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===HQ Units=== *'''[[Necron Overlord]]''': The once customizable close combat monstrosity can now only replace his Staff of Light (the shooty option) with a Hyperphase Sword (the cheap option), a Voidblade (the anti-horde option), a Voidscythe (the anti-Vehicle option) or a Warscythe (the anti-Primaris option), all more or less equally good depending your list and matchups. They come with a 4+ invulnerable save thanks to the Phase Shifter included in the kit. Their only non-weapon upgrade (aside from relics) is the Resurrection Orb, which is pretty good for our Troops but is more or less a must-have if you have Lychguard or Destroyers close to your Overlord. The main reason (and it's a good one) to buy an Overlord instead of a Lord is his buff '''My Will Be Done'''. Note that the Overlord comes stock with a flat 3 attacks which makes him fairly weak at duelling compared to almost every other HQ. Do not let the 5 wounds fool you, he will go down fast to any decent beatstick character. Think instead of your Overlord as a charge deterrent, buffing a blob of immortals and discouraging harassment units like reivers. The only time your overlord should be duelling characters is with supporting Lychguard to tank wounds, otherwise, you'll watch him die in one round of combat. Also, do not forget the stratagem that allows the first attack made by a character to ignore invulnerable saves. While it won't secure the punch up, it will allow your overlord to take a chunk out of whatever special snowflake manages to kill him next turn. *'''[[Necron Lord]]''': Comes with '''The Lord's Will''' ability which lets you reroll failed wound rolls of 1, which arguably makes him better at babysitting 20 man warrior blobs than a Cryptek (The Lord is the stern father compared to the protective mother of the Cryptek). He cannot get a Voidscythe and he does not have an invulnerable save, he can have a Staff of Light (the staying safe option), Hyperphase Sword (the cheap option), a Voidblade (the down and dirty option) or a Warscythe (the killy option). The Warscythe is a little overkill for this guy because he will die so quickly when he gets into combat, but the other options are solid. The Resurrection Orb can be a trap against armies with lots of snipers because it makes the Lord much more expensive and he is relatively easy to kill. *'''[[Cryptek]]''': Your defensive buff-bot. Every {{W40kKeyword|<DYNASTY>}} unit within 3" gets +1 to RP rolls. Still no fun Harbinger options, but for that, you can take Szeras or Orikan and pretend you are playing 6th edition. When taking a Cryptek you always want to either give him a Canoptek Cloak or a Chronometron, the Canoptek Cloak allows Crypteks to keep up with speedier units and provide extra healing for anything with Living Metal for only a marginal points increase, if your tables include little terrain or if you are bringing Lychguard with Warscythes or Necron Warriors you will instead want the Chronometron, which gives your {{W40kKeyword|INFANTRY}} units within 3" a 5++ against shooting, it is a little more expensive though and offers less mobility making it more of a niche choice. *'''[[Necron Lord|Destroyer Necron Lord]]''': Lost some versatility from the previous edition in that he only buffs Destroyers and Heavy Destroyers. Yet, comes with Phase Shifter standard and 1 more Attack and Toughness than a Lord or Overlord and 1 more wound than the Overlord. His high movement does allow him to keep up with Destroyers which is harder for a normal Lord. The only HQ that can take a phylactery, which is generally an auto-include to make him heal D3 at the start of your turn instead of the standard 1. His buff is not as good as that of a Lord's but he is much tougher and mobile, he is a good choice if you are spamming Destroyers or you don't have any Infantry to benefit from Overlord and Lord. If you take a Destroyer Lord you should definitely give him a warscythe and get him stuck in melee, the cheaper and shootier weapon options are basically wasting the Destroyer Lord body. Destroyer Lords should probably also take a relic to maximize their effectiveness. *'''[[Catacomb Command Barge]]''': Has Quantum Shielding and a Gauss or Tesla cannon like a vehicle, but doesn't get worse as it takes damage (just like the Annihilation barge). It also includes a 12" version of '''My Will Be Done''', the ability to charge flyers with a Warscythe, and the privilege to laugh in the face of Dark Eldar carrying poison weaponry (because it's a {{W40kKeyword|VEHICLE}}). It is a nice upgrade for a vanilla Overlord between the durability and range buffs. You want to take a Warscythe or a Staff of Light on this guy, you are already paying quite a lot, the cheaper weapons just are not worth it in this case. The Staff of Light finds its best character in this guy since he can fall back and shoot since he can {{W40kKeyword|FLY}}. ====Unique Characters==== *'''[[Anrakyr the Traveller]]''': Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120" S10 AP -5 and D D6. He can boss around models from any Dynasty and even Triarch Praetorians with his MWBD ability and he can copy one of the weapons of an enemy vehicle within 12" on a 4+. When he does he fires it using the vehicle's BS but due to poor wording, the shot counts as originating from Anrakyr's model. Recommended in all Apocalypse styled battles if you aren't afraid of being [[That guy]]. Lastly, Anrakyr gives all nearby {{W40kKeyword|NECRON}} {{W40kKeyword|INFANTRY}} units an additional attack which makes our regular infantry a lot scarier. He's basically a must-have in lists that feature multiple Lychguard and/or Triarch Praetorian units, but even if you're just buffing Warriors and Immortals he's worth it if he can buff 30+ models and a couple of other characters. If he's your Warlord he has the Implacable Conquerer trait, which is great if he's buffing a bunch of melee units, but not the best option if you're just using him to make your Troops a tiny bit scarier in melee. *'''[[Illuminor Szeras]]''': Well, our spidey cryptek has received an upgrade in the last PA, now he's bigger, tougher and meaner, with a D6 damage assault D3 ranged weapon that deals 2 damage in close combat. All these upgrades are nice and all that but he finds himself in a strange position on the battlefield; with his augmentation ability and buff to RPs, he wants to stay near some warriors and immortals while blasting off models in the distance, tho with only a range of 18" for the weapon, 9" for the psyker debuff (that isn't even that good to begin with) and a profile more geared towards close combat, he also really wants to stay close and personal with the enemy (something difficult since he doesn't have any invulnerable save and a T6 W7 isn't that durable). All and all, a great model to look at but not so much to play with. It would have been better with a 4++, the ability to buff something other than warriors and immortals and maybe some way to mitigate the randomness of his main ability (something other like Cawl have).
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