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==Tactics and strategy== ===Command points=== The best use of command points is saving your nearly dead blobs of warriors/lychguard/immortals from being finished by morale. For example, your opponent shoots and kills 15-19 warriors, any result of a morale check would finish the squad off. However, if you spend 2 command points, you can auto-pass the morale check and subsequently reanimate half of the destroyed models in the squad (assuming you have an obligatory Cryptek.) That or just keep them near your warlord with '''Immortal Pride'''. We also have a few amazing Stratagems listed in their own section, another thing to keep in mind is that the game is about VP, not CP. So don't be cheap when it comes to using the New Orders Stratagem to re-roll your objective cards, if you get one that can't be completed you could set yourself back several VP by not re-rolling, screw those 2.5 average wounds on a D6 damage weapon if you're sacrificing your victory for it. Also note that chapter approved prohibits using re-rolls to determine how many VP you get from an objective. Wound rolls for attacks that cause multiple wounds and only need a 3+ are another good use of CP, as are the number of wounds a weapon causes (if it causes D6 wounds and you rolled a 1,) invulnerable saving throws for multiple wound models against wounds that cause multiple damage, quantum shielding rolls against attacks with a damage of 4 or higher. When conducting your Shooting and Assault phases you should consider when a re-roll might be most effective, re-rolling a wound roll for a Gauss Pylon yields an average of 6.66 additional (often unsavable) wounds. Re-rolling a wound roll for a Doomsday Ark will yield an average of 2.31 (again often unsavable) wounds. Wasting a re-roll to kill that last Chaos Space Marine when you could use that CP to re-roll the number of wounds needed to kill off Magnus would be silly, so shoot with the things that benefit most from re-rolls first. Assault is a lot more complicated, but unless you need to think of other things, such as enemy units possibly making a counter-attack, you should also attack first with the units that benefit most from re-rolls. In general, you want to re-roll as late in the process of doing unsaved wounds as possible. Take Heavy Gauss Cannon for example. Re-rolling a hit roll yields 0.67 hits or 0.5 hits depending on the platform. But re-rolling a wound roll will always yield a hit. Re-rolling a 1 on a D6 is usually always a good idea, number of wounds for a Heavy Gauss Cannon, C'tan Antimatter Meteor or a Doomsday Arks number of shots. You want to use your command points as early in the game as possible without wasting them. If we assume that a command point is worth 20 pts and both players have 6 command points then by turn 4 if one player has used all his CP and his opponent has used 2 he is essentially ahead by 80 pts. The thing about these small advantages early game is that they snowball, so if you manage to destroy just a little more of your opponents army on the first turn than he does of yours, he is going to be having that little bit less to shoot you with next turn. If you keep ahead by using your command points as soon as you have a good use for them and you avoid keeping units in reserve you can make this snowball effect work for you. Those 200 points spiral into 250, then 400 and suddenly you're ahead by 600 pts because you used the forces and assets at your disposal instead of saving them for a rainy day that may never come. ===The Grand Illusion=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Take a Cryptek with the Veil of Darkness and, if you're planning on also taking Orikan the Diviner, a Canoptek Cloak, and a C'tan Shard of the Deceiver with Cosmic Fire and Seismic Assault, Transdimensional Thunderbolt, or Antimatter Meteor, depending on the shape of the enemy army, Nemesor Zahndrekh, Varguard Obyron, a nasty assault squad in the {{W40kKeyword|SAUTEKH}} Dynasty (e.g. Lychguard/Flayed Ones), a Monolith, 2 more murder units (max Warriors are best for synergy with Ghost Arks, or you can reach for anything else you like, including more assault units) set up on their tomb world, 0-2 Ghost Arks (if you take less than 2 Ghost Arks, a [[Rape|Tesseract Vault]] is fucking funny), optionally Orikan the Diviner (who will ride into battle on one of the Arks, or he can take up a Monolith slot, if you have a particular hard-on for guaranteeing he shows up on time), and optionally 10-man Warrior units to ride in any unoccupied Arks you brought. <div class="mw-collapsible-content"> Before the first turn, use the Shard's '''Grand Illusion''' to move itself and the Monolith up the field. If you get a 2 or 3 on the 1d3 (and spending CPs on re-rolls here is a reasonable idea), bring the Arks/Vault along - otherwise, they'll have to catch up the hard way. At the start of the turn, use Zahndrekh's '''Transient Madness''' and '''My Will Be Done''' on the assault unit. During movement, get your Monolith snuggled up to the enemy, and make sure any embarked Ghost Ark party-goers disembark. At the end of movement, all of the following happen: #Your Deceiver and the Vault, if you took one, get to use their C'Tan Powers. #The Cryptek pops his veil, and shows up next to the ongoing party, bringing Zahndrekh with him. #Obyron teleports to Zahndrekh, bringing the assault unit with him. Obyron and the assault unit should easily be able to charge the enemy. #The Monolith attempts to summon 1 tomb world unit, and you interrupt it with Enhanced Invasion Beam, summoning both. Both should easily be within charging range of the enemy, or you could have brought guns. This lets you deliver Obyron and 3 units into charge/shooty murder range of anything you dislike, along with a Deceiver, Monolith, Zahndrekh, and Cryptek as support, and up to 2-4 additional units. With the beta rules, GW has nerfed this a lot. Since the monolith can't deploy any of its offworld units outside your deployment area the first turn, it means that the earliest that it can deploy is your second turn. This includes the Emergency Invasion Beam if your opponent decides that the massive pile of potential reinforcements just has to die, since it's still turn 1. With the beta rules in mind, this is a possible work around. #Your Deceiver and the Vault, if you took one, get to use their C'Tan Powers. #The Cryptek pops his veil, and shows up next to the ongoing party, bringing Zahndrekh with him. #Obyron teleports to Zahndrekh, bringing the assault unit with him. Obyron and the assault unit should easily be able to charge the enemy. #The Monolith teleports 1 unit with the Dimensional Corridor Stratagem, this unit will obviously have had to start on the battlefield but just keep it in the back. This should get around the beta rules, as the Monolith's unit started on the table. </div></div> ===The Ghostwalk Shuffle=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Oh look, it's Obyron and Zahndrekh again. With this tactic, you take the Deceiver out of your list in the hopes that you no longer have as explosive a first turn, but a more reliable army even if you go second. Obyron can use his ability every turn, even if he is in combat and even on units in combat. That means you can charge with Obyron every time it's your turn and also charge with one of your other units and even shoot with a unit that was in combat because Obyron's Ghostwalk Mantle technically is not falling back.<div class="mw-collapsible-content"> ++ Battalion Detachment +5CP (Necrons) [70 PL, 1205pts] ++ + HQ [16 PL, 275pts] + Nemesor Zahndrekh Vargard Obyron + Troops [24 PL, 450pts] + Immortals: 10x Immortal, Tesla Carbine Immortals: 10x Immortal, Tesla Carbine Immortals: 10x Immortal, Tesla Carbine + Heavy Support [30 PL, 480pts] + Doomsday Ark Doomsday Ark Doomsday Ark ++ Battalion Detachment +5CP (Necrons) [48 PL, 795pts] ++ + HQ [16 PL, 250pts] + Imotekh the Stormlord: Warlord Overlord: Artefact: The Veil of Darkness, Voidblade + Troops [24 PL, 420pts] + Immortals: 10x Immortal, Tesla Carbine Immortals: 10x Immortal, Tesla Carbine Immortals: 8x Immortal, Tesla Carbine + Elites [8 PL, 125pts] + Triarch Stalker: Twin Heavy Gauss Cannon ++ Total: [118 PL, 2000pts] ++ </div></div> ===Silver Tide=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Thought to be the bread & butter tactic of 8th edition, this tactic never really took off, due to the high costs of our Troops and HQs. With the cost reductions to several units involved in this tactic it may be more viable than ever, but so far we have not seen much success from this type of list. Basically, you want to sandwich several support characters between two or more units of 20 Warriors. March your undying robot horde up the board with Ghost Arks in support and force your opponent to use the flanks. Sprinkle your list with units that are able to take out the more heavily armoured units your Warriors will be unable to deal with and remember to take the Veil of Darkness in case one of your units gets locked in combat. Another key part to trying to make Warriors work is dealing with Morale, you either want to have enough CP so you can spend 2 CP every turn to automatically pass a Morale test or you want to have the Warlord Trait which allows you to automatically pass Morale tests for units within 6" of your Warlord.<div class="mw-collapsible-content"> ++ Battalion Detachment +5CP (Necrons) [78 PL, 1333pts] ++ + No Force Org Slot + Dynasty Choice: Dynasty: Mephrit + HQ [13 PL, 188pts] + Illuminor Szeras . Warlord: Warlord Trait (Codex 3): Immortal Pride Lord: Artefact: The Veil of Darkness, Hyperphase Sword + Troops [32 PL, 590pts] + Immortals: 10x Immortal, Tesla Carbine Necron Warriors: 20x Necron Warrior Necron Warriors: 20x Necron Warrior + Elites [16 PL, 260pts] + Triarch Praetorians: 10x Triarch Praetorian, Voidblade and Particle Caster + Heavy Support [9 PL, 150pts] + Heavy Destroyers . 3x Heavy Destroyer: 3x Heavy Gauss Cannon + Dedicated Transport [8 PL, 145pts] + Ghost Ark ++ Outrider Detachment +1CP (Necrons) [39 PL, 662pts] ++ + No Force Org Slot + Dynasty Choice: Dynasty: Nephrekh + HQ [9 PL, 167pts] + Anrakyr the Traveller + Fast Attack [30 PL, 495pts] + Canoptek Scarabs: 7x Canoptek Scarab Swarm Canoptek Scarabs: 5x Canoptek Scarab Swarm Canoptek Scarabs: 3x Canoptek Scarab Swarm Destroyers . 6x Destroyer: 6x Gauss Cannon ++ Total: [117 PL, 1995pts] ++ ++ Battalion Detachment +5CP (Necrons) [97 PL, 1685pts] ++ + No Force Org Slot + Dynasty Choice: Dynasty: Sautekh + HQ [11 PL, 190pts] + Lord: Staff of Light Orikan the Diviner + Troops [32 PL, 590pts] + Immortals: 10x Immortal, Tesla Carbine Necron Warriors: 20x Necron Warrior Necron Warriors: 20x Necron Warrior + Elites [16 PL, 280pts] + Lychguard: 10x Lychguard, Warscythe + Heavy Support [30 PL, 480pts] + Doomsday Ark Doomsday Ark Doomsday Ark + Dedicated Transport [8 PL, 145pts] + Ghost Ark ++ Outrider Detachment +1CP (Necrons) [17 PL, 310pts] ++ + No Force Org Slot + Dynasty Choice: Dynasty: Nephrekh + HQ [9 PL, 167pts] + Anrakyr the Traveller + Fast Attack [8 PL, 143pts] + Canoptek Scarabs: 5x Canoptek Scarab Swarm Canoptek Scarabs: 3x Canoptek Scarab Swarm Canoptek Scarabs: 3x Canoptek Scarab Swarm ++ Total: [114 PL, 1995pts] ++ </div></div> ===Destroyer Harvest=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">It is like the Silver Tide army above, except instead of sprinkling a reasonable amount of Destroyers and Heavy Destroyers like a fine salt, you have all salt.<div class="mw-collapsible-content"> At 2000 points, you can fit 20 Destroyers, 7 Heavy destroyers (one in each unit of 5 Destroyers and a single unit of 3), a Catacomb Command Barge with Warscythe, Tesla Cannon and Resurrection Orb, a Destroyer Lord with a Warscythe and Resurrection Orb, a Cryptek to aid in resurrecting your 50+ pt models and 10 Scarabs split across 3 units to act as an assault screen, mortal wound sponge and objective grabbers. Obviously, an army like this consisting of only 3 different models (excluding characters) is going to do really well against some lists, namely lists filled with multi-wound melee infantry, where your Destroyers will make full use of their D3 damage per wound and ability to fall back and fire. Against something like a 1W army with low saves you just don't have the weight of fire to kill your opponent and Destroyers are relatively squishy and low range. This is always a risk when you make armies like this centred around getting maximum value out of something like the Destroyer Lord. The fact that you only have 5 CP with two Outrider detachments with this list is also an issue since the Heavy Destroyers want to eat a CP each Shooting phase and the Warscythes also benefit greatly from CP once you reach CC. Ramming your Destroyers into enemy ranged units is perfectly valid, either your opponent will be forced to pull back, in which case they won't be able to shoot, or they'll stick with their often mediocre CC abilities and leave your expensive Destroyers alone in the Shooting phase. In your Movement phase, you can fall back and fire the Destroyer's guns. Note that a regular Lord gets the job done at a cheaper price since he can Advance without losing much, taking the detatchment as {{W40kKeyword|NEPHREKH}} means the Lord will always keep up. Remy Colin took a halfway approach and designed a list with 18 Destroyers and got second place at the first Barnyard Brawl in 2018. Sautekh Battalion Detachment *Cryptek (Canoptek Cloak) *Destroyer Lord (Warscythe + Phylactery) Relic (Nanoscarab Casket) *9 Immortals (Tesla Carbines) *8 Immortals (Tesla Carbines) *8 Immortals (Tesla Carbines) Sautekh Supreme Command Detachment *Catacomb Command Barge (Gauss Cannon + Warscythe) Relic (Nightmare Shroud) *Overlord (Warscythe) *Overlord (Voidscythe) Relic (Veil of Darkness) Sautekh Outrider Detachment *Cryptek (Canoptek Cloak) *6 Destroyers *6 Destroyers *6 Destroyers </div></div> ===Quantum Shielding Online=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Quantum Shielding is a pain in the ass for many opponents, so why not make an army where every model has Quantum Shielding? Necron vehicles are somewhat special in that their hard counter is S4/7+ D 1-3 AP 0-3 weapons rather than high str AP 3+ high damage weapons. That made a quantum shielding lists really bad in a meta where Lootas were king, so the list hasn't seen that much success yet, especially Annihilation Barges have yet to see any real success, but Doomsday Arks are amazing, Triarch Stalkers and Ghost Arks are also quite okay. By having a more uniform defensive profile you are reducing your weak spots, mostly it's just fun to ignore all weapons which automatically do 7 or more damage.<div class="mw-collapsible-content"> ++ Spearhead Detachment +1CP (Necrons) [67 PL, 1070pts] ++ + No Force Org Slot + Dynasty Choice: Dynasty: Sautekh + HQ [5 PL, 85pts] + Cryptek: Artefact (Sautekh): The Abyssal Staff, Canoptek Cloak, Staff of Light . Warlord: Warlord Trait (Sautekh): Hyperlogical Strategist + Heavy Support [54 PL, 840pts] + Annihilation Barge: Gauss Cannon Annihilation Barge: Gauss Cannon Annihilation Barge: Gauss Cannon Doomsday Ark Doomsday Ark Doomsday Ark + Dedicated Transport [8 PL, 145pts] + Ghost Ark ++ Vanguard Detachment +1CP (Necrons) [55 PL, 929pts] ++ + HQ [7 PL, 129pts] + Destroyer Lord: Artefact: The Nanoscarab Casket, Phylactery, Warscythe + Elites [36 PL, 600pts] + C'tan Shard of the Deceiver: Power of the C'tan: Cosmic Fire, Power of the C'tan: Time's Arrow Triarch Stalker: Heat Ray Triarch Stalker: Heat Ray Triarch Stalker: Twin Heavy Gauss Cannon + Heavy Support [12 PL, 200pts] + Transcendent C'tan: Fractured Personality: Cosmic Tyrant, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Transdimensional Thunderbolt ++ Total: [122 PL, 1999pts] ++ </div></div> ===The Necron Brigade=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Ahhh the ever elusive CP. Okay, so you want more Command Points than you know what to do with? <div class="mw-collapsible-content"> Well, a Brigade seems like just what you need, except for the fact that Necrons do well in bigger units because of Reanimation Protocols, but maybe you are finding that your opponent is killing your units one at a time and you rarely get to roll for it anyway? Small squads of Immortals with Gauss fill out our Troops requirement, Deathmarks or Flayed Ones take up the Elite requirements, units of 1 Destroyer fill out our Fast Attack Requirement, units of 1 Heavy Destroyer take up the Heavy Support requirement. Now you can either take a Destroyer Lord and two Catacomb Command Barges and take some more (heavy?) destroyers or you can replace the Destroyers with Scarabs, take two Catacomb Command Barges and a Cryptek and upgrade some of the small Gauss Immortal squads to bigger squads of Tesla Immortals for another flavour of synergy. Regardless your opponent will have an easy time negating Reanimation Protocols, but you'll get happy whenever you get to roll for it rather than getting sad when you lose that key 20th Warrior (and it was standing next to a Cryptek! And a Ghost Ark! No, two Ghost Arks! No matter how many Ghost Arks you insert it sucks to lose that last guy, you won't feel that way with a brigade). Cheaping out and getting normal Overlords instead of fancy Catacomb Command Barges might be a good idea. </div></div> ===Vault Spam=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Your opponent is going to focus your Tesseract Vault, unless you have a Tesseract Vault to act as a decoy for your other Tesseract Vault.<div class="mw-collapsible-content"> Sam Henley took a Sautekh list with two Tesseract Vaults to a GT with 78 people and got third before the nerf to Tesseract Vaults, indicating this as one of the if not the most powerful list the Necrons had to offer. Sautekh Battalion Detachment *Cryptek (Canoptek Cloak) Relic (Veil of Darkness) Warlord (Hyperlogical Strategist) *Cryptek (Canoptek Cloak) Relic (The Abyssal Staff) *5 Immortals (Tesla Carbines) *5 Immortals (Tesla Carbines) *5 Immortals (Tesla Carbines) *Doomsday Ark *Doomsday Ark *Doomsday Ark Nihilakh Superheavy Auxiliary Detachment *Tesseract Vault Nihilakh Super-heavy Auxiliary Detachment *Tesseract Vault To make the list with the pts changes in Chapter Approved 2018 you can change a Cryptek to a Lord, which is still a brutal list. If you're really in love with the Tesseract Vaults you could get a third one to add an additional 3 CP to the list, but because of the increased costs of Tesseract Vaults you may find more success with a Gauss Pylon. You could also experiment with adding a Canoptek Spyder with a Fabricator Claw Array or a C'tan Shard of the Deceiver to the list. The list is also missing Destroyers which are another thing you could experiment with adding if you're one of the few people insane enough to own more than one Tesseract Vault. Alternatively, you could remove one of the Tesseract Vaults to get some of the suggested units instead. </div></div> ===Mephrit Mix-up=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Mephrit is a great dynasty for many units and this list takes advantage of this and uses a variety of units to have access to several of the Necron's strongest Stratagems.<div class="mw-collapsible-content"> You'll notice that the Immortal units feature 9 models instead of 10 and the Warriors 19 instead of 20, that's because Korey Nilemo designed the list for ITC and these unit sizes made it harder for his opponent to score points in the ITC missions of the day. Korey won first place at the Colorado Cuthroat's GT with this list. Since the points updates have left this list with some additional pts you can take an extra Immortal and an extra Warrior, especially because the ITC format no longer punishes 10 and 20-man units. Mephrit Battalion Detachment * Destroyer Lord (Warscythe + Phylactery) Relic (The Nanoscarab Casket) Warlord (Enduring Will) * Cryptek (Chronometron) Relic (Veil of Darkness) *9 Immortals (Gauss Blasters) *9 Immortals (Tesla Carbines) *19 Warriors *C'tan Shard of the Nightbringer *5 Canoptek Wraiths *4 Destroyers + 1 Heavy Destroyer Super-heavy Auxiliary Detachment *Tesseract Vault </div></div> ===Wraithwing=== <div class="toccolours mw-collapsible mw-collapsed" style="100%">This is a tactic that has been popular since forever and was one of the most powerful lists available to the Index Necrons (which is to say still not amazing), the increase in cost from Index to Codex was fairly prohibitive in making a good Canoptek Wraith Spam list and the nerf to the Wraith Flight ability in the second big FAQ things were looking pretty grim for the Wraith Wing. Canoptek Wraiths have now seen their second Chapter Approved buff, it's about time they start making waves again.<div class="mw-collapsible-content"> The list revolves around taking 18 Novokh Wraiths so you can be more or less sure to overwhelm your opponent's offense and then taking a Warlord with Crimson Haze so you can deal some extra damage once you get in. For the rest of your list you can either take a Battalion to supply the Wraiths enough CP to fight twice more than once, or take a bunch of C'tan to use their powers of the C'tan in safety behind your wall of 3++. You can either take a Destroyer Lord for the added damage and to make sure your Warlord does not get assasinated as easily or you can take a Cryptek with a Canoptek Cloak in order to use Ressurection Protocols on 4+ for the Wraiths with the Stratagem that allows a unit of Wraiths to use the Ressurection Protocols ability.</div></div> ===Doom 6=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 3 Doom Scythes and 3 Doomsday Arks, the Doom Scythes go in an Airwing Detachment, sometimes dubbed the Doomwing and 3 Doomsday Arks find their way into the list one way or another. The Doomsday Arks can hold backfield objectives and blast away enemy tanks, Doom Scythes use the Amalgamated Targeting Data Stratagem to break up enemy castles and scoot around the table and take out resistance that hides from the Doomsday Arks. Always taken as Sautekh for the synergy with the heavy weapons on the Doom 6 and the Tesla on the Scythes. Imotekh is a common feature and helps with CP and provides an extra couple of MWs with his Storm ability. <div class="mw-collapsible-content"> Bring a Battalion with 30 Tesla Immortals and a unit of Destroyers or some Tomb Blades. Alternatively, just bring an Outrider with a bunch of Tomb Blades and maybe a unit of Destroyers. The Battalion provides more CP and synergize well with Imotekh which you'll probably include even if you bring an Outrider, on the other hand an Outrider gives you superior mobility. The Doomsday Arks can go in a Spearhead Detachment or as part of your Battalion depending on how many HQs you want to field. </div></div> [[Category:Warhammer 40000 Tactics(8E)]] [[Category:Necrons]] {{Warhammer_40k_Tactics}}
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