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===Heavy Support=== *'''Doomsday Ark''' - Basically a Ghost Ark with the transport capacity removed and replaced by a big gun instead. Unfortunately, has the same problem that Heavy Destroyers had in the previous codex; it's a huge gun mounted on a fragile platform. AV 11 and Open Topped do not make a good combination for an expensive model like this. Thankfully, the Doomsday Cannon has a long range in the stationary mode, so keep it in the back of your army where it can spit S9 AP1 pie plates at anything that moves. Tip: Always shoot these first (unless you have a stalker to make it twin linked) and ALWAYS target the most suitable infantry squad (i.e: First you blast MEQs, then TEQs and work your way up from there). A full-power shot has a very high chance of completely wiping a Tactical Marine squad off the table so if you use these wisely, you can cause your opponent to have an epileptic fit by Turn 2. While it can certainly dish out the hurt, it can't take it. (Actually quantum shielding boosts it's AV up to 13 until it gets penetrated so it's still pretty tough - though being stationary means it never gets a jink save.) Armies that have problems with strength based instant-death weapons with high AP values and templates (tyranids), are known to pretty much spontaneously explode at the mere sight of this thing. (NOTE: after their recent downgrade, Tyranids explode more or less on their own) **Pro-tip: use in conjunction with a pair of Triarch Stalkers to grant your only-one-shot-a-turn mega gun some twinlinking. *'''Annihilation Barge''' - A Catacomb Command Barge, with the Overlord's pimp chair replaced with a big gun (seem familiar?). This is your bread and butter of most lists - it's just too good to not consider. It's AV13 on front and sides thanks to quantum shielding, has living metal and only costs 90 points. Oh, did I mention that it has a strength 7 weapon that fires 4 times but hits an average of 5.5 times (plus its ability to arc off and hit other units D6 times at strength 5), then for desserts either carries a strength 6 tesla cannon or a gauss cannon for killing marines, daemons and tyranids? If you're planning on playing in a tournament, this is what you want in your Heavy Support slots. Yes, all of them. *'''[[Monolith]]''' - It's still a big floating pyramid that blasts [[gauss]] death from every orifice. No longer as ungodly invincible as it was previously - Living Metal only affects Crew Stunned/Shaken results now, so meltas and lance weapons work on it; still sucks to be an [[Ork]], Chaos Daemon, or [[Tyranid]] (But then again, most of Matt Ward's armies seem to spite armies that use monstrous creatures over vehicles at every turn) but received a hefty price drop and kept its firepower (debatable). Like before, it can teleport Necron units through its Eternity Gate, or suck enemies through it without even giving them an invulnerable save (perfect for killing those annoying Thunderwolves or Nob Bikers). It can even Deep Strike, which might be smart considering how slow it is otherwise. **Pro-tip: Just Take two Annihilation Barges. Monoliths have no jink, they scatter/mishap easily, don't ignore lance/melta, Ordnance makes everything else snap shoot, they only move 6" so are easily blocked and are huge so shooting at them is easy. If you absolutely MUST have a Monolith take Nemesor Zahndrekh and a Ghost Ark. Put the Ark in front of the monolith to block LOS, give the monolith stealth for a 4+ cover save from Zahndrekh's ability. The Ark will get a 5+ jink as well. Best done with multiple Ghost Arks. **The Monolith can deep strike, use the dimensional corridor,(which can get fucking interesting if you recall that <b>any non-vehicle model</b> can use it, including monstrous creatures...) fire it's whip and it's flux arc (although only snap shoot these). In the same turn it lands in the enemies face. This isn't bad for 200 points(until you mishap) BUT the annihilation barges are probably still going to be more cost effective. **Conclusion: Worst Necon HS and <s>probably one of, if not THE, worst Heavy Support in all of Warhammer now. what fucking drugs are you on? This may not be the best, but it's still viable, just a hell of a lot more situational in its use. You want worst HS choice of all? Go look in tyranids or sisters of battle chump. Calm down, buddy. It's not great, but you don't need to gett all angry about some game.</s> This thing is amazing until you hit shit what uses high strength weaponry to intercept. Have you ever seen what happens when you start taking pot shots with a transdimensional thunderbolt C'Tan at a imperial guard tank parking lot? I thought not. **Don't forget, this thing is a monster for blocking TLOS. Tactics using allies with barrage weapons do exist for this model. **Not mentioned above, the monolith isn't restricted with normal firing limitations of one target per shooting phase. With all 4 gauss flux arcs, dimensional corridor, and the particle whip, the monolith can technically fire at 6 different targets in a single shooting phase. Although independently, none of the shooting attacks are particularly notable, it is an impressive number of targets one can engage at once. It is notable that due to the fire arcs of the various weapons, the monolith is very unlikely to be able to fire all weapons at a single target. **If you still feel like taking it, take a Spyder too, and kit it out with its gloom prism and fabricator claw array. Hide it behind the monolith, and when Abbadon gets too big for his boots and comes to smack you up a bit, jump out of the portal, shout 'BOO!' and make him run away again. Take wraiths with whip coils for added pain. The gloom prism will provide you with some very useful psyker defense (The only one you're going to get as Necrons, mind) for your flying fortress, and that claw can repair you if your opponent tries to get rid of your guns *'''Doom Scythe''' - Another repurposed transport vehicle with the transport capacity replaced with a massive gun- Just like the Doomsday Ark and Annihilation Barge (and the Vindicator, the Hammerhead and the Fire Prism...). Ridiculously fast, and carries a powerful, long-range Death Ray (a S10 Ap1 line maker that vaporizes anything within <s>3D6"</s> Fuck off. 12" then 3D6". Come in 24" second turn and draw death lines 36" to a potential 54" away from your table edge. Considering that a standard table is 48 inches wide, not too shabby). And with the new flyer rules, this thing is INCREDIBLE: 6 to hit it, and has a cover save. Take two to make your opponent have a fit over having his expensive tanks explode at the same time. Take three, back them up with Night Scythes to simply throw all your enemy ground based anti-air out of table on turn two, and watch him weeping. However, although the Death Ray is powerful, remember that it doesn't ignore cover, so think twice about loading up on Doom Scythes if you're going to be facing armies that have a lot of skimmers. They always make their jink saves exactly when you don't want them to. Not to mention the Chaos and DE vehicles that have invulnerable saves anyway. If you're taking a Doom Scythe purely for anti-tank, consider this: A 5-man Warrior Squad, a Harbinger of the Storm Cryptek and a Night Scythe costs a mere 35 points more. This gives you a flier as well as a scoring unit that you can drop next to any tank in the game and reliably get 4 to 5 glancing hits regardless of Armor Value. Alternitivley, Zoom around drawing lines through multi-wound, high armoursave and with a toughness of five or less(Palidins, Tyranid warriors). Also, due to the unique way that wounds are allocated in 6ed, feel free to draw your line through heavy and special weapons, characters and basicly any other dick-head specialist that you don't want in that squad (Characters and IC still get their Look Out Sir, but on the off chance they roll a one, you can insta-kill there HQ's). **Pro-tip: make sure to blast the Hydra and any other AA units off of table the turn your Scythe arrives. *'''Canoptek Spyders''' - Cheap as dirt Monstrous Creatures that are T6 W3 3+, and can be taken in units of three. How cheap? Well, some armies have Terminators with a higher base cost. Yes, really. They can even create Scarabs, and can take some nasty wargear as well. Fabricator claws can repair Necron vehicles, and Gloom Prisms add +2 to Deny the Witch rolls for the Spyder and any unit within 3". Not a great option, given how slow big momma is, but it's your only anti-psyker option and could find a niche use depending on your local meta. Don't get gloomy over the prism though, since you can take three Spyders for one Heavy Support slot they are worth considering despite their stiff competition for this category. Three monstrous creatures as a single unit will likely [[DISTRACTION_CARNIFEX| not fail to draw attention]], especially as they keep your Ghost Arks repaired and shut down incoming powers. Just to put the icing on this arachno-cake, they can each take a twin-linked particle beamer to give them something to do while marching ahead. So the 5th edition update gave them the opposite treatment of the Carnifex: it took a once somewhat above mediocre unit and made it into a cost effective rape machine, while the Carnifex was a godly unit that was slightly buffed and nerfed at the same time and then made a load more expensive. 6th Edition gave them a bunch of extra goodies in the new rules for Monstrous Creatures as well, and those buffs mostly hold in 7th. They're tough as balls to kill and dish out a <strike>good number of Smash attacks</strike> single smash attack. Even with 7th edition's downgrade, they're still an excellent unit that can fill multiple roles. Unfortunately, they share the FoC slot with Annihilation Barges and Doom Scythes, which is why you never really see them. **FAQ update: before the nerf, the Scarab conga line was the most popular power gamer strategy being used for the Crons. Literally, a Necron player could keep adding Scarab bases to old and newly created ones so long as they were in unit coherency. This meant they could form a line straight into the deployment zone of the opponent and gain a 1st turn assault. This was incredibly effective against opponents dumb enough to or who had to place vehicles close to the edge of their deployment zone (Vindicators come to mind). But it also worked against blobby units, so it was called cheese. Fortunately the FAQ "corrected" the Spyder and says that new Scarab bases can only be placed in unit coherency with bases not created that turn. Conga line = nerfed. Nonetheless, guaranteed 9 new bases every turn is nothing to scoff at, as it allows you to go above and beyond the original size and limitations of your hopefully already massive swarms. The only downside is your Scarabs are going to be moving up to 12" ignoring difficult while your Spyders are limited to 6", with a range of 6" on the Scarab Hive ability. Also, each time you roll a one to add a new Scarab base the Spyder takes a wound with no armour or cover saves, so it could easily end up committing suicide if you use this too much. *'''Sentry Pylon (Forge World)''' - Fully autonomous artillery with three options: a 2 shot S10 AP1 melta pieplate, A death ray like the one on the doomscythe but that hits all models under the line TWICE and a 2 shot lascannon with Skyfire, Interceptor and 120" of range and Gauss for those pesky AV 16 models. With 3 wounds, 3+ armor and T7 it's also pretty tough. These can be taken in units of three, which will get expensive but you get quite a bit of firepower for the points. A trio of Pylons with Gauss Exterminators will make short work of enemy Helldrakes, will leave you less reliant on your own fliers for anti-air and can double as anti-tank artillery, but has only two shots per turn and still has problems with cover. On the other hand, the Focused Death Ray will deny huge amounts of territory to your enemy's units but actually hitting lots of models is more difficult than it sounds and does not discern between friend and foe, and the Heat Cannon is immensely powerful but relatively short ranged. You can give them either It Will Not Die to make them irritatingly resilient or Deep Strike for surprise buttsex (combine with Heat Cannon for pseudo-Mawloc/Breaching Drill shenanigans). *'''Tesseract Ark (Forge World)''' - A <strike>AV12</strike> (AV 14 bitches! Quantum Shielding.) barge with a really cool piece of swag. 5++, all units trying to assault or ram must take a dangerous terrain test and you can also shoot with it, with three different modes: Plasma Destroyer with a fancy name to kindly tell Gay Knights and TEQs to go fuck themselves, Fleshbane AP3 flamer to evaporate Marines and any fool that gets too close and an underpowered S5 AP4 mini death-ray that that slows you down (And is also Armorbane, which might be good for killing lines of light vehicles). Also, two Gauss or Tesla Cannons or Particle Beamers for dakka overload. 50 points more than a Monolith, and oh so worth it. Just be careful with your back armor. Once your Quantum Shielding goes away, this thing is pretty much dead. *'''Night Shroud Bomber (Forge World)''' - AV12 all round, 4HP, 5 bombs, S10, AP1, Large Blast, Blind, Pinning. Also a Tesla Destructor. 225pts. Seems good? Seems good. People scream op at the bombs, but really they'll likely be about as effective as the death ray. What you're really paying for is the extra durability.
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