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===Fast Attack=== *'''Canoptek Wraiths''' - Jump Infantry with Rending attacks and a 3+ Invuln and armour save that ignore difficult and dangerous terrain, and surprisingly good in assault thanks to an ability that can reduce enemy Initiative to 1. They can also take particle casters (essentially S6 AP5 pistols) or transdimensional beamers, which are one of several "Strength test or instantly die" weapons that the Necrons seem so fond of now. Unfortunately, beamers are heavy weapons, which aren't good on an assault unit like Wraiths- you're better served by the particle casters or the whip coils. At least they have multiple Wounds now, which means that entire squads won't die to light bolter fire in one turn. Their only down side being, as one of the 'Canoptek' family of machines, they don't have the Reanimation Protocols special rule, so are unable to come back to life. But hey, you can pull wound allocation shenanigans to piss people off. *'''Canoptek Scarabs''' - One of the few units with the "Entropic Strike" rule, meaning that it can make your enemy lose their goddamn armor save if they ever fail a save against them. Unfortunately, Scarabs have unimpressive stats (WS2, S3) and their weapons don't ignore armor saves- not to mention that most units you'll face only have 1 Wound, so if they've lost their armor save they're dead anyway. Flamers will also ruin their day, ignoring their armor and doing double damage against them, and S6 weapons will outright kill them. However, they are wonderful tarpits, with 3 Wounds per base and 4 attacks each, and they're great when used against vehicles, especially Land Raiders- watch your local Marine player cry as their almighty AV14 drops to 13, then 12.... Using them on titans is hilarious, watch as that impenetrable adamantium armor becomes flimsier than a Looted Wagon and watch the look of rage on your enemy's face when a single necron warrior blows it up with a penetrating shot. ((The mental image of this is also quite frankly, hilarious.)) Even better, if you can get the rear armour down to 10 then the vehicle suffers a Wrecked result. Balanced in 2000pt games. Against an Imperator Titan? Fuck your Structure Points, you're Wrecked. Blatantly ridiculous, and not FAQ'ed yet. See Canoptek Spyder for how the FAQ nerfed the Scarab Conga line (not that anyone is really crying about that one...well except power gamers.) *'''Tomb Blades''' - Jetbikes with twin-linked guns, capable of being upgraded with a 3+ armor save, BS5, and/or +1 to cover saves. Surprisingly, a full squad can fit in a Night Scythe, if you want to stick them in a transport for some reason. Great for zipping around the battlefield, harassing any stray infantry units, and particle beamers could even be used to take on light vehicles as well. Like most Necron units, it seems to be purpose made to make Tyranids and Chaos Daemons cry. What's that? Your hive guard's AP can't touch my jetbike's armor save and your Zoanthropes can't shoot far enough to hit them? Hahahahaha sucks to be you. Unfortunately, if you want to buy the 3+ armour saves and Stealth and other goodies, you're running very very expensive models that are still less survivable than Plague Marines. Srsly, don't buy the defensive upgrades - only one you care about is the Particle Beamer, so you can Instant-Death entire Company Command Squads and Seer Councils. *'''Necron Destroyers''' - They're not jetbikes anymore, they've been reduced to Jump Infantry... However, they have a few new tricks to make up for this. They have Preferred Enemy (Everything!), meaning that they always get to reroll to hit in an assault, and up to 3 of them (out of a maximum squad size of 5) can be upgraded to Heavy Destroyers, essentially lascannons on a jump infantry model. Regular Destroyers make Marines cry with their S5 AP3 Assault 2 guns, while Heavy Destroyers will blast tanks to shreds. Expect them to attract lots of fire in turn, however, unless you can get them into an assault, where they<strike>'re surprisingly good</strike> die horribly like almost any other ranged 'cron in CC. Shame that they're never going to get there considering how godly they are at move-shoot tactics. Like crisis suits, they are masterful at surprising enemy formations and then blowing the crap out of them. Unlike Crisis Suits, they can't jump back into cover and are fairly fragile, so they appear, shout BOO!, kill a handful of Marines, and then <strike>get charged and die badly, or at least get stuck in combat for the whole game</strike> lead the enemy assault units on a marry chase as any competent Armchair General will continue to move them back equal to their enemies movement, keeping them at all times at the maximum "24, thus never being assaulted. Great when used to prob and harrow enemy flanks, Terminators will fume and try to catch up, but a hop-skip-and-a-jump, and you're over their heads if you time their movement perfectly and the die don't kick your ass with a '"6 assault.
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