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===Elites=== *'''[[Lychguard]]''': S and T 5 and 2 Attacks compared to Immortals S and T 4 and 1 Attack, Lychguard are our pseudo-Terminators. An expensive melee unit, but Lychguard are only M5 and have no mobility abilities making them sitting ducks against Shooting armies. They come in two varieties: the sword and board, which makes the unit far less of a sitting duck, or the Warscythe variety which makes them an actual threat with S7 AP-4 and D2. You will want a Cryptek with a Chronometron if you are taking the Warscythe variety. [[Lychguard]] are now a real honour guard with the ability to take a mortal wound to negate a wound suffered by a {{W40kKeyword|<DYNASTY>}} {{W40kKeyword|CHARACTER}} within 3" on a roll of 2+. Do note that this means they cannot take a wound for either Anrakyr the Traveller or Illuminor Szeras, suppose they cut their paycheck or something. Remember that most of your {{W40kKeyword|CHARACTERS}} have '''Living Metal''' before you go diving in to block every last wound with these guys - your lords will regenerate 1 point of damage by themselves each turn. Even though Anrakyr the Traveller doesn't benefit from the body guard special rule the extra attack from Anrakyr's '''Lord of the Pyrrhian Legions''' special rule increases their offensive ability by 50%, Ouch! On paper they look like mini combat monsters, however each Lychguard costs 2.4 Warriors, they provide no Shooting and 5" move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, Zhandrek + Obyron, The Deceiver, or the Veil of Darkness relic is practically mandatory. *'''[[Deathmark|Deathmarks]]''': Deep Striking Immortals with Rapid Fire sniper rifles. As the faction's snipers, they inflict an extra mortal wound on a wound roll of 6+ and can target {{W40kKeyword|CHARACTERS}}, great against heavily armoured units, decent against vehicles and characters, their main strength is their ability to Deep Strike, spending the pts on a single unit of 5 just to be able to take a stray objective turn 2 can sometimes be worth it if you're running an otherwise slow army. When an enemy unit arrives from reserves you can bring one of your Deathmark units out from Reserves and immediately shoot at that unit, this is great if your opponent has multiple units in reserve as you can block the room where your opponent might want to place their other reinforcing units, although this rule is less great against things like [[Drop Pods]] since you will be forced to shoot at the empty Drop Pod after the unit inside disembarks. Not really worth spamming, if you want to assasinate characters you're better off relying on C'tan with Cosmic Fire, although Deathmarks could be part of a tactic to finish off any survivors. *'''[[Flayed Ones]]''': Warriors with 3 attacks each, the ability to deep strike and the ability to re-roll failed wounds instead of a shooting weapon. In addition, they also add +1 to morale tests on the units they cut them. They got a price drop in the Codex at the price of one attack, making them much less of a glass... knife? A unit of 20 can still put out 60 attacks hitting on 3+ and re-rolling failed wounds, this makes them [[Rape]] pretty much anything from Guardsmen to Baneblades. You don't need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won't leave several hundred points to be rapid fired to death should you fail the 10" charge. *'''[[Triarch Praetorian]]s''': Praetorians are like Lychguard, except they have Movement 10 {{W40kKeyword|FLY}} and can either have a Rod of Covenant or a Voidblade and a Particle Caster. If you get within 12" of an enemy unit one of two things are going to happen, either you fire a Particle Caster or a Rod of Covenant. The Rod of Covenant will deal more damage and then you will either make the charge and the extra attack you get from the Voidblade will make the total damage output of Voidblade/Particle Caster better or you will fail and the Rod of Covenant will have dealt the most damage. No {{W40kKeyword|<DYNASTY>}} on these guys, so you'll need Anrakyr or Imotekh to use '''My Will Be Done''' on them and they'll miss out on other Dynasty-linked abilities but they do automatically pass morale tests. *'''[[Triarch Stalker]]''': Spiderbot with a spider rider, a tough support unit usually well worth its points, but a bit less potent in the codex in comparison to the buffed DDAs and Heavy Destroyers. All Necron units reroll 1s while shooting at something that has been attacked by a Stalker in the same turn. Note that you don't actually need to hit or even wound the target, you only need to declare an attack against it for army-wide rerolls against the target. Can have a Heat Ray which is underwhelming most of the time except if you can get within 12", Particle Shredder which is better against hordes or Twin Heavy Gauss Cannon so you have more range, range is pretty important since you want to keep this thing behind your lines since it can't fall back and shoot like your other vehicles. Durable with Quantum Shielding, isn't helpless in close combat either. Same "no {{W40kKeyword|<DYNASTY>}}" issue as the Praetorians though, it can support units from several different dynasties at once, although it is useless for Nihilakh units if they do not move. *'''[[Nightbringer|C'tan Shard of the Nightbringer]]''': Hello <s>Darkness</s> Death, my old friend. Seems GW changed you up again. Still with your deadly gaze softly creeping, and your fleshbane scythe to reap the weeping. The S and T 7, along with lacklustre 4++ save, still remain. <s>Within the sound of silence</s> At least you have 8 wounds now. But more importantly, the {{W40kKeyword|CHARACTER}} rules remove the C'tan shards' greatest weakness - being gunned down before reaching their target. Now your opponent can only target them with snipers as long as you bubble wrap them. Welcome back <s>Darkness</s> Nightbringer, may you reap the battlefield once more. He knows two Powers of the C'tan and can use one of them at the end of the movement phase. Really cheap for what he does, a great addition to a list with a melee bent. C'tan Shards can be useful even in death thanks to '''Reality Unravels''' - a re-fluffed '''Explodes''' that deals D3 mortal wounds on a 4+ to every unit within 3". Just don't stand too close yourself. Also, The Nightbringer doesn't like vehicles, the machine spirit isn't enough of a soul for him to reap, so his Scythe hits with S7 and his Gaze wounds on 6+ against metal boxes instead of wounding on 2+. Yet, even if it is rare, it is a great moment when The Nightbringer [[Awesome|blows up a tank by staring at it]]. Half of the C'tan powers are effective against vehicles, however, so he is far from helpless. **Take Cosmic Fire and either Anti-matter Meteor or Transdimensional Thunderbolt if possible. *'''[[Deceiver|C'tan Shard of the Deceiver]]''': Same C'tan body as the Nightbringer and same access to Powers of the C'tan, but trades the ranged weapon and Fleshbane in melee for Grand Illusion and a 12" -1 Ld aura. After deployment, but before the first turn begins, you can redeploy the Deceiver and/or up to D3 other friendly {{W40kKeyword|NECRON}} units at least 12" from any enemy model, but they can't charge on the first turn. See [[Warhammer_40,000/Tactics/Necrons(8E)#Tactics|Tactics sections]] for the cheese. Like the Nightbringer shard, '''Reality Unravels''' when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. Also like the Nightbringer, he's a sub-10 Wound {{W40kKeyword|CHARACTER}} and as such can't be targeted by shooting if you hide him behind your other units. **Cosmic Fire is amazing because you can redeploy the Deceiver 12" away and then Advance in and blast the entire enemy army turn 1. Anti-matter Meteor or Transdimensional Thunderbolt are great back-up powers, but the Deceiver will usually rely on Cosmic Fire. *'''[[Tomb Stalker|Canoptek Tomb Stalker]] (Forge World):''' Your regular monstrous creature. 6 attacks at S6 AP-2 D D3, which is ok, but it cannot chew through vehicles like it could in previous editions. Carries a Rapid Fire D3 gun which is nothing special. It can take a Gloom Prism, and also deep strikes so it can mess with psykers. The Spyder is your defensive support but the Stalker is a full-on aggressive support. And fine, with T7, 9 wounds and a decent save, deep striking this does make for a nice... [[DISTRACTION CARNIFEX|distraction.]]
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