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===Heavy Support=== *'''[[Image:AnnihilationBarge.jpg|175px|right|]] [[Annihilation Barge]] - {{W40kKeyword|Core}}:''' Fast shooty little vehicle with 8 W T 6 3+ 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 can be nasty because of tesla. Both Gauss Cannon and Tesla Cannon are fair, the gauss does cost a little more but is the superior gun against most things you'll run into. Charging it into enemy ranged infantry units can be fun, as it can still fire at only -1 to hit while stopping what could be a lot of return fire. *'''[[Image:Canoptek_Doomstalker.jpg|125px|right|]] [[Canoptek Doomstalker]]:''' An awesome looking walker with a short-ranged Doomsday Cannon, their BS of 4+ looks like a bit of an issue, but two or three of these with an accompanying Technomancer with canoptek control node makes them as accurate and cheaper than the same number of Doomsday Arks, and unlike the Arks their BS does not degrade as they are damaged. They have a couple less wounds each than the arks, and lack quantum shielding but do have an invulnerable save of 4+ so are similar in survivability, plus get free Overwatch shots against anyone charging nearby units in a similar way the T'au used to have (although it can do so multiple times per phase which is pretty sweet). However, they are twice as likely to explode when destroyed so be wary, and only have a fifth of the Ark's gauss secondary firepower. **Unmentioned above is how tall this model is. Very tall. Hard to hide the model, but also hard to hide from the model. Quite visually impressive, too. *'''[[Image:Doomsdayark1.jpg|175px|right|]] [[Doomsday Ark]] - {{W40kKeyword|Core}}:''' It's a Ghost Ark with a our only real long-ranged weapon in the Codex 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 Gauss Flayer Arrays which is something of a waste. Its Doomsday Cannon works better if you don't move, increasing its Strength, AP, damage, and range. Unfortunately, the main cannon can be particularly swingy due to the D6 shots and D6 damage, since it for whatever reason lacks the D3+3 damage profiles most other anti-vehicle/monster weapons tend to run these days. **Recent points balance has made this unit only 15pts more expensive than a Doomstalker, making it almost a flat upgrade over its competitor. That being said, if all you care about is the Doomsday weapon, the stalker/control mode combo is still your best setup in terms of reliability. ***The real value of this model comes from its ability to largely operate without support and still be pretty effective. Better durability, longer range, and the added anti-infantry firepower makes this the go-to option if you only want to run 1-2 heavy support options. *'''[[Image:Lokhust Heavy Destroyer.jpg|175px|right|]] [[Necron Destroyer|Lokhust Destroyers & Lokhust Heavy Destroyers]] - {{W40kKeyword|Core}}:''' Scary guns mounted on spooky hover skeletons that hit on 3+ re-rolling 1s and can be boosted with My Will Be Done and suffer no penalty for moving and shooting. The Heavy Lokhusts reach 36" (as opposed to 24") and have access to a very nice anti-vehicle unit gun (one shot but 3D3 damage), albeit on a fairly fragile platform. 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. One Heavy Lokhust can be added to a squad of up to 6 Lokhusts for a total of 7, so reanimation is a possibility, but with 3 or 4 wounds each you won't get many back, and in their own squad of 1-3 don't ever expect to raise any without a Technomancer and /or Phylacterine Hive. Keep them near a Destroyer Lord for the wound re-rolls of 1 to maximize their output, as Extermination Protocols is pricey at 2CP. **Note that these are not vehicles, despite looking as ones, so they can't shoot in melee. *'''[[Image:TArk.jpg|175px|right|]] [[Tesseract Ark]] - (Forge World) {{W40kKeyword|Core}}:''' Tougher, a bit more expensive yet 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 12". Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (for hunting hordes, or hurting on points), or 2 Gauss Cannons which have become a nice option with the buff in the codex. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure you're near a lot of enemy units when it dies; alternatively, just use Curse of the Phaeron and watch shit blow up.
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