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!
===Fast Attack=== *'''[[Canoptek Wraith|Canoptek Wraiths]]''': Canoptek Wraiths are pretty tough with their incredible 3+ invulnerable save 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 3 Attacks WS 3+ AP2 and D2, but their price took a big hike so they are no longer worth just throwing at anything, ideally you want to throw them at enemy melee units that don't deal multiple damage and that have high AP values, if you're fighting hordes you are better off just swarming them with Scarabs, perhaps you're just better off swarming anything that moves with Scarabs. The ability to retreat and assault is interesting since it means you cannot be tarpitted, the ability to move through walls and units can also come in handy in all kinds of circumstances. Whipcoils no longer guarantee that they attack first, but instead allow them to attack during the Fight phase that it dies if has not already fought, this option is far too expensive to be worth it though. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent's anti-infantry weaponry, so keeping them cheap is probably the best way to go, unless you know you have other more juicy targets like Flayed Ones and Heavy Destroyers. *'''[[Scarab|Canoptek Scarab Swarms]]''': Scarabs aren't really meant to kill things like they were in previous editions, although they can wound anything on a 5+, The Self-Destruction Stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with {{W40kKeyword|FLY}} which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C'tan, let the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders, but their units can no longer exceed their starting strength, the rule is pretty lackluster and Scarabs generally work fine on their own. Smaller units are often discouraged because of first blood, on the other hand smaller units do allow you more freedom to split up and take different objectives or assault several smaller squads. Squads bigger than 5 start having issues with Morale, take 7 to maximize the number of Scarabs in your list and avoid almost all the dangers of Morale. *'''[[Tomb Blade|Tomb Blades]]''': Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you're feeling cheap they can have a single Particle Beamer, well except that they have +1 Toughness and a -1 To Hit modifier in the enemy Shooting phase, and that they unfortunately only have a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. They can pay a few more points to improve their save with the shield vanes upgrade, which is nice if you are expecting to be shot by Boltguns and [[Flashlight|Flashlights]], but not worth it if you are expecting lots of high-ap weaponry, going from a 7+ to a 6+ only improves your durability by 16%, which could be better used to buy more models, but against low AP weapons, it's a 33% increase in durability which is more worth it. Another difference between Immortals and Tomb Blades is that they are Bikes, which is cool, but comes with some downsides, it means they don't benefit from MWBD or most of our aura abilities it also means they don't benefit from being in cover, meaning they have a hard time fighting enemies in cover since they cannot themselves take cover, the '''Nebuloscopes''' however allows you to ignore enemy cover if that's a big concern, this isn't really worth it if you're going for the Gauss Blasters, but is definitely worth it against MEQ units that take cover if you are using one of the other weapon options. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you're losing out on firepower relative to your cost and you might as well just take extra models. Due to them not benefitting from MWBD they cannot abuse the Tesla rule like Immortals can unless you use the Sautekh Stratagem Methodical Destruction to add +1 to their Hit rolls. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka. *'''[[Necron Destroyer|Necron Destroyers]]''': 3 Strength 6 shots at AP-3 re-rolling 1s to Hit make these guys excellent [[MEQ]] killers, their ability to {{W40kKeyword|FLY}} away and shoot makes them an ideal choice against elite melee armies, especially after the buffs they got in the codex. S 6 isn't quite enough to take out heavy vehicles, but with the Extermination Protocols Stratagem they are more than capable of hunting vehicles, otherwise you are wasting your firepower. Light vehicles (<T7) have all right to fear Destroyer's Gauss Cannons. If you have 12 or more Destroyers you should definitely get a Destroyer Lord (Or a regular Lord, if you wanna buff more than just Destroyers) so they can reroll 1s when wounding, if you only have one unit or several smaller ones you're probably better off investing in other HQs. Their respectable offense is complemented with movement and defense, being the only 3 Wound unit with '''Reanimation Protocols''' (remember that models do raise with full wounds now, making a unit of 6 Destroyers one of the best targets for a Resurrection Orb, averaging 60 pts if you had lost 5 in the previous turn). There is a max of 1 Heavy Destroyer per Destroyer unit, taking one is definitely a good idea with the new rules allowing the Heavy Destroyer to target vehicles while your regular Destroyers target MEQs or TEQs. As with most units with Reanimation Protocols, you want a big unit of them. Because if you have 4, and you opponents shoots down 4, they are gone. But, if you had 5, that is over 200 points potentially all saved. A full squad does cost a lot (300 with 6 destroyers), but it is the safer bet compared to bringing two squads of 3. With Destroyers, go big. And bring a Cryptek. And an Overlord. And a Lord or a Destroyer Lord. *'''[[Canoptek Acanthrite|Canoptek Acanthrites]] (Forge World)''': 6 more points than a Wraith with 4 attacks at S5 AP-3 D1 instead of 3 attacks S6 AP-2 D2 from the Wraiths, the Acanthrites are the clear winners against most infantry, but against multi-wound models they just can't keep up in melee. However, they do have S7 AP-4 Dd6 Assault 1 weapons for just that, making the Canoptek Acanthrites better at killing pretty much anything the Wraiths can kill assuming you don't get caught up in a prolonged fight. Wraiths do have better defenses with a 3++ (vs the Acanthrites' 3+ Sv, no invul and -1 to shoot them), Acanthrites also cannot claim a cover save due to them being beasts, making them very susceptible to any elite melee unit and they are going to get pulverised by shooting attacks with any kind of AP even with a -1 to hit. Perhaps best slotted into an army with other armoured targets so they do not get targeted by lascannons. *'''[[Tomb Sentinel|Canoptek Tomb Sentinel]] (Forge World)''': A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with what is basically the Doom Scythe gun. A heavy gun on a mostly melee unit, following the style of Wraiths, meaning you're almost always going to be hitting on 4+ like the Doom Scythe. It can take a Gloom Prism, and has little reason not to. The gun is well worth the 15 points it costs more than the Canoptek Tomb Stalker, but it can get bogged down a lot easier since it only has 4 attacks. It's less reliant on making that charge when it deep strikes since it at least gets to shoot something worthwhile even if it fails its charge. It's expensive and it makes a big [[https://1d4chan.org/wiki/DISTRACTION_CARNIFEX]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one.
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