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==Supplements== ===The Dark Harvest=== In Imperial armor 12 is army list to represent "the accursed and bloody Maynarkh Dynasty". It's specifically said to be mainly a flavor change to let you field an Oldcrons-style murderous legion of insane robot-monsters. It's a bit like a prototype supplement, and like other supplements the changes are not significant enough to warrant a separate tactica page, but it would be rude to let them out. Luckily, this FW supplement doesn't appear to have anything blatantly overpowered, with each new unit having a suitable points increase or weakness that can be executed. Anyone claiming you won "because you used FW" is just a sore loser. *'''HQ:''' Overlords and Lords cause Fear and are ready to go crazy at any moment. Every time they or their unit wipe out an enemy in combat or fail a morale check roll a die: 2-5 nothing happens; 1 they either make d3 attacks against their unit or lose a wound with no saves allowed; 6 they get Fearless and Rage for the rest of the game but give points to your opponent like they were destroyed. Also for 5 points they can buy Flensing Scarabs, a nifty item that lets them re-roll all failed wounds in the first round of each combat they fight. Crypteks and Destroyer Lords are identical to vanilla Necrons. *'''Special Characters:''' You can't use normal necron characters but don't worry, you've got two of your own. '''Kutlakh the World-Killer''' is the obligatory 200+ points named beatstick; he's got one more WS and attacks than a vanilla Lord, he's loaded for bear with an AP2 Instant Death sword, he gives his squad Fearless, Fear, Relentless and Crusader and in challenges his opponent's WS is reduced by the difference between his Leadership+d6 and Kutlakh's. '''Toholk the Blind''' is a beefed up Cryptek like Szeras and Orikan, and like them belongs to the category of cheap support characters; he gives d3 Vehicles It Will Not Die! for the entire game, so he should be considered an auto-include in mech-heavy armies, plus he's got all the cool toys an Harbinger of Eternity can have and he gives his whole squad Night Vision and Immunity to Blind. *'''Troops:''' Guess what? Flayed Ones as troops! Now your dream of having an assaut-oriented Necron army can finally become reality! Unfortunately they come in 10-20 units so willing or not you'll have to bring lots of them. Maynarkh Warriors also have a minimum unit size of 10, to go with the "horde of zombie robots" concept. Maynarkh Immortals are rare and act more like enforcers and taskmasters, so they don't count toward your minimum troops requirement. All three can buy Flensing Scarabs at 10 points per squad. *'''Dedicated Transports:''' Exactly as in Codex: Necrons. *'''Elite:''' Charnel Lychguards cost 5 points more for Rage and Fear, and you can only have one squad for every Overlord. Also they can take the flensing scarabs. For the rest you can use all other necron elites (Except C'tan Shards: no pokégods for you) plus the excellent Tomb Stalker to troll Dark Eldars and counter the opponent's own Monstrous Creatures. *'''Fast Attack:''' Regular Scarabs may be upgraded to Charnel Scarabs at 5 points each, gaining +1WS and trading Entropic Strike for Shred and Rending. This turns your <s>terrible</s> <s>awesome</s> GODLIKE vehicle-chewers into surprisingly effective infantry-eaters. You can field Acanthrites and Tomb Sentinels in addition to normal Necron goodies. (Scarabs only suck if your opponent is spamming templates at you. Seriously though, they're beasts, why are you not moving them through cover?) *'''Heavy Support:''' no change except for three new toys: the Tesseract Ark, Nightshroud Bomber and Sentry Pylons. *'''Allies:''' Allies of Convenience with regular Necrons, Desperate Allies with Marines, Guard, Orks and Chaos Marines and "Come the Apocalypse" with everyone else. *'''Warlord Traits:''' **Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. As if the Necrons needed any more incentives to play Flying Circus. **Dust and Ashes - If your Warlord survives you gain an extra victory point. Just hope he doesn't tard out on the last turn. **Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point. Necrons HQs aren't usually scared of challenges, so go forth and slap bitches. **Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3" of an objective. Like a warriors blob camping on an objective wasn't a pain in the ass already. **Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strenght on one of its weapons. use on a Tesseract Ark and watch your opponent's face when you tell him his full unit of Paladins doesn't exist anymore. **Death Incarnate - Crusader for the Warlord and his unit. If you're trying to play necrons as an assault army every little bit helps. Necrons sweeping units!? What is this madness!? *'''Tactics:''' Necrons gonna be necrons. In the book the Manyarkh Dynasty's strategy is described as super-aggressive short range engagements, with hordes of cannon fodder to keep the enemy busy, close air support to bomb everything back to the <s>stone age</s> Precambrian era and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. So, your average necron list before flyer spam became the flavor of the month. Alright, seriously, the two(three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but al least now they don't clog up an elite slot. Deep Strike and Infiltration don't work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, [[Clue|<s>Reverend Green</s>Kutlakh, with the Obsidiax, in the Flayed One blob]] can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there's [[Warhammer 40,000/6th Edition Tactics/Chaos Daemons|this new codex here...]]
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