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==History of Necron Tactics== ====Changes from 7th Edition==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Necrons are less competitive, with the Decurion Detachment Necrons were basically unkillable for all but the most competitive of lists and both Tesla and Gauss were devastating against vehicles. The Gauss Pylon, Tesla Immortals, Wraiths, Scarabs and C'tan are our most popular units at tournaments, replacing Warriors, Immortals, Wraiths and Scarabs as our most popular units. <div class="mw-collapsible-content"> *Gauss flayers and Gauss blasters are better against MEQ and TEQ, much worse against vehicles. *Tesla weapons are much worse against vehicles. *Destroyer Lord only affects Destroyers. *Models can get back up at the start of each turn as long as their unit is alive instead of having super FNP. *Characters regenerate wounds and can stand back up with a Stratagem instead of having super FNP. *Vehicles regenerate wounds instead of being immune to Crew Shaken and resistant to Crew Stunned. *Quantum Shielding makes many of our vehicles very tough to kill with high-damage weapons instead of making them tough to damage until they take damage. *Powers of the C'tan are less random. *Flyers are mobile pieces of terrain that can be destroyed rather than nigh-invulnerable gunboats that can be moved through. *C'tan can't be shot unless they are the closest unit. *No formations means more freedom when creating lists. </div></div> ====Changes from Chapter Approved 2017==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Gauss Pylon was the clutch of pre-codex Necrons and nerfing it really hurt competitive Necrons.<div class="mw-collapsible-content"> *Gauss Pylons are much more expensive. </div></div> ====Changes from Index to Codex==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Lots of buffs for the Necrons, Dynasties are okay, some Stratagems are amazing. Despite not benefitting from Dynasty Traits Tesseract Vaults have become amazing and the Destroyer Stratagem has made Destroyers amazing as well. Tesla Immortals, big Warrior blobs, and Tomb Blades are somewhat popular units at tournaments as well. <div class="mw-collapsible-content"> *Dynasties, more powers of the C'tan, Relics, Stratagems and Warlord Traits. *Lower prices for Overlords, Lords, Crypteks, Deathmarks, Flayed Ones, Destroyers, Tomb Blades, Canoptek Spyder, Heavy Destroyers, Dispersion Shields, Heavy Gauss Cannons. <s>Of course, Monoliths got cheaper as well.</s> whoops, seems someone forgot to buff the Monolith. *Lords let you re-roll Wound rolls of 1 for nearby Infantry units instead of giving them a worthless Morale bonus. *C'tan know one extra power each. *You get -1 to hit when shooting at Tomb Blades. *Gauss cannons fire 3 S6 shots instead of 2 S5 shots. *Transcendent C'tan get a personality trait or two if you are willing to roll randomly. *Doomsday Ark fires D6 shots all the time rather than D3 normally and D6 while firing the big profile at units with 10+ models. *Tesseract Vault gets a 4+ invulnerable save. *Wraiths are more expensive, they can now fall back and charge and they are AP-2 D2 instead of AP-1 D1. *Scarabs are WS4+ instead of 3+ and have FLY. *Spyders only take a single mortal wound if you roll a 1 when healing a unit of Scarabs and they have FLY. *Flayed Ones lost an attack. *Doomsday Ark gets hovering... Annihilation Barge and Catacomb Command Barge eventually get it through Errata.</div></div> ====Big FAQ 2==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A little hate for Wraiths and units with Fly, a little but insignificant buff to Monoliths and Night Scythes.<div class="mw-collapsible-content"> *Wraiths and units with FLY only benefit from it in the Movement phase, no more ignoring terrain, drop-kick charging from building 12" away with a 4" charge and no charging over enemy chaff units to get to enemy heavy support, less mobility while Piling In and Consolidating. *You can move after getting out of a Monolith or Night Scythe. </div></div> ====Changes from Chapter Approved 2018==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Necrons were considered to be one of the weakest factions before and received the largest percentage of buffs to their roster, many of them very significant buffs, even to already strong (for Necrons anyways) units. But Necrons also managed to snag the single largest nerf in CA2018 on the Tesseract Vault.<div class="mw-collapsible-content"> *Significant pts increase to Tesseract Vaults. *Huge pts drops to: Imotekh the Stormlord, Toholk the Blinded, Canoptek Tomb Stalkers, Triarch Stalkers, Annihilation Barges, Sentry Pylons, Tesseract Arks and Doom Scythes. *Significant pts drops to: C'tan Shard of the Nightbringer, Illuminor Szeras, Nemesor Zahndrekh, Trazyn the Infinite, Vargard Obyron, Lords, Immortals, Deathmarks, Canoptek Tomb Sentinels, Lychguard with Dispersion Shields, Triarch Praetorians, Canoptek Wraiths, Tomb Blades with Gauss or Tesla, Doomsday Arks, Heavy Destroyers, Transcendent C'tan, Night Scythes, Night Shrouds, Gauss Pylons, Obelisks. *Insignificant pts drops to: Catacomb Command Barges, Necron Warriors, Ghost Arks and models with warscythes. Necrons got an upgrade, trading the Tesseract Vault crutch for a few more options, leaving the Tesseract Vault a reasonably competitive unit but not something you'd want to take more than 1 of. Doomsday Arks are in almost every list as a 3 of, Doom Scythes have appeared as a very common addition to many armies, especially those that do well. Immortals and Tomb Blades with Tesla were good and got a lot better. Imotekh is our most powerful HQ choice, possibly a previously hidden gem, now he's the shining star of our Unique line-up. Lychguard aren't quite as terrible as some might have thought, but still retain a large number of counters. Flayed Ones, Tomb Blades with Particle Beamers, Canoptek Spyders and Canoptek Acanthrites are the big losers for this CA. Monoliths and Night Scythes remain bad. The Tomb Citadel is a bigger joke than ever. </div></div> ====Changes from Big FAQ 3==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Wraiths and units with Fly get a little back of what they lost in the previous FAQ, Invasion Beams turn 1, minor buffs. This FAQ does not change a lot for Necrons, but it does change the game overall a lot because of the changes to other armies.<div class="mw-collapsible-content"> *Wraiths and units with Fly and move over models except for BUILDINGS in the Charge phase. Being able to ignore a screen can be devastating, especially Nephrekh Scarabs and Wraiths which can zoom right up to the enemy screen and charge 2D6" over them, giving them a very nice chance of getting through to the juicy stuff. Note also that you still cannot move over a ruin, meaning Scarabs and Wraiths have to move around even the flimsiest ruin in the charge phase, while Triarch Praetorians can move right through them because they are INFANTRY. Wraiths and units with Fly also still cannot move through models in the Fight phase, so no Pile in moves through enemy models. *Monoliths and Night Scythes can use the Emergency Invasion Beams Stratagem even on the first turn, the Tomb World still seem to remains a powerless ability, but it will feel bad less often if you decide to bring them to your casual games. *The Quantum Deflection Stratagem works against D1 weapons ignoring the previous FAQ that said a dice roll cannot be modified below a 1. *Night Scythes, Doom Scythes and Night Shrouds have gained the AIRCRAFT keyword which means units can move through them as if they had FLY. This means you can no longer block units as well, but you can still throw a bit of a wrench in your opponent's paths if their Movement isn't good enough to move all the way through. *My Will Be Done and permanent effects such as the changes made by Illuminor Szeras stick around after you use the Veil of Darkness, the only thing that disappears is Aura abilities the unit is no longer in range of. *Slay the Warlord only applies if your Warlord is dead at the end of the game. Very good for the Necrons, but not really because of the buffs to themselves, but the slew of nerfs that hit Knights, Orks and Aeldari will probably help out a lot. Overall the changes to other factions just make triple DDA even more of a mainstay option, no more 3++ Knights means more damage against them, no more Loota mob-up mega-dakka means they stay alive longer in that match-up. No Asuryani Doom + Drukhari Ravagers to shut down a DDA in the Aeldari match-up. The Castellan nerf and the general nerf to Knights is especially huge for the Gauss Pylon and Seraptek Heavy Construct because they won't face a 3++ and because the Castellan usually smokes them pretty easily.</div></div> ====Changes from Chapter Approved 2019==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Necrons were still considered very weak by many, but probably more around the middle of the field in terms of competitive viability, this round of buffs mainly targets our support units and melee units, the Doom6 did not get nerfed so even with buffs to some alternative builds Necrons will probably remain a more shooty type of army. Heavy Destroyers got a lot cheaper possibly making them on-par or even better than regular Destroyers.<div class="mw-collapsible-content"> *No pts increases. *Huge pts drops to: C'tan Shard of the Deceiver, Flayed Ones, Triarch Praetorians with rods, Canoptek Acanthrites, Canoptek Spyders and Heavy Destroyers. *Significant pts drops to: Imotekh the Stormlord, Nemesor Zahndrekh, Vargard Obyron, Orikan the Diviner, C'tan Shard of the Nightbringer, Catacomb Command Barge, Destroyer Lord, Lord, Overlord, Canoptek Tomb Sentinel, Deathmarks, Triarch Praetorians with voidblades, Canoptek Tomb Stalker, Canoptek Wraiths, Transcendent C'tan, Nightscythes, Ghost Arks. *Insignificant pts drops to: Illuminor Szeras, Lychguard, Triarch Stalker, Annihilation Barge, Monoliths. Some wargear got a lot better, the Wraith pistols and whip coils look worth taking sometimes now, as does resurrection orbs and voidscythes look really juicy. A lot of the units passed over in the last CA got their turn this time around which is nice to see, Acanthrites, Flayed Ones and Spyders all really needed this. Monoliths and Night Scythes got another pass with the Christmas buffs, probably still not enough to make the mechanic worth using in competitive games. The Tomb Citadel is looking more and more sad as fewer and fewer units remain in the ballpark of how terrible it is, nobody really wants to have to cart a Tomb Citadel to the game store once a week though so it's probably for the best.</div></div>
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