb, so any non-Cryptek. Once per game, make a second Reanimation Protocols roll for a {{W40kKeyword|<DYNASTY> INFANTRY}} unit within 3", with +1 to the roll. Stacks nicely with a Cryptek for 3+ Reanimation Protocols, but perhabs it is most worthwhile if you don't have a Cryptek nearby. Let's say you have 200 pts of dead models in a unit Cryptek restores 100 pts, the Resurrection Orb restores 50 pts, the Orb of Eternity restores an additional 17 pts which isn't worth it compared to our other relics. But if you don't have a Cryptek you restore 67 pts base, the Resurrection Orb restores another 44 pts and the Orb of Eternity adds another 22 pts on top of that, being a bit more worthwhile, but still pretty bad, don't take this, but if you do, take it when you don't have enough Crypteks. *'''Sempiternal Weave:''' Another wargear option from 5th edition that's found its way back, but with a very different effect. Instead of +1 Sv, now it's +1 Toughness and +1 Wounds. We have better relics. *'''Veil of Darkness:''' Once per game, teleport the bearer and one {{W40kKeyword|<DYNASTY> Infantry}} unit, a la Deep Striking, fortunately you can still go outside your deployment zone turn 1 even with the beta rules. Note that this can be used in close combat without falling back, allowing you to "fall back" and shoot with a unit of Warriors or Immortals that were caught in close combat. This is not an auto-take, but it's pretty damn close. *'''Voidreaper:''' Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 3 more points for this than you have to?) with a Nightbringer Scythe, except with D3 instead of D1d6, which is often ''better''. We have some amazing defensive relics, but this is okay if you're ready to throw caution to the side.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information