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Made in fr
Locked in the Tower of Amareo





Yes aircraft starts in reserve.

You are always friendly to yourself.

2024 painted/bought: 109/109 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

The reanimator cannot heal itself, as it does not have the Necron keyword.
Its a Necron unit that's not a Necron. Yes, its weird, but that's how it is.
It does have RP though, so it can heal itself that way.

But yes, with necron infantry you go big or go home. Necron infantry are usually still only 1W each, and the game is still lethal enough to wipe out small units of infantry, unless they're marines because they have 2w each now.

Blight Drones have a flamethrower that can kill a MSU squad of immortals in a single turn, for example.


Automatically Appended Next Post:
tneva82 wrote:
 CthuluIsSpy wrote:

They still need to hit and bypass invuls though. In 9th ed they can reroll hit rolls of a 1, which is more reliable than 2+ to hit.
As I said, if they move (and you will have to move) they go back to 3+ to hit with no rerolls. Being able to reroll wound doesn't matter if you miss.
I found them to be unreliable. They can be potentially lethal, but for 45 a model points I'd prefer something a little more reliable.


2+ has 83% hit rate.3+ rr1 77%'.

You can get them +1 to hit beyond heavy.

Huh, I thought it was higher than that. Fair enough then.

This message was edited 3 times. Last update was at 2023/06/24 11:58:40


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in se
Fresh-Faced New User




 CthuluIsSpy wrote:
The reanimator cannot heal itself, as it does not have the Necron keyword.
Its a Necron unit that's not a Necron. Yes, its weird, but that's how it is.
It does have RP though, so it can heal itself that way.

.


All units have the Necron keyword…. It is the faction keyword. If you don’t count the faction keyword the reanimator would do nothing. Or am I wrong?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

KhazModan wrote:
 CthuluIsSpy wrote:
The reanimator cannot heal itself, as it does not have the Necron keyword.
Its a Necron unit that's not a Necron. Yes, its weird, but that's how it is.
It does have RP though, so it can heal itself that way.

.


All units have the Necron keyword…. It is the faction keyword. If you don’t count the faction keyword the reanimator would do nothing. Or am I wrong?

Hmm, it seems so. I'm used to Canopteks not counting as necrons. That means that you can repair literally anything with the Reanimator's bubble then.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in fr
Locked in the Tower of Amareo





If it didn't have necron keyword you couldn't even put to the list as every model needs necron keyword

2024 painted/bought: 109/109 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, I'm still getting used to the new format. Usually the necron keyword is on the bottom with the others. I didn't see it over to the side until now.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Long-Range Land Speeder Pilot




UK

Looks like the Reanimator currently works RAW on anything in range that is friendly, has <Necrons> and the faction rule Reanimation Protocols. So yes, it works on itself, all unit types, and all FW datasheet units too. Only contender for not working right is the Transcendent C'tan who doesn't get a faction rule at all for some reason.

A different question on RP though. Which rule takes priority if you apply Protocol of the Undying Legions on a unit of Warriors? Would the stratagem override the Warriors ability to give them D3 or D3+1 wounds of reanimation, or would the Warriors ability override the stratagem to give D6 (or D6+1 with leader), or D3+3 (or D3+4 with leader) while on an objective? Normally I'd fall back on specific rule > general rule so the stratagem would take priority, but the Warriors ability states they always roll their different set of dice instead of a D3.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

It specifies D3, so I guess it only reanimates D3.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Agile Revenant Titan




Florida

Just faced a 30 Lychguard with support characters army. 4++/5+++ with ability like 9th edition to bring back models, then bring back more in Command Phase.

Definitely seeing why Devastating Wounds is important.

At end of game, Necron army was eliminated minus the 30 Lychguard. Wow...

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Been Around the Block




My observations so far.

TSK plays really well with Lokhust HDs. He's also big and scary and can tank a bunch of shots. Try it out.

I'm playing around with a Silvertide list. I posted this in Army Lists:

Spoiler:
Warrrrrrrrrr! (1995 points)
Necrons
Strike Force (2000 points)
Awakened Dynasty


CHARACTER

Chronomancer (50 points)
• 1x Aeonstave

Illuminor Szeras (220 points)
• Warlord
• 1x Eldritch lance
1x Impaling legs

Lord (90 points)
• 1x Resurrection Orb
1x Staff of light
• Enhancement: Hypermaterial Ablator

Lord (65 points)
• 1x Resurrection Orb
1x Staff of light

Lord (65 points)
• 1x Resurrection Orb
1x Staff of light

Plasmancer (75 points)
• 1x Plasmic lance
• Enhancement: Veil of Darkness

Technomancer (60 points)
• 1x Canoptek Cloak
1x Staff of light


BATTLELINE

Necron Warriors (240 points)
• 20x Close combat weapon
20x Gauss flayer

Necron Warriors (240 points)
• 20x Close combat weapon
20x Gauss reaper

Necron Warriors (240 points)
• 20x Close combat weapon
20x Gauss flayer


DEDICATED TRANSPORT

Ghost Ark (125 points)
• 1x Armoured bulk
2x Gauss flayer array

Ghost Ark (125 points)
• 1x Armoured bulk
2x Gauss flayer array


OTHER DATASHEETS

Doomsday Ark (185 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array

Doomsday Ark (185 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array

Lokhust Destroyers (30 points)
• 1x Close combat weapon
1x Gauss cannon


I probably need to tweak in a CC unit, but that's a solid launch point for that kind of list. Immovable.
   
Made in us
Evasive Eshin Assassin






what are you putting in the ghost arks?
   
Made in us
Been Around the Block




Nothing. They are their to provide mobile OC and repair Warriors.

Here's a tweak with some CC:

Spoiler:

Warrrrrrrrrr! (1910 points)
Necrons
Strike Force (2000 points)
Awakened Dynasty


CHARACTER

Chronomancer (50 points)
• 1x Aeonstave

Illuminor Szeras (220 points)
• Warlord
• 1x Eldritch lance
1x Impaling legs

Lord (90 points)
• 1x Resurrection Orb
1x Staff of light
• Enhancement: Hypermaterial Ablator

Lord (95 points)
• 1x Resurrection Orb
1x Staff of light
• Enhancement: The Sovereign Coronal (Aura)

Plasmancer (75 points)
• 1x Plasmic lance
• Enhancement: Veil of Darkness


BATTLELINE

Necron Warriors (240 points)
• 20x Close combat weapon
20x Gauss reaper

Necron Warriors (240 points)
• 20x Close combat weapon
20x Gauss flayer


DEDICATED TRANSPORT

Ghost Ark (125 points)
• 1x Armoured bulk
2x Gauss flayer array

Ghost Ark (125 points)
• 1x Armoured bulk
2x Gauss flayer array


OTHER DATASHEETS

Doomsday Ark (185 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array

Doomsday Ark (185 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array

Flayed Ones (140 points)
• 10x Flayer claws

Flayed Ones (140 points)
• 10x Flayer claws


90 points to play with, and FOs keep the theme. Added TSC to the back field Lord to buff the FOs.

Also, for the wanting to buff non battleline units, a CCB with a Res Orb and TSC goes a long way.

This message was edited 3 times. Last update was at 2023/06/26 17:31:21


 
   
Made in us
Evasive Eshin Assassin






heads up...

* Every Dedicated Transport unit from
your army must start the battle with at least
one unit embarked within it, or it cannot be
deployed for that battle and will instead
count as having been destroyed during the
first battle round.
   
Made in us
Fresh-Faced New User




 Insularum wrote:
Looks like the Reanimator currently works RAW on anything in range that is friendly, has <Necrons> and the faction rule Reanimation Protocols. So yes, it works on itself, all unit types, and all FW datasheet units too. Only contender for not working right is the Transcendent C'tan who doesn't get a faction rule at all for some reason.

A different question on RP though. Which rule takes priority if you apply Protocol of the Undying Legions on a unit of Warriors? Would the stratagem override the Warriors ability to give them D3 or D3+1 wounds of reanimation, or would the Warriors ability override the stratagem to give D6 (or D6+1 with leader), or D3+3 (or D3+4 with leader) while on an objective? Normally I'd fall back on specific rule > general rule so the stratagem would take priority, but the Warriors ability states they always roll their different set of dice instead of a D3.




Your unit activates its
Reanimation Protocols and reanimates
D3 wounds. When doing so, if a Necrons
Character is leading your unit, your unit
reanimates D3+1 wounds instead.

I cannot tell based off the wording at the moment. it says it activates its reanimation and reanimates d3 wounds. whether that is just the D3/D3+1 or RP + D3 I don't know. I've seen it argued as the 2nd option on a couple forums but of course cron players would argue that.
   
Made in se
Fresh-Faced New User




Are warriors worth it?
Immortals cost 2pts more per model and have +1T, +1save, +1BS, re-roll to wound, better gun.
Warriors reanimates more, but they take more wounds.

Larger blocks are nice, but I would rather get 2 immortal-units and skip a character for a lower price.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

KhazModan wrote:
Are warriors worth it?
Immortals cost 2pts more per model and have +1T, +1save, +1BS, re-roll to wound, better gun.
Warriors reanimates more, but they take more wounds.

Larger blocks are nice, but I would rather get 2 immortal-units and skip a character for a lower price.


This is where I'm at as well.

I could *maybe* see them as being more useful for making a push on objectives, as they want to be fighting at close range while Immortals prefer to kite.

However, even then, I'd never want more than a single unit of warriors in a list. What's more, I think it's fair to question whether other units (e.g. Lychguard) would be better at holding midfield objectives.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in fr
Locked in the Tower of Amareo





KhazModan wrote:
Are warriors worth it?
Immortals cost 2pts more per model and have +1T, +1save, +1BS, re-roll to wound, better gun.
Warriors reanimates more, but they take more wounds.

Larger blocks are nice, but I would rather get 2 immortal-units and skip a character for a lower price.


Well one thing they do well is soak damage like nothing. Just tried ramming my best anti horde units(10 infernus marines, baal predator, terminators) and despite all efforts maybe 2 models dead start of r3.

As i can't kill entire unit in one go they just survive.

2024 painted/bought: 109/109 
   
Made in us
Fresh-Faced New User




What are people using the old school wraiths as?

They more closely resemble the ophydian destroyers than the canoptek wraiths.
   
Made in se
Fresh-Faced New User




tneva82 wrote:
KhazModan wrote:
Are warriors worth it?
Immortals cost 2pts more per model and have +1T, +1save, +1BS, re-roll to wound, better gun.
Warriors reanimates more, but they take more wounds.

Larger blocks are nice, but I would rather get 2 immortal-units and skip a character for a lower price.


Well one thing they do well is soak damage like nothing. Just tried ramming my best anti horde units(10 infernus marines, baal predator, terminators) and despite all efforts maybe 2 models dead start of r3.

As i can't kill entire unit in one go they just survive.


20 warriors is 240 pts, 10 lychguard is 190. Same amount of wounds but lychguard just feels lika a harder unit. You can make warriors soak wounds, but the amount of support needed to really makes them stick feels like a to big investment.
But we are only in the begining of 10th so I guess we will see how the meta develops.


Automatically Appended Next Post:
Just realized that cryptothralls makes every model in the unit fight om death on a 3+…. Thought it only applied to the cryptothralls. Damn that is good!

This message was edited 1 time. Last update was at 2023/06/27 18:58:35


 
   
Made in us
Loyal Necron Lychguard





Just to put the whole concept in one place here's the fully invested lychstar:

Catacomb Command Barge w/ Sempiternal Weave - 160

Overlord w/ Hypermaterial Ablator - 110
Orikan - 80
Scytheguard - 190
Cryptothralls - 40

Overlord - 85
Technomancer - 60
Shieldguard - 190

Overlord - 85
Technomancer - 60
Shieldguard - 190

The scytheguard unit is 3+/4++ with stealth and can put wounds into the cryptothralls for a 4+++. The shieldguard are 3+/4++/5+++. All of these units are OC 2 when near the Command Barge. You may replace Overlords with Lords or add more Cryptothralls to taste, though I don't think putting thralls in the shield units is worth it.
   
Made in fi
Locked in the Tower of Amareo





And how much those keep bringing back? Especially enemy turn.

It wasn't that warriors were tough to kill as such(though cryptothralls with 3+ and 5+++ were tough buggers). It's that they came back twice per my turn back so that even when I killed big pile of them the turn ended with barely dent and come necron turn rest came back.

I hit them as hard as I could for 2 turns and they were still unhurt.

I would have rather have had them with 4++ than have 8+ come back in shooting phase and another in combat phase!

Well I'm not necron player but just what I ran into. I simply could not overcome that rate they kept coming back. That was basically 1 objective I flat out can never contest and they could easily reach another objective if I tried to go there. Any attacks spent there turned out to be waste of effort.

And other objective was guarded by 10 lychguard + 10 immortals, other had "just" 6 skorpek+lord. Plus lokust destroyers of both types and couple vehicles for long range support.

2024 painted/bought: 109/109 
   
Made in us
Grisly Ghost Ark Driver






Do you round down or up regarding half damage with C'tan? (one damage or two damage if the weapon is three damage)

   
Made in us
Loyal Necron Lychguard





tneva82 wrote:
And how much those keep bringing back? Especially enemy turn.

It wasn't that warriors were tough to kill as such(though cryptothralls with 3+ and 5+++ were tough buggers). It's that they came back twice per my turn back so that even when I killed big pile of them the turn ended with barely dent and come necron turn rest came back.

I hit them as hard as I could for 2 turns and they were still unhurt.

I would have rather have had them with 4++ than have 8+ come back in shooting phase and another in combat phase!

Well I'm not necron player but just what I ran into. I simply could not overcome that rate they kept coming back. That was basically 1 objective I flat out can never contest and they could easily reach another objective if I tried to go there. Any attacks spent there turned out to be waste of effort.

And other objective was guarded by 10 lychguard + 10 immortals, other had "just" 6 skorpek+lord. Plus lokust destroyers of both types and couple vehicles for long range support.

I don't think warriors have any way to revive more times than the lychguard, they just revive more when they do: you get the necron player's command phase, the enemy's command phase with the res orb, and once more with protocol of the undying legions (this stratagem could be used twice if you got shot at and charged in the same turn). For warriors this would be 3d3+7 wounds healed, for lychguard just 3d3+1. Add another 3d3 to both results if there's a reanimator sitting around nearby.

So yeah, that's a ton of healing either way. If you fail the stat check against the warriors they are definitely never dying, but there is always the worry that the whole strategy falls apart against opponents who don't fail the stat check. The characters are also way more vulnerable to getting sniped in the warrior squad because the lychguard are giving them -1 to wound. A warrior squad without a res orb in it is definitely nothing special.

This message was edited 1 time. Last update was at 2023/06/27 21:07:18


 
   
Made in us
Been Around the Block




 usernamesareannoying wrote:
heads up...

* Every Dedicated Transport unit from
your army must start the battle with at least
one unit embarked within it, or it cannot be
deployed for that battle and will instead
count as having been destroyed during the
first battle round.


Ah, good catch. Back to the drawing board on that one. I would probably just split one group of 20 into 2, then.


Automatically Appended Next Post:
 Arachnofiend wrote:
tneva82 wrote:
And how much those keep bringing back? Especially enemy turn.

It wasn't that warriors were tough to kill as such(though cryptothralls with 3+ and 5+++ were tough buggers). It's that they came back twice per my turn back so that even when I killed big pile of them the turn ended with barely dent and come necron turn rest came back.

I hit them as hard as I could for 2 turns and they were still unhurt.

I would have rather have had them with 4++ than have 8+ come back in shooting phase and another in combat phase!

Well I'm not necron player but just what I ran into. I simply could not overcome that rate they kept coming back. That was basically 1 objective I flat out can never contest and they could easily reach another objective if I tried to go there. Any attacks spent there turned out to be waste of effort.

And other objective was guarded by 10 lychguard + 10 immortals, other had "just" 6 skorpek+lord. Plus lokust destroyers of both types and couple vehicles for long range support.

I don't think warriors have any way to revive more times than the lychguard, they just revive more when they do: you get the necron player's command phase, the enemy's command phase with the res orb, and once more with protocol of the undying legions (this stratagem could be used twice if you got shot at and charged in the same turn). For warriors this would be 3d3+7 wounds healed, for lychguard just 3d3+1. Add another 3d3 to both results if there's a reanimator sitting around nearby.

So yeah, that's a ton of healing either way. If you fail the stat check against the warriors they are definitely never dying, but there is always the worry that the whole strategy falls apart against opponents who don't fail the stat check. The characters are also way more vulnerable to getting sniped in the warrior squad because the lychguard are giving them -1 to wound. A warrior squad without a res orb in it is definitely nothing special.


Ghost Arcs revive Warriors on demand, the moment they take damage. It's like having the CP for free, and the opponent can't take it away from you unless they kill the GA.

Also 20 Warriors provide 40 OC. 10 LG provides 10.

The really is no question that the best objective capper we have, and arguably the best in the game, is Warriors. I play in a highly strategic meta where playing the mission is everything. I'm very, very high on Warriors for this reason.


Automatically Appended Next Post:
That being said, here is something completely different:

So, TSK and The Sovereign Coronal both buff C'tan now days. Have fun with this.

Spoiler:

C'tan Bash (1990 points)
Necrons
Strike Force (2000 points)
Awakened Dynasty


CHARACTER

C’tan Shard of the Deceiver (265 points)
• 1x Cosmic insanity
1x Golden fists

C’tan Shard of the Nightbringer (255 points)
• 1x Gaze of death
1x Scythe of the Nightbringer

C’tan Shard of the Void Dragon (270 points)
• 1x Canoptek tail blades
1x Spear of the Void Dragon
1x Voltaic storm

Technomancer (90 points)
• 1x Canoptek Cloak
1x Staff of light
• Enhancement: The Sovereign Coronal (Aura)

Technomancer (80 points)
• 1x Canoptek Cloak
1x Staff of light
• Enhancement: Veil of Darkness

The Silent King (470 points)
• 1x Szarekh
• 1x Sceptre of Eternal Glory
1x Scythe of Dust
1x Staff of Stars
• 2x Triarchal Menhir
• 2x Annihilator beam
2x Close combat weapon

Transcendent C’tan (280 points)
• 1x Crackling tendrils
1x Seismic assault


BATTLELINE

Immortals (140 points)
• 5x Close combat weapon
10x Tesla carbine

Immortals (140 points)
• 5x Close combat weapon
10x Tesla carbine

This message was edited 2 times. Last update was at 2023/06/27 21:24:24


 
   
Made in us
Loyal Necron Lychguard





I admit, I glanced over the Ghost Ark because I knew it still wasn't good as a transport. Looks pretty insane as a medical unit now.
   
Made in us
Evasive Eshin Assassin






So flayers or reapers on those warrior blobs?
   
Made in gb
Fresh-Faced New User




 CKO wrote:
Do you round down or up regarding half damage with C'tan? (one damage or two damage if the weapon is three damage)


You round up unfortunately. A couple other things about it that are helpful to know are it works on mortal wounds now as they have damage characteristics like anything else so you halve the damage then take that as mortals. Trajans ability and abilities like it that make it so the units characteristics can't be modified ignore half damage so they're something to watch out for.
   
Made in us
Grisly Ghost Ark Driver






You can only take 3 cryptothrall units right?

   
Made in se
Fresh-Faced New User




 CKO wrote:
You can only take 3 cryptothrall units right?


Yes, rule of three applies

I have a thousand sons army, where I use forgefiends with ectoplasmcannons. One of these guys would get 3d3+12 hits against a 20 warriors-blob thx to blast
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 usernamesareannoying wrote:
heads up...

* Every Dedicated Transport unit from
your army must start the battle with at least
one unit embarked within it, or it cannot be
deployed for that battle and will instead
count as having been destroyed during the
first battle round.

Yeah that's a pretty big nerf. The great thing about GAs is that you could just have them support a 20 man squad of warriors.
Now you have to buy a 10 warrior squad to use them.
GAs should never have been a DT. They don't look like one and work better as a support vehicle, imo.


Automatically Appended Next Post:
 CKO wrote:
You can only take 3 cryptothrall units right?

Max is three for everything except battleline


Automatically Appended Next Post:
 usernamesareannoying wrote:
So flayers or reapers on those warrior blobs?

Depends, how aggressively are you using them?
Reapers are better for offensive plays, ideally with transports or veil, flayers are better for defensive plays or footslogging.
They both get 2 shots at 12", its just that reapers hit harder and flayers allow you to throw down some fire from beyond 12", making them better at holding backfield objectives or foot slogging across a long table (because warriors are still so damned slow).


Automatically Appended Next Post:
KhazModan wrote:
 CKO wrote:
You can only take 3 cryptothrall units right?


Yes, rule of three applies

I have a thousand sons army, where I use forgefiends with ectoplasmcannons. One of these guys would get 3d3+12 hits against a 20 warriors-blob thx to blast

How are you getting +12? Do they get 3d3+8 shots by default? That seems a bit much.

This message was edited 6 times. Last update was at 2023/06/29 11:47:32


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
 
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