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===Tactical Objectives=== ;11 - Thrall of the Silent King :You gain a bonus TacO. Achieving it with your Warlord grants +d3 VP on top of whatever it was originally worth. However, if you ditch this card, you also lose the bonus TacO. ;12 - Dust and Ashes :Nominate a Necron character. If he survives to the end of the game and isn't falling back or jumping into reserves, then you win a 1 VP. ;13 - Reclaim and Capture :Roll a d6. On odds, you need to capture all the odd objectives. On evens, you need to capture all even objectives. Either way, you win d3 VP. ;14 - Age of the Machine :1 VP if you total an enemy gun emplacement, building, or vehicle during your turn, d3 VP if you kill 3 of more. If you kill a Superheavy vehicle or Mighty Bulwark, you gain 3 bonus VP for your balls of Necrodermis. ;15 - Slaughter the Living :1 VP if you eliminate at least one enemy unit during your turn. Easy money! ;16 - Code of Combat :1 VP if you issue a challenge. Pretty easy for your basic Scythe Overlord. *'''Croissants of Doom''' - Utilize the awesome spammablity of Necron Fliers. Max out your Heavy Support slots with Doom Scythes or take Night Shrouds if you have the points and money, and put your all Troops in Night Scythes. If you STILL feel you need more fliers, take some elite units (like Deathmarks or Lychguard) for even more Night Scythes or perhaps an allied detachment of Blood Angels for access to Stormravens. With very few codices having access to good AA, you'll clean house. Be careful to plan out your movements carefully, as moving fliers can be tricky, especially when you have six or more of them on the board. Be particularly careful with this list, use it responsibly against [[Grey Knights|players who deserve it]]. Also, with the new IA Vol 12, you can now take one of the most overpowered fliers in the game! Plonk down 3 of the Night Shrouds and engage trollface. But beware of new Tau! Their markerlights can now boost BS for snap-shots, and their new Riptide can hit you with crazy amounts of Interceptor shots, and with 90" range there's no avoiding it. Not to mention that almost anything in this army can glance av 11 to death just by massive amount of S5 shots (or rending in case of Kroot snipers). This army can and will take down your Night Scythes and make it difficult for you to win. Cry about this. I dare you. *'''Wraith Wing''' - Fill up your Fast Attack slots with Wraiths, and give most (if not all) of them Whip Coils. For HQ, take two Destroyer Lords with Warscythes. You have a lightning fast army that can take on just about anything in combat. Put your troops in Scythes, but don't load up on them. Your real points should be in your Wraith units. Take Warriors in this list, Immortals are expensive and you need the Gauss for dealing with AV13-14. For fire support, take an Annihilation Barge or three. *'''Silver Tide''' - Look at the cover of the old Necron [[Codex]]. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020). Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res Orbs, and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuisance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead. It is recommended you play [https://www.youtube.com/watch?v=kS-zK1S5Dws this song] if you feel like really trolling your opponent. *'''Scarab Swarm/Farm''' - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with close combat supporting [[Wargear]] and watch the Scarabs scratch away at your opponents and tarpit any infantry unlucky to encounter them for the entire rest of the game. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone should run it at least once, just to watch them rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now (unless it's a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs' day...). Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated. *'''Speed Cron''': Perhaps one of the strongest glass hammer lists in the game, this list focuses on using the fastest units possible in every. single. FOC slot. Put your Overlords in Catacomb Command Barges. For elite, either go with Triarch Praetorians with particle casters and voidblades, or stick a ton of Deathmarks in Night Scythes. For troop, whether you bring Immortals, Warriors, or both, shove them into Nightscythes. Fast Attack, bring out the Tomb Blades for jet biking fun. Heavy Support, Doom Scythes. Your opponent will hate you for all the cover saves, warscythe drive by's, twin linked tesla weaponry, and S10 AP1 lines of death you'll be bringing to the battle. *'''AV 13 Wall''': Sometimes known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles, this list places emphasis on AV 13 vehicles a-plenty. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Fill the Ghost Arks with warriors, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. Top it all off with a couple Triarch Stalkers (one with Heat Ray, one with Heavy Gauss Cannon) from the elite section to grant 1+bs to all your heavy fire power(now redundant dosnt work on vehicles). The Amount of AV13/13/11 vehicles that you'll be throwing onto the field should be plenty enough to give your opponent a really bad day. *'''C'tan Hammer''': Simple, fill up your elite slots with C'tan. Roll for troll-tastic powers. Profit. *'''Indestructo-Lord''': While hardly a game winning tactic alone, this is glorious for never losing a wound for your Overlord again. Take the Mephrit Dynasty Cohort, get an Overlord and give him a Phylactery for IWND, Phase Shifter for the 4+ invuln, Solar Thermasite for re-roll 1s and bonus Strength, Nightmare Shroud for 2+ armor and Fear, and Res Orb because you can. Stick him with a Cryptek and laugh as 98% of AP3 attacks bounce off him and 87.5% of AP 2 attacks (95% when the RO is popped). If he does take a wound, have no fear, as long as it wasn't Instant Death, he will regain his manly wounds thanks to IWND. This guy with be the immovable object upfront of your warriors, who can also be supported with GA. This will literally walk across the field and give no craps. *'''Imotekhs Immortal Court''': Since both Imotekh, Zahndrekh and Vargard Obyron all have 2+ armour saves, when joined by Orikan you have 8 wounds with 2+ rerollable armour save. *'''Immortal March''': Try bringing Anrakyr alongside several full-strength groups of immortals, with a bunch of flayed ones up front (possibly fifteen to twenty), all wrapped up in a Decurion. Your warriors stand on objectives and shoot, while Anrakyr hands out melee buffs like candy: your gauss-blasting immortals are relentless for rapid-fire charges, the one group of Eternals has furious charge, Anrakyr's instant-killing most ICs on a charge, and the whole group has Crusader (especially delicious for those flayed ones). If you're worried about really tough combatants pack Orikan into the bunch: he'll turn into a budget c'tan shard that rerolls to-hit, and your team is now rerolling ones on only on Saves (armour and invulns), because RP rolls are no saves. All this setup really needs is some covering fire, something Necrons don't really have trouble providing. *'''Decurion!!''': classic decurion: reclamation legion, destoyer cult, judicator battalion, fill all with minimum units//maybe a couple nightscythes (definitely a couple nightscythes, as we've got no other good native anti-air). fill rest of points with what ever you want. *'''Nice and Deep-like''' - For 1500 points flat you can be deep in your opponent like an intimate lover! Take Vargard Obyron, an Overlord with: The Veil of Darkness, Warscythe, Tachyon Arrow, Solar Thermasite, Mindshackle Scarabs, Phase Shifter, Phylactery, and Resurrection orb, 2 units of 10 Lychguard with Hyperphase Sword & Dispersion Shields, 2 units of 5 Immortals (dealer's choice on what weapons) and 3 units of 3 Canoptek Wraiths. Attach Vargard and the Overlord to their own Lychguard unit, so now they can go in or out of combat by deepstrike and your wraiths blink right up the battlefield to either join them or act as distraction Carnifexes. Feel free to do whatever you need to with the Immortals. Ahh...good times... *'''Resurgent Mephrit and the Ever-butthurt''': A simple multi-formation build that focuses on concentrating your forces together to attack as a mechanized mass. Field the Mephrit Resurgent Decurion, a Royal Court, and a Canoptek Harvest. Purchase Anrakyr, Sveras, and a Scythe Lord, then join them to the squads of Immortals. Put the Warriors in ghost arks, then equip the Wraiths with Whip-Coils and the Spyder with a Fabricator claw. Congratulations, you've a self contained force of relentless, crusader infantry that replace 1/3 Immortals and 3/9 Warriors a turn. March up the center of the field, stop counter assaults with the Canopteks, and dakka the fuck out of everyone else. *'''Mindshackled Knight''': Really just ally with a Renegade Knight. The knight generally becomes a crutch for the whole army, they have what we lack: a D weapon (in melee, but still), AP2 shooting, a reliable super-heavy, an anti-air weapon and an anti-tarpit in the form of stomping. Still, don't get to close for you are still allies of convenience.
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