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Strengths and Weaknesses for EVERY Necrons Unit – Necron

Strengths and Weaknesses for EVERY Necrons Unit – Necron CodexTactics!

#Strengths #Weaknesses #Necrons #Unit #Necron

“Auspex Tactics”

Let’s talk through the strengths and weaknesses of every datasheet in Codex Necrons…

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43 Comments

  1. Some complaints: Warriors are too weedy. Lychguard require an expensive character to function as they should- either cut their cost or make their rule different. I think being able to field Lychguard as a generic melee unit without a leader would be nice. Basic Overlords are too expensive compared to the Shroud lord. Cutting basic "Lieutenant" Lords was stupid. Ophydian destroyers should be STR5. Praetorians are too expensive. Obeisance and Annihilation Legion are undertuned. Ranged destroyers need some stratagem and enhancement love in Annnihilation Legion. Annihilation Barges are undertuned and don't have great loadouts. Lokhusts need new sculpts. Immortal tesla needs to be nerfed to 18" for internal balance.

  2. The biggest problem with the Ghost ark isn't how good warriors are, it's that you can only put 10 of them with one character.
    So that means no full 20 man blocks and no overlord+cryptek bundle.

  3. the skorpekh lord is brilliant if you give him the 4+ FNP enhancement and run him solo as a distraction carnifex. he soloed a norn emissary, Abbadon with a unit of legionaries, magnus. its very underratted

  4. The fact that the shooting profile for the Void Dragon's spear is Str4 always makes me laugh, like;
    an eldritch spear of living metal thrown by a fragment of a star god that was ancient when the universe was still young has the same chance to wound a space marine, or even a guardsmen, as a boltgun 🤣

  5. Agree that ctan are undercosted, its not great for internal balance that I keep getting drawn back to running 3 of them. For weaker units, what I'd like to see happen (tho i expect changes would be limited to pts changes):
    1. Warriors, give them d6 reanimation back, but maybe not d3+3 on objectives. Would be swingy but at least potentially good but less oppressive than stacked reanimation in the index could be.
    2. Skorpekhs and their lord to combined be more like 250-270 pts rather than 300.
    3. Triarch Praetorians would be so much better with a 2+ save, and no necron infantry currently has that so is a niche they could have. Would like to see them gain the grenades keyword as well as we dont have anyone with that either.
    4. Slight pts drop on the Stalker, though I have had good value from it as a tanky forward mover to draw fire away from the multiple ctan.
    5. Would love it if we could mix up the loadouts in Lychguard to have a 50:50 mix of shields and warscythes to make the unit more rounded.
    6. Convergence would be more viable of it gave its FNP to infantry and mounted units so it could be used to improve thr defence of LHDs who are more likely to hang back in or near the deployment zone than the infantry units in the army.
    7. In the lore Ghost Arks transport all kinds of Necron infantry, not just warriors. I feel its held back by the model kit coming with warrior models attached. If it could transport immortals or lychguard it wpuld make its utility less dependent on the value of warriors.
    8. Psychomancer as a lone op would be the dream.
    9. I'd like the CCB to join Tomb Blades, might give you a reason to dry and run them as more than 3 model utility pieces.

    All wish listing that, any changes are far more like to be points buffs/nerfs.

  6. Main weakness of c'tan is that they don't have save, if you force them 30 Ap 0 saves trough lethal hits ot sth, they just die, skorpekh lord would be great if he gave sustained, lethal counters plasmacytes ability and skorpekhs are not tough enough to last 3 turns midfield to use all of it anyway

  7. I hate that the Admech ballistarii w/Lascannon and the Necron Locust Heavy Destroyer serve similar roles but while the Ballistarii is a whole 2in. faster, the Locust Heavy Destroyer is just outright better. And the ballistarii is admechs most spammed datasheet.

  8. I like the Triarch Stalker with either the Heavy Twin Gauss Arrays for striping cover or using the Scout move with heat Ray. Necrons don't have many units that can take Melta's especially [Melta4] or a Flamer that rolls 2D6 auto hits and 4 attacks that deal 3 damage each making it a high damage, short range and can deal good damage in CC shooting its flamer while engaged and potentially dealing 12 Damage in Combat.

    Spyders feel like they should be taken in units of 2 in order to reanimate.

    The problem with C'Tan isn't their price which is the same as it was in 9th except for the Nightbringerwho needs tto be bumoed up to 270. The problem is that Necrons can take several C'Tan and in 9th you were restricted to taking 1 per detachment.

  9. Warriors are decent when in Awakened Dynasty for the +1 to Hit with Lehal Hits and taking over objectives because of Protocol of the Undying Legion for the rerollable D3+1 Reanimation with a Royal Warden, a CCB with Rez Orb and Technomancer with Cryptothralls. You get over 20+ models with 5+ FnP and the ability to fall back and shoot if locked up in combat and bring over 40 points of OC. Cryptothralls are only worth it if you take a Technomancer who gets a 4+FnP and he gives them a 5+ FnP.

  10. One thing to call out is the Silent King has the ignore modifiers rule, which per the last FAQ lets you ignore dmg reduction. Which would lead well into fighting other C'tan equivlants.

  11. Warriors are good in one very specific build, namely in hypercrypt with the arisen tyrant plasmancer. Movement and range don't matter when you can pop out of a monolith or deep strike outside of 3, and you're averaging 22 lethal hits with the full squad when fishing for crits. That'll put a dent in just about anything, and then you can add Szeras to the mix.

  12. Wish destroyers were better off running in the destroyer detachment rather than awakened. Annihilation Legion could use some changes, so many of the stratagems are too situational to get used

  13. I run awakened dynasty for my Necrons and ive got to say, that plus one to hit while being lead is no joke. Youve got immortals hitting on 2s and 5&6 are critical with a plasmancer. I think my list will survive the balance okay (i do use void dragon, but ive used him since he came out because i love the model and ill probably use him after for the same reason) plus its all hits, so Skorpekh lords with skorpekhs are really good in melee

  14. I would boost the convergence to a 6 mainly because it's cheap. In infantry based lists it is useful for the fnp and in hypercrypt you can phase it around the board mainly on the edges but u could use it depending on terrain to block paths and force the opponent to shoot it

  15. Weird that for our core identity supposedly being “slow and tough” a lot of these weaknesses are that they’re not durable for the points costs. I’m happy with our damage output, but wish our units could survive long enough to use them more than once

  16. Silent King is overcosted. He can all, but good in nothing and required support for himself. And then you build your list around him as a one of central units you feel like "I spend 600 pts for 2 las shots and average close-combat…"
    And his main weaknesses is his Menhirs.

  17. I recently made a very convoluted damage averages calculator for 10th edition, and the Nightbringer has won out on every big-killy-thing duel so far, usually by a considerable margin. Of course, there is always the possibility that I messed up some brackets somewhere down the line…

    Nightbringer attacking Avatar of Khaine: 6.729166667 damage per round including Mortal Wounds, 48% of its health, 3 Round Kill
    Avatar of Khaine attacking Nightbringer: 1.055555556 damage per round after Reanimation Protocols, 8.8% of its health, 12 Round Kill

    Nightbringer attacking Angron: 12.45833333 damage per round including Mortal Wounds, 77.8% of his health, 2 Round Kill
    Angron attacking Nightbringer: 2.75308642 damage per round after Reanimation Protocols, 22.9% of its health, 5 Round Kill

    Nightbringer attacking Bloodthirster: 12.45833333 damage per round including Mortal Wounds, 69.2% of its health, 2 Round Kill
    Bloodthirster attacking Nightbringer: 4.231481481 damage per round including Mortal Wounds and after Reanimation Protocols, 35.2% of its health, 3 Round Kill

    Overall it definitely seems like something intended to be brought down by mass lynching rather than one-on-one fights.

  18. With the Tomb sentinel I do wish GW would get rid of it's blast effect from it's gun. I useally run this and have deep strike into the enemies home objective or corners of the map when investigate signals are drawn. But most often it will then get melee'd being so close into enemy Ter

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