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===Fast Attack=== *'''Canoptek Wraiths''' - Jump Infantry with Rending attacks and a 3+ Invuln 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. Wraiths are great at protecting valuable units (e.g. Triarch Stalkers) from an assault. Their only downside 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. Best not to take them as single models; for what they lack in (relative) longevity, they more than make up for in mobility. *'''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 absurdly overpowered when used against vehicles, especially Land Raiders- watch your local Marine player cry as their almighty AV14 drops to 13, then 12... The amazing thing: all these AV decreases happen simultaneously '''before rolling to pen'''. Once it drops below AV10, your absurd amount of S3 attacks are going to start adding up in glances and pens. And when it comes to regular AV10-rear tank... well even '''one''' scarab base has a good chance to wreck, say, a Leman Russ IN ONE CHARGE, and two would blast it to pieces almost guaranteed. Once your mech-happy opponent realizes this, he will turn all his guns to shoot down your cheap and expendable bugs, ignoring everything else. Using them on titans was hilarious, but NOT ANYMORE! Due to the new Apoc rules, Super-Heavies are now immune to anything that can lower their armour value! 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 (though they cannot buy one for themselves). 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 fairly expensive models. And on top of that, while these guys are fast and moderately survivable, they have a hard time killing anything. The Particle Beamer is only an AP5 small blast, and if you don't take that then you get one of the same guns that Immortals get. Also, there's no way to give them a Resurrection Orb without slowing them down, not unless you put them with a Destroyer Lord but then you can't Turbo Boost, and Lord could be focus-fired due to not having jink save. Trying to kit Tomb Blades out to actually kill something is a trap, they just can't quite do it. If you must take them, take a cheap squad, keep them out of sight to the point where your opponent forgets you have them, then turbo-boost across the board at the end of the game and contest an objective. Another idea is to think of them as expensive immortals with a rocket up their backsides. Twin-linked gauss blasters with BS5 (+5 PPM) will hardly ever miss, so point them at those Tyranid warriors before they can hurt you too much (Note that they won't kill a whole unit in a single turn, they're best used for making your enemy think twice about assaulting you). Take 5 of them, add BS5, and you're looking at 125pts for a squad of irritating little buggers. *'''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 reroll all to-hit & to-wound rolls of 1 in both shooting and assault, and up to three 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 and Termies to shreds. Expect them to attract lots of fire in return, however, and don't let them end up in close combat, where they will die horribly like almost any other ranged 'Cron in CC. Luckily, your opponent's CC guys should rarely ever into contact with your Destroyers, 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 lead the enemy assault units on a merry 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 probe and harry 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 dice don't kick your ass with a 6" assault. Always take Heavy Destroyers. Regular Destroyers are best used in conjunction with your Infantry Phalanx (You... You are running multiple squads of max-strength Immortals with these guys, right? If you're using flyers as your bulk, using Destroyers is superfluous) to provide Hardpoint elimination, rapid-response teams, and Hero-hammer harassers. Tag team them with some Heavy Gauss Cannon wielding Stalkers for a combo that will make your opponent wet themselves. *'''Canoptek Acanthrites (Forge World)''' - Beefier Wraiths that specialize in busting vehicles and heavy infantry. T5, W3, and 3+. The have Stealth and carry Voidblades and S6 Assault 1 Meltas. Unfortunately, they don't have the invulnerable save that their Wraith counterparts have, instead relying on 3+ armor and Stealth. Their best place is in a list whose main troops consist of Tesla-Immortals to provide some much-needed anti-tank. Throw in a Destroyer Lord and eat Land Raiders for breakfast. Also, if you're thinking of running a Wraith-Wing army, consider an Acanthrite-Wing instead, since you can take these things in units of '''9'''. *'''Canoptek Tomb Sentinel (Forge World)''' - A new Tomb Stalker variant that focuses on ranged combat rather than close combat. It uses an Exile cannon which works kinda like a Transdimensional Beamer, but bigger. It's neat, but it has fewer CC attacks than the Tomb Stalker for the same price, carries a gimmicky gun that will do nothing more often than not, and eats up a valuable Fast Attack slot instead of a "meh" Elite Slot. It still has Rampage and the Stalker's Deep Strike/Outflank option though, it will eat tarpits and light infantry blobs for breakfast and Its weapon auto-penetrates any vehicle touched by the template. Couple this last one with S10 from Smash and in a pinch it can also eat a tank or two to vary its usual diet of infantry.
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