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===Heavy Support=== *'''[[Necron Destroyer|Heavy Destroyers]]''': Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones. Combo with '''My Will Be Done''' to hit on 2+ rerolling ones. They also reach 36" and suffer no penalty for moving and shooting. This is our best anti-vehicle unit if that's all you're looking for, but you're still paying for their mobility even if that cost was reduced with the codex and Chapter Approved. They are pretty squishy compared to Doomsday Arks and are good at shooting a much smaller number of things compared to Destroyers, making them not the greatest. Finding cover for these guys is usually easy since they are Infantry, getting that 2+ Sv is important if you want these guys to survive. Take them in squads of 3 so you get to try to revive them if any survive the enemy's shooting or in units of 1 if you're bad at rolling Reanimation Protocols and you're hoping your enemy will use excessive firepower to remove the last wound from that single Heavy Destroyer. A regular Lord is a better support character for these guys than a Destroyer Lord and is pretty much mandatory. *'''[[Canoptek Spyder|Canoptek Spyders]]''': Canoptek Spyders are big squishy support gripplies with a little bit of a kick in close combat. You only want to take these guys for the Fabricator Claw Array upgrade allowing you to heal D3 Vehicle wounds per turn, they can also spawn more scarabs on a 2+ if they happen to be nearby, it's nice but not really worth investing in a Spyder unless you'll be using it to heal vehicles. Gloom Prisms are mandatory if you are not planning on staying back and healing your DDAs all game. They're squishy as hell so you don't want to buy a gun for them, just hope your opponent lets you keep healing your vehicles. Hide them behind a Monolith or behind a building if possible. *'''[[Monolith]]''': It is a Deep Striking Leman Russ with 8 more wounds and Living Metal and it is Titanic, it's firepower doesn't really add up to its points so you'll have to find value in other aspects of the Monolith. The Monolith is huge you can use it to block line of sight, it has FLY so it can fall back and shoot if it doesn't get surrounded, can Deep Strike at 12", it can do mortal wounds to any non-Vehicle/Monster units that end their Charge within 1" of the Monolith, it has BS 3+ and can move and fire without penalty. Lastly it has the Eternity Gate ability allowing you to put units in Reinforcements and Deep Strike up to one unit within 3" before the Monolith moves, the unit then acts as if it had disembarked from a Transport. In matched play games any units that are put into Reinforcements via this ability and have not been brought out by a Monolith or Night Scythe before turn 4 are destroyed and any units inside cannot come out before turn 2, this makes using this ability extremely risky at the best of times and downright suicidal against Shooting armies. This phenomenal failboat has an eye-watering 3+ save for the cost and *NO* invulnerable save. Three lucky lascannon shots could easily drop it to it's lowest bracket. Anything that hits harder than a lascannon can and will obliterate it (especially because it has the TITANIC keyword with an utter lack of damage mitigation). You want to prevent this thing from being surrounded as best you can, because once it is surrounded it is useless. The Monolith is near useless, it does have a couple of handy Stratagems, but the amount of firepower it takes away from you is not worth the versatility it brings. We will pray to the silent king for a rework to this model for the release of Pariah. *'''[[Annihilation Barge]]''': Fast shooty little vehicle with 8 W T 6 4+ Sv and Quantum Shielding. Don't mistake the relatively high S of 7 on its main weapon to mean it's meant to shoot at anything other than infantry, use it in the same way you would Tesla Tomb Blades, against horde infantry and the like. Its Overwatch is nasty because of tesla and it can retreat and then fire because of fly, making it an ideal stop-gap against horde melee units. Both Gauss Cannon and Tesla Cannon are worth their points, the Tesla does fit better with its overall role of being annoying against enemy infantry, the -1 to hit for moving with the Gauss Cannon is also kind of annoying. Charging it into enemy ranged infantry units is a good idea. With Tomb Blades you get signifigantly more firepower, less so against high-Toughness targets such as Grotesques, but you also get one more Toughness instead of -1 to Hit, making the Annihilation Barge ideal against armies with a lot of S 3 or Poisoned shooting, that is if you are looking for a Fast Shooty unit, with Tesla Immortals it is signifigantly easier to abuse Tesla and get it down to 5s and 6s with My Will Be Done from an Overlord, the Annihilation Barge is still pretty squishy but at least it doesn't care about the Morale phase. *'''[[Doomsday Ark]]''': It's a Ghost Ark with a our only Codex long-ranged weapon instead of healing and transporting abilities and it's good if you're planning on playing defensively and making your opponent come to you, otherwise you won't get to use the Flayer Arrays which makes it inferior to Heavy Destroyers or Doom Scythes. Its Doomsday Cannon still works better if you don't move, increasing its Strength, AP, Damage, and range. Quantum Shielding is really nice since most long-ranged weapons that can reach it in your back line will usually deal D6 damage, in these cases the Doomsday Ark is awesome, but if your opponent brings anything with D2 then it quickly becomes scrap metal. *'''[[C'tan|Transcendent C'tan]]''': Like the Deceiver and Nightbringer, Transcendent C'tan now know 2 powers of the C'tan and can cast one per turn and cannot get Warlord Traits. Barring a good roll on the random personality trait chart they got with the codex the Transcendent C'tan is still the worst of the three C'tan, but it is almost on par with it's named brethren now which isn't too shabby at all, if not something you're going to be winning any GTs with. Roll these up the board with Wraiths or Scarabs or redeploy them with the Deceiver for a massive mortal wound bomb T1. Transcendent C'tan have the same stats as the Deceiver, except they get D6 damage on their melee weapon compared to the Deceiver's flat 3 (which is a downgrade against 2 and 3 wound models but generally a slight upgrade against vehicles). Instead of the Gaze of Death and Scythe of the Nightbringer weapons that the Shard of the Nightbringer gets or the Dread and Grand Illusion abilities that the Shard of the Deceiver get they got a new ability called '''Fractured Personality''' which lets you roll two traits on a list of 6 traits, if you roll a double then you only get that one trait, instead of rolling you can select a single power. Pick Cosmic Tyrant or Immune to Natural Law if you don't want to roll, three Transcendent C'tan all using two powers each turn output a lot of MWs if that's something you're into. Note that since rolling for these powers happens before the game starts you cannot re-roll them. *#'''Cosmic Tyrant''': The C'tan can cast two Powers of the C'tan instead of one. *#'''Immune to Natural Law''': Gain +1 to saving throws (3+/3++). *#'''Sentient Necrodermis''': Heal D3 wounds at the start of each of your turns. *#'''Transdimensional Displacement''': When Advancing, add 12" to this model's movement instead of rolling. *#'''Entropic Touch''': Re-roll all failed wound rolls in the Fight phase. *#'''Writhing Worldscape''': Enemy units within 12" do not receive bonuses to their saving throws from cover. *'''[[Tesseract Ark]] (Forge World):''' Tougher, more expensive and more versatile version of the Doomsday Ark. It has an anti-vehicle profile which is weaker than the Doomsday Cannon, but it has two other profiles one for taking out TEQs at range 24" and one a flamer for taking out MEQ at 8". Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (if you are an idiot) or 2 Gauss Cannons which have become a nice option with the buff in the codex. It also has a special rule that subtracts from the charge distance of enemies trying to charge it, at worst this means your opponent can't charge from 9" away to avoid your flamer, at best it means your opponent will fail their charge and you get to inflict D6 auto-hits wounding on 2+. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure your near a lot of enemy units when it dies and then use a re-roll if necessary to inflict lots of mortal wounds. *'''[[Sentry Pylon]] (Forge World):''' Gun platforms that can scuttle along the battlefield 3" a turn with the option to buy Deep Strike. Gauss exterminators are good for flyers and ground support with two [[Awesome|S12 shots]]. Focussed Death Ray is 15 points cheaper, but it's also terrible; half range and shots compared to the Gauss Exterminator with same profile. It lacks the +1 to-hit against non-{{W40kKeyword|FLY}} units, but the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs {{W40kKeyword|FLY}}). The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire for 1.5x the points before you pay for the wielder, and with melta damage at 18"), but it's also 25 extra points, if you take the latter you want to take the option that allows Sentry Pylons to deepstrike, if you go with the Gauss Exterminator then just plunk it down during Deployment instead of waiting until turn 2.
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