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===Maynarkh=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Maynarkh Dynasty Banner.PNG|80px|left|]] After 60 millions years of slumber the protocols of oblivion and death remain. Thematically the Maynarkh Dynasty are supposed to represent everything the Necrons were before the 5th edition changed their fluff from mindless killer robots following unbeatable star gods into mindless killer robots following egyptian phaeroh robots with god-like pets. One of the main focusses of the Maynarkh Dynasty is Flayed Ones and close combat, they also apparently lack in the elites and Immortal department. In terms of crunch the Maynarkh Dynasty just has two Unique characters and must borrow a Dynastic Code from one of the Codex Dynasties, but they still do not gain access to any of the Relics, Warlord Traits or Stratagems unique to the other dynasties, only the Dynastic Code. Kutlakh's main purpose is to help your Lychguard get into melee and he serves no real purpose for Flayed Ones. Toholk's main purpose is to help you go first, again his job is not to support Flayed Ones making Flayed Ones a poor choice in this Dynasty, <div class="mw-collapsible-content"> *'''Dynastic Code: Translocation Beams/Aggressively Territorial/Awakened by Murder/Relentless Advance/Solar Fury:''' A Detachment including Kutlakh has two really good options, Nephrekh works really well with his ability to Advance and Charge and means your Lychguard get over the board faster, Novokh grants a nice boost to the melee offence of your units. Mephrit, Sautekh and Nihilakh are all bad options since you should have an easy time making a Vanguard Detachment for Kutlakh and his Lychguard or maybe three small units of Canoptek Scarabs in an Outrider Detachment if you only want one or two units of Lychguard and don't want to fill the formation out with units that don't have a Dynasty. Unfortunately, while you do get to pick a Dynasty Code you don't get to use the Stratagems, so no fighting twice with your Lychguard or Deep Striking another unit from Kutlakh's Detachment. A Detachment with Toholk wants to buff a Doomsday Ark, Pylon (big or small), which means Nihilakh or Sautekh. Since Toholk is {{W40kKeyword|MAYNARKH}} he can not be taken in a detachment with other Dynasty specific named characters even if they use the same dynastic code. But he gets along with Szeras, somewhat. *Unique Characters: **'''Kutlakh the World Killer (Forge World):''' This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery, an extra wound and a 2+ Sv. He has a Staff of Light and remember the rather awesome Oblidax sword he had? It is a force sword now, deal with it. He can reroll hits against units with lower leadership than him, so he's almost always hitting on 2+ rerolling ones. His real strength is that Maynarkh units with 12" of him can charge after advancing. Despite supposedly being a Flayed One-based dynasty Kutlakh hardly benefits Flayed Ones, he is okay if you have at least two units of Lychguard but you'll need to milk him of even more value somehow if you want him to be worth his points. A third unit of Lychguard and/or using him in combination with Anrakyr to make better use of the ones you have are both good options. Kutlakh is 200 pts, the wound and T are worth 30 pts, the phylactery 15, the weapons 15, that makes his ability 55 pts, which is very expensive, the units he buffs also aren't that great making him fairly bad. **'''Toholk the Blinded (Forge World):''' Vehicle support Cryptek, with T5. After deployment you get to give a {{W40kKeyword|MAYNARKH}} {{W40kKeyword|VEHICLE}} Phylactery wound regen instead of normal living metal, this means he cannot repair multiple vehicles over the course of the game, it also means he can go wherever he wants and the vehicle continues benefitting even if Toholk dies. Comes with reroll for seizing the initiative upping it to a respectable 31% chance. Also, has an Aeon stave. Which, has no reason to exist. Units wounded by it can't advance the next turn, which stops Harlequins who disengaged you if... they were gonna run away, they now run slightly shorter. Toholk is quite expensive even after his massive cut from Chapter Approved 2018, he does improve your ability to steal the initiative but he prevents you from using Dynasty-specific Stratagems on units in his Detachment. </div></div>
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