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Sigvatr wrote:Night fight still only gives a +1 cover bonus, just as I stated above thus skimmers get a 4+ cover save, 3+ when moving flat-out.
I don't know where you get that +2 from...
Distance, can grant up to a +2 cover save, depending on how far you are away during nightfight.
Yes, but only at 24-36'' - and most of our vehicles will have to be in that 24'' area to shoot, allowing the enemy to easily move 6'' in his own turn and thus force us to lose the +2 that will be replaced by the +1 instead.
I was looking at trying a unit of flayed ones with a destroyer lord who has weave and an orb. Combined with nemesors ability to counter deploy, drop them in terrain(take your dangerous cause who really cares 1/24 chance of them staying dead.) If it is near an enemy that just came from reserves they cant assault you. That could be pretty scary, especially if you combine it with some fliers doing the same thing.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
mercer wrote:Still not following you on Imotek, dude. Could you explain more. Sorry, Imotek just appears to be the same as before really.
Other then the fact that he can eat bullets for any unit he joins, and does so at a very efficient pace (basically allowing you to ignore the first 6 or 7 wounds of every shooting phase directed at the unit), he's also pretty strong anti-air, which I would count as a relative 6th edition buff. Lightning punks flyers rather efficiently, and just two turns of Lightning should knock about 30% of your opponents birds out of the sky (or hamstring them quite a bit). That leaves you with a much more manageable amount of flyers to deal with via other means.
mercer wrote:Still not following you on Imotek, dude. Could you explain more. Sorry, Imotek just appears to be the same as before really.
,
Okey doke, I'm gonna throw up an Immotekh Tactica sometime as people seem to be blank staring me everytime I say this... So here goes:
- Immotekh was BUILT for challanges in mind. A 2+/3++, T5, rerolling hits/wounds at Str 5, and if he wins the challange adds D3 to the overall wound total. Even if he cannot kill an opponent (which if hes facing most sergeants he will win without a wound most of the time), he can tank them pretty much til hes blue in the face. Very few things can drop him in 1 hit, and even then, you have 1 reroll due to a chrono being with him, so hes pretty much the fateweaver of challanges.
- 4+ seize is never bad, and many games that can greatly swing the game before you even start. It will cause opponents to deploy defensively more often, and also allows him to strike first when its most needed.
- Lightning. Immos lightning got exponentially better with the advent of fliers, as well, with people trying to break the game through spam shenanigans (12 razorbacks, etc.) his lightning will hit far more often. Top it off with hull points, Immos a vehicle wrecking ball. If he doesn't blow it up, it will probably wreck. You also don't get the bonus cover save from nightfighting against this (this is debateable, but its commonly held that the lightning comes from above the target unit, not immo himself).
- Nightfighting, IMO, got a buff for Necrons. 24-36" you get +2 cover, 12"-24" they get +1 cover. So your vehicles are getting a 4+ cover save, on average, for moving. Necron firepower is GENERALLY AP 4 or AP -. Marines are our most common opponent, so firing at a unit with +1 cover won't make much a difference most of the time as our range is 24" mostly. Basically Nightfighting benefits Necrons, while not hurting them unless you run lancespam. Immotekh now takes a shooty army, gives them the benefits of nightfighting, but doesn't nerf their
firepower. Even better, nightfighting helps all game long, so your back field objective campers are pretty safe, as most opponents will only get around 2 turns (on average) to dislodge them without assaults (this is assuming they are 36" or more out, which will be more common with some of these deployment types).
Those are the biggest buffs with immo. Basically, he can now be used in ANY Necron list effectively. His Flayed One ability is still kinda "meh", and his staff is nothing to write home about, but the reasons you took him in 5th (NF, lightning) only got better, and as a character he got far better. I can already see him on my battlefields punking PK nobs and PW Sergeants.
Edit: And as others mentioned, he can lead from the front and soak up firepower really well.
This message was edited 1 time. Last update was at 2012/07/14 01:05:13
Great post Zid, and I keep forgetting to mention the challenges aspect, which is certainly a substantial buff in it's own right. On the charge he causes just under a wound against MeQ and half a wound against TeQ. Considering virtually every weapon in the game is either striking before him and bouncing off a 2+, or after him and bouncing of a 3++ (and you still got that chrono right), he basically dominates most assaults. Humiliating defeat+Double Tapping Phaeroned Warriors should mean you are extremely unlikely to lose any assaults on the charge, and Overwatch means you're pretty strong when getting charged as well.
Automatically Appended Next Post: Think about it this way, 20 Warriors+Chronotek+Imo is more then a match for 10 TH/SS Termies now, and if you can work a Warscythe Res Orb lord into the equation it's pretty much auto win.
This message was edited 1 time. Last update was at 2012/07/14 01:59:34
Got to disagree on the above Stormlord breakdown. The 4+ seize is always good and the lightning is a nice bonus but not to be relied upon.
Night fight is not that great though. If you spam AV13 skimmers and fight space marines it will be amazing. If you use more infantry in your list or you fight most zenos armies they will benefit more than you. Most Ork, D eldar, Tyranid and IG would armies would love the nightfighting and you would have to turn if off.
Moosatronic Warrior wrote:Got to disagree on the above Stormlord breakdown. The 4+ seize is always good and the lightning is a nice bonus but not to be relied upon.
Night fight is not that great though. If you spam AV13 skimmers and fight space marines it will be amazing. If you use more infantry in your list or you fight most zenos armies they will benefit more than you. Most Ork, D eldar, Tyranid and IG would armies would love the nightfighting and you would have to turn if off.
I still don't buy the "amazing" part with Skimmers and Night Fight, all you get is a +1 to your cover saves, assuming that you want to shoot in the same turn.
Why would IG love Night Fighting?
This message was edited 1 time. Last update was at 2012/07/16 15:12:01
6th Ed has shifted the codex balance, and also changed how units work in 40k. The Necron primer is the first in a series of primer articles, which will help you work out what's hot and what's not.
Note that the primer will be short and sweet. Won't be anything massively indepth.
HQ
Imotekh the Stormlord
Was meh before and still meh now. Perhaps only worth while is you're using Scarab farm lists, though I still do not see the point. Just take Royal Court's with solar pulse's, the Scarabs should be in range for assault turn two and two turn's of night fighting will save their bacon a bit.
Useful, though expensive character, who can hurt horde armies with low saves pretty badly with his Gauntlet of Fire. Decent stats, low initiative. But then again, as with most other Crons, you don't wanna assault with them a lot. Has almost a combi-melta equivalent weapon, with lower S but (maybe) as long a range. Has a really useful rule which bestows a +4 initiative upon his army. Kinda like Colonel Straken for necrons; makes the army viable for CC even if it really wasn't. Take if you want to charge a lot, as he scythes down low-save mobs like weed with his special rule. Preferably use Lychguard with shields in the same unit as him.
Nemesor Zahndrekh
Adaptive and counter tactics are pretty useful, though 185 points is a lot to give your own units a few special rules. Can't say Nemesor has anything else going for him.
Useful if you want to, for example, flank, counter-assault, kill tanks, use night fighting rules etc. Nice package for a decent cost if you would for example want to remove that pesky special rule for a squad threatening to charge you, kill your precious tanks and so on. Can also screw up your enemy's deepstriking Assault Terminators by throwing a squad of Deathmarks at their face.
Vargard Obyron
Probably is the best named Necron character in the codex. 2+ armour save means Obyron is pretty tough in combat, add cleaving counterblow and he's going to chop stuff into tiny little bits. If you want killy and mobile, then Obyron is your guy.
Effectively can deep strike around the battlefield every turn. Able to entirely lay waste to hordes with all those extra attacks. However, not as useful as Imotekh IMHO. Low initiative and potentially not as much attacks as Imhotekh could pull out, adding his Gauntlet of Blood which marinades big hordes with low saves.
Illuminor Szeras
Expensive Cryptek character. Avoid, unless you want a cool model.
He CAN be useful, if you are lucky with the dice. However, he really is not that scpecial to be worth including in an army, unless you fear charges or want to shoot Terminators down.
Orikan the Diviner
A Necron Warrior with two wounds and a heavy weapon and also phase shifter. Can transform into a stronger and tougher version, though points cost is too much for something which randomly starts and randomly ends.
His value is not really in the transformation, but in his Staff of Tomorrow. With it, you can play Imotekh and re-roll failed to-hit and to-wound rolls, also ignoring armor saves. Great for kiling termies, when in a squad of other more physically potent models. Can also give you a headstart to a relic or an objective with his special rule. I really like him, and have found him useful.
Anrakyr the Traveller
Not a too bad choice for killy combat purposes (Obyron is still better). At least can take a Royal Court and has a warscythe, so CCB sweeping goodness. I am not sure if his mind in the machine ability works out of vehicles (cannot find in rulebook) and 5th ed FAQ no longer applies.
Plus you get the nice Pyrrhian Eternals, along with a free Tachyon Arrow, which can oneshot vehicles, Special characters with a low to moderate Toughness, commanders and monstrous creatures, with infinite distance. Plus there is nothing more satisfying than turning a Leman Russ Executioner on that CCS who thought it was safe, or unleashing the might of a Land Raider against lesser tanks.
Trazyn the Infinite
Meh, moving on.
Trazyn can be an excellent choice. I have played a few games with him, and I have yet to disappoint. He can seriously annoy the gak out of your opponent by always coming back to troll him. He is not even a bad unit, he is quite powerful in both ranged and close combat, with a very modest point cost for his capabilities. Claiming objectives with him is a nice bonus, but not overly useful as such. Take if you just have to get the last word in an assault or if you seriously need to utterly annihilate that nightmarish 20man IG blob, using his empathic obliterator.
Necron Overlord
Probably the best HQ in the codex. Only need to take if on a CCB. Phaeron isn't probably needed, as rapid fire rules only allow to assault after shooting; you don't want Necrons in combat, unless dedicated assault 'Crons.
Certainly not the best, but surely the most customizable unit. Can take pretty much all wargear which the named characters use, but this will add to his cost. Should never be taken unless given a Royal Court.Think of him as a Space Marine Captain. You don't wanna take him without the Command Squad.
Destroyer Lord
Good beat stick unit, shame cannot have a Royal Court, and really only adds what other Necron close combat units can do. Maybe escort with Scarabs and then split to attack weak infantry units. Preferred enemy did also get nerfed, which effects this guy.
Has a +2 save, and is nearly as good as Vargard Obyron with less points. Add a free Gauntlet of Fire for the Lord for extra carnage.
Royal Court
Necron Lord is ok if you like paying big points for a single wound robot.
Or if you like to actually give him something useful, like a 5point Gauntlet of Fire or a Res. Orb, which can be really annoying when you place this squad behind your warriors. Should you take him, there is no reason to take two, as one will be sufficient. In smaller games however, you won't really need him.
Cryptek's are much better and offer significant options; Despairtek with Deathmarks still works and can also teleport better thanks to new deep strike mishap table; Lanceteks rip hull points off vehicles and make it dark; Stormtek is ace with haywire and that's about it; Transtek keeps your Necrons out of assault with the crucible.
Elites
Deathmarks
Went from meh to awesome. Rapid fire sniper guns, which means these guys can double tap at 12" or long range fire 24". Add that they have the sniper rule, so they have precision shot (excellent for taking out characters) and will always wound on a 4+, is also pinning and has the rending special rule. Add that they can deep strike after a enemy unit has arrived from reserved (this means a enemy unit just coming onto the board), means they come on in the opponent's turn (you get more movement from them). They can also target a unit as prey and wound on a 2+.
These guys are wicked sick, excellent distraction units, and not too expensive. Probably one of the best elite units in the Necron codex.
Lychguard
A bit meh, even with the awesome warscythes. They only have 3+ armour to keep them alive, and with the hyperphase sword they are only AP3 and get a 4+ inv (can bounce shots back on 6+). Too expensive really for what they do.
What they really do is protect your more important characters, such as named characters and Overlords who are suited for close combat. Trazyn or Imotekh, even Szeras with these guys is a really good combination, especially with the new Look out, Sir rule. Think of them as Assault Termies without as much initiative but more survivability with Reanimation Protocols.
Triarch Praetorians
Perhaps even more meh, as the rod of convenant is a power axe (though looks like a staff to me), which has the unwieldly rule and is +1 strength and AP . Jump infantry rules make them slightly better, but they lost the little power they did have.
Wrong. They can oneshot units with low armor saves, such as 'Nids, Guardsmen or Ork Boyz when equipped with particle casters and Voidblades. Rod of Covenant can give serious trouble to termies, should they hit. Still they are worse than Lychguard.
C'Tan Shard
Over priced monstrous creature. Meh.
C'tan shards are situational at best, useless at worst. They are so big they can be targeted by pretty much anything, and most of their powers are based on how the dices favour you. However, they are fearsome in close combat, but still attract enormous amounts of fire.
Flayed One Pack
Perhaps even more rubbish as units cannot assault if they infilitrate or outflank. So only option is run across the battlefield doing moon walk impressions.
Nope. They can be a good glass cannon, especially if you are playing against Imperial Guard. Even more useful if you have Imotekh, as he can prevent them from scattering if you have nanoswarm scarabs in their commander, for example. If they manage to kill his squad, they can wreak havoc with your enemy's other units, since Guardsmen are not especially the bravest out there. The same applies to other armies who rely heavily on a single unit or character in order to be most efficient.
Triarch Stalker
Better moving through terrain as it can ignore dangerous terrain, that's about how much better the Stalker got in 6th. Still works nicely in concert with Warriors and Ghost Ark's, the more to hit means more to glance and wreck. Not a bad unit, but no where near the best and definitely not the worst.
It is one of the most effective units against vehicles, as it has effectively a multi-melta and a heavy flamer using a template. This means it can harass enemy vehicles at will, and once the enemy's inevitable melta troops arrive, it can burn them all to hell. Even if the enemy charges it, it can effectively defend itself. It can even play an Imperial Guard commander, and mark a target. When you use this in conjunction with Immortals or Deathmarks, you can bring down anyhitng from tanks to monstrous creatures.
Troops
Necron Warriors
Cheap troops.
Necron Immortals
Troops with 3+ armour save. Gauss is better on these guys.
Take Teslas if you engage a lot of horde armies, obviously.
Ghost Ark
Makes Warriors more survivable. Excellent piece of kit.
Also makes for a transport. Combine with a Lord with a Resurrection orb for unbelievable survivability.
Night Scythe
Foundation for a true flyer build. Not exactly mega tough, but not open topped like most things in the Necron codex. Now is even better with the invasion beams.
Fast Attack
Canoptek Wraiths
Awesome. Like every other multi wound model in 40k, Wraiths become more survivable. They benefit well from hammer of wrath as they're S6 base too. Whip coils also work better; no I3 G.K nemesis halberds! .
Canoptek Scarabs
Slightly better, as beasts now move 12" and ignore dangerous terrain. They don't get stealth rule any more, swarm rule lost that. At least fearless doesn't screw these guys over.
So great tarpits even Ork Choppas turn green(ier) with envy. Really nice if you need to get those Assault Terminators out of your face.
Tomb Blades
Just does anti infantry like any other Necron unit. Maybe add gauss blasters and use them as cheaper Destroyers. Shield vanes are expensive, but probably the best upgrade, it's not like you're going to be flat out all the time to benefit from stealth in the best way.
Destroyers
Still meh and too expensive; re-rolling 1's to hit and to wound isn't that awesome sauce.
Certainly not too expensive if fielded right. Can be awesome if you include them with a Destroyer Lord and two H.Destroyers. Only for larger games though and only if you play Imperial Guard and make a gunline.
Heavy Support
Doomsday Ark
Gone up in the world, as blast templates only need to touch vehicles; this bad boy is AP1 so is going to break stuff. Add in that outflanking units cannot assault when they arrive, so the Doomsday is safe not too far from the board edge. It's a lot more viable choice than before, but Annihilation Barges out shine them.
Annihilation Barge
Was awesome and is still awesome. Who needs a.a when you've tesla! Second bonus is that AP- is no longer bothered by the vehicle damage, and the Annihilation Barge loves to glance armour.
Necron Monolith
Still gets nuked by melta, so no change, really. Particle whip is slightly better thanks to the blast template rules against vehicles.
Not so good choice. Avoid if you are not fielding a Spyder to babysit this crappy contraption throughout the battle. Its portal can be useful sometimes, however..
Doom Scythe
Second half of the Necron-Scythe build, the first true all flyer list. Blows stuff up really fast, and now more survivable.
Canoptek Spyder
Only major change for monstrous creature's is fear, which is handy for the Spyder as it's only WS3. Can get cover saves easier - hide it behind infantry!. Still a pretty cheap monstrous creature.
Can repair tanks, which is nice, and allows you to drown the enemy in scarabs. If you are playing against elite armies, sit back with this unit behind your lines and spam scarabs with it. Lets see those Grey Knights or Space Marines counter them in addition to your main force. Preferably take two of these, if you plan to use it as a scarab factory.
That's the Necron primer, folks. What do you think is hot and what's not now we're using 6th ed?
There is only the Emperor, and he is our shield and protector.
6th Ed has shifted the codex balance, and also changed how units work in 40k. The Necron primer is the first in a series of primer articles, which will help you work out what's hot and what's not.
Note that the primer will be short and sweet. Won't be anything massively indepth.
HQ
Imotekh the Stormlord
Was meh before and still meh now. Perhaps only worth while is you're using Scarab farm lists, though I still do not see the point. Just take Royal Court's with solar pulse's, the Scarabs should be in range for assault turn two and two turn's of night fighting will save their bacon a bit.
Useful, though expensive character, who can hurt horde armies with low saves pretty badly with his Gauntlet of Fire. Decent stats, low initiative. But then again, as with most other Crons, you don't wanna assault with them a lot. Has almost a combi-melta equivalent weapon, with lower S but (maybe) as long a range. Has a really useful rule which bestows a +4 initiative upon his army. Kinda like Colonel Straken for necrons; makes the army viable for CC even if it really wasn't. Take if you want to charge a lot, as he scythes down low-save mobs like weed with his special rule. Preferably use Lychguard with shields in the same unit as him.
Nemesor Zahndrekh
Adaptive and counter tactics are pretty useful, though 185 points is a lot to give your own units a few special rules. Can't say Nemesor has anything else going for him.
Useful if you want to, for example, flank, counter-assault, kill tanks, use night fighting rules etc. Nice package for a decent cost if you would for example want to remove that pesky special rule for a squad threatening to charge you, kill your precious tanks and so on. Can also screw up your enemy's deepstriking Assault Terminators by throwing a squad of Deathmarks at their face.
Vargard Obyron
Probably is the best named Necron character in the codex. 2+ armour save means Obyron is pretty tough in combat, add cleaving counterblow and he's going to chop stuff into tiny little bits. If you want killy and mobile, then Obyron is your guy.
Effectively can deep strike around the battlefield every turn. Able to entirely lay waste to hordes with all those extra attacks. However, not as useful as Imotekh IMHO. Low initiative and potentially not as much attacks as Imhotekh could pull out, adding his Gauntlet of Blood which marinades big hordes with low saves.
Illuminor Szeras
Expensive Cryptek character. Avoid, unless you want a cool model.
He CAN be useful, if you are lucky with the dice. However, he really is not that scpecial to be worth including in an army, unless you fear charges or want to shoot Terminators down.
Orikan the Diviner
A Necron Warrior with two wounds and a heavy weapon and also phase shifter. Can transform into a stronger and tougher version, though points cost is too much for something which randomly starts and randomly ends.
His value is not really in the transformation, but in his Staff of Tomorrow. With it, you can play Imotekh and re-roll failed to-hit and to-wound rolls, also ignoring armor saves. Great for kiling termies, when in a squad of other more physically potent models. Can also give you a headstart to a relic or an objective with his special rule. I really like him, and have found him useful.
Anrakyr the Traveller
Not a too bad choice for killy combat purposes (Obyron is still better). At least can take a Royal Court and has a warscythe, so CCB sweeping goodness. I am not sure if his mind in the machine ability works out of vehicles (cannot find in rulebook) and 5th ed FAQ no longer applies.
Plus you get the nice Pyrrhian Eternals, along with a free Tachyon Arrow, which can oneshot vehicles, Special characters with a low to moderate Toughness, commanders and monstrous creatures, with infinite distance. Plus there is nothing more satisfying than turning a Leman Russ Executioner on that CCS who thought it was safe, or unleashing the might of a Land Raider against lesser tanks.
Trazyn the Infinite
Meh, moving on.
Trazyn can be an excellent choice. I have played a few games with him, and I have yet to disappoint. He can seriously annoy the gak out of your opponent by always coming back to troll him. He is not even a bad unit, he is quite powerful in both ranged and close combat, with a very modest point cost for his capabilities. Claiming objectives with him is a nice bonus, but not overly useful as such. Take if you just have to get the last word in an assault or if you seriously need to utterly annihilate that nightmarish 20man IG blob, using his empathic obliterator.
Necron Overlord
Probably the best HQ in the codex. Only need to take if on a CCB. Phaeron isn't probably needed, as rapid fire rules only allow to assault after shooting; you don't want Necrons in combat, unless dedicated assault 'Crons.
Certainly not the best, but surely the most customizable unit. Can take pretty much all wargear which the named characters use, but this will add to his cost. Should never be taken unless given a Royal Court.Think of him as a Space Marine Captain. You don't wanna take him without the Command Squad.
Destroyer Lord
Good beat stick unit, shame cannot have a Royal Court, and really only adds what other Necron close combat units can do. Maybe escort with Scarabs and then split to attack weak infantry units. Preferred enemy did also get nerfed, which effects this guy.
Has a +2 save, and is nearly as good as Vargard Obyron with less points. Add a free Gauntlet of Fire for the Lord for extra carnage.
Royal Court
Necron Lord is ok if you like paying big points for a single wound robot.
Or if you like to actually give him something useful, like a 5point Gauntlet of Fire or a Res. Orb, which can be really annoying when you place this squad behind your warriors. Should you take him, there is no reason to take two, as one will be sufficient. In smaller games however, you won't really need him.
Cryptek's are much better and offer significant options; Despairtek with Deathmarks still works and can also teleport better thanks to new deep strike mishap table; Lanceteks rip hull points off vehicles and make it dark; Stormtek is ace with haywire and that's about it; Transtek keeps your Necrons out of assault with the crucible.
Elites
Deathmarks
Went from meh to awesome. Rapid fire sniper guns, which means these guys can double tap at 12" or long range fire 24". Add that they have the sniper rule, so they have precision shot (excellent for taking out characters) and will always wound on a 4+, is also pinning and has the rending special rule. Add that they can deep strike after a enemy unit has arrived from reserved (this means a enemy unit just coming onto the board), means they come on in the opponent's turn (you get more movement from them). They can also target a unit as prey and wound on a 2+.
These guys are wicked sick, excellent distraction units, and not too expensive. Probably one of the best elite units in the Necron codex.
Lychguard
A bit meh, even with the awesome warscythes. They only have 3+ armour to keep them alive, and with the hyperphase sword they are only AP3 and get a 4+ inv (can bounce shots back on 6+). Too expensive really for what they do.
What they really do is protect your more important characters, such as named characters and Overlords who are suited for close combat. Trazyn or Imotekh, even Szeras with these guys is a really good combination, especially with the new Look out, Sir rule. Think of them as Assault Termies without as much initiative but more survivability with Reanimation Protocols.
Triarch Praetorians
Perhaps even more meh, as the rod of convenant is a power axe (though looks like a staff to me), which has the unwieldly rule and is +1 strength and AP . Jump infantry rules make them slightly better, but they lost the little power they did have.
Wrong. They can oneshot units with low armor saves, such as 'Nids, Guardsmen or Ork Boyz when equipped with particle casters and Voidblades. Rod of Covenant can give serious trouble to termies, should they hit. Still they are worse than Lychguard.
C'Tan Shard
Over priced monstrous creature. Meh.
C'tan shards are situational at best, useless at worst. They are so big they can be targeted by pretty much anything, and most of their powers are based on how the dices favour you. However, they are fearsome in close combat, but still attract enormous amounts of fire.
Flayed One Pack
Perhaps even more rubbish as units cannot assault if they infilitrate or outflank. So only option is run across the battlefield doing moon walk impressions.
Nope. They can be a good glass cannon, especially if you are playing against Imperial Guard. Even more useful if you have Imotekh, as he can prevent them from scattering if you have nanoswarm scarabs in their commander, for example. If they manage to kill his squad, they can wreak havoc with your enemy's other units, since Guardsmen are not especially the bravest out there. The same applies to other armies who rely heavily on a single unit or character in order to be most efficient.
Triarch Stalker
Better moving through terrain as it can ignore dangerous terrain, that's about how much better the Stalker got in 6th. Still works nicely in concert with Warriors and Ghost Ark's, the more to hit means more to glance and wreck. Not a bad unit, but no where near the best and definitely not the worst.
It is one of the most effective units against vehicles, as it has effectively a multi-melta and a heavy flamer using a template. This means it can harass enemy vehicles at will, and once the enemy's inevitable melta troops arrive, it can burn them all to hell. Even if the enemy charges it, it can effectively defend itself. It can even play an Imperial Guard commander, and mark a target. When you use this in conjunction with Immortals or Deathmarks, you can bring down anyhitng from tanks to monstrous creatures.
Troops
Necron Warriors
Cheap troops.
Necron Immortals
Troops with 3+ armour save. Gauss is better on these guys.
Take Teslas if you engage a lot of horde armies, obviously.
Ghost Ark
Makes Warriors more survivable. Excellent piece of kit.
Also makes for a transport. Combine with a Lord with a Resurrection orb for unbelievable survivability.
Night Scythe
Foundation for a true flyer build. Not exactly mega tough, but not open topped like most things in the Necron codex. Now is even better with the invasion beams.
Fast Attack
Canoptek Wraiths
Awesome. Like every other multi wound model in 40k, Wraiths become more survivable. They benefit well from hammer of wrath as they're S6 base too. Whip coils also work better; no I3 G.K nemesis halberds! .
Canoptek Scarabs
Slightly better, as beasts now move 12" and ignore dangerous terrain. They don't get stealth rule any more, swarm rule lost that. At least fearless doesn't screw these guys over.
So great tarpits even Ork Choppas turn green(ier) with envy. Really nice if you need to get those Assault Terminators out of your face.
Tomb Blades
Just does anti infantry like any other Necron unit. Maybe add gauss blasters and use them as cheaper Destroyers. Shield vanes are expensive, but probably the best upgrade, it's not like you're going to be flat out all the time to benefit from stealth in the best way.
Destroyers
Still meh and too expensive; re-rolling 1's to hit and to wound isn't that awesome sauce.
Certainly not too expensive if fielded right. Can be awesome if you include them with a Destroyer Lord and two H.Destroyers. Only for larger games though and only if you play Imperial Guard and make a gunline.
Heavy Support
Doomsday Ark
Gone up in the world, as blast templates only need to touch vehicles; this bad boy is AP1 so is going to break stuff. Add in that outflanking units cannot assault when they arrive, so the Doomsday is safe not too far from the board edge. It's a lot more viable choice than before, but Annihilation Barges out shine them.
Annihilation Barge
Was awesome and is still awesome. Who needs a.a when you've tesla! Second bonus is that AP- is no longer bothered by the vehicle damage, and the Annihilation Barge loves to glance armour.
Necron Monolith
Still gets nuked by melta, so no change, really. Particle whip is slightly better thanks to the blast template rules against vehicles.
Not so good choice. Avoid if you are not fielding a Spyder to babysit this crappy contraption throughout the battle. Its portal can be useful sometimes, however..
Doom Scythe
Second half of the Necron-Scythe build, the first true all flyer list. Blows stuff up really fast, and now more survivable.
Canoptek Spyder
Only major change for monstrous creature's is fear, which is handy for the Spyder as it's only WS3. Can get cover saves easier - hide it behind infantry!. Still a pretty cheap monstrous creature.
Can repair tanks, which is nice, and allows you to drown the enemy in scarabs. If you are playing against elite armies, sit back with this unit behind your lines and spam scarabs with it. Lets see those Grey Knights or Space Marines counter them in addition to your main force. Preferably take two of these, if you plan to use it as a scarab factory.
That's the Necron primer, folks. What do you think is hot and what's not now we're using 6th ed?
I don't know where you're getting that Imotekh give +4 initiative to his army. He steals the initiative on a 4+, he doesn't grant his entire army and additional +4 intiative. That'd be horribly OP and would turn Imotekh and any army he runs with into I6 unstoppable beasts.
This message was edited 1 time. Last update was at 2012/07/16 19:31:23
Sigvatr wrote:Haha, Necrons with I6 - oh boy, that'd be HILARIOUS.
Yea Battle Brother Ambrosius, If you're going to review the list, especially if you are going to critique someone else's review... at least get the rules right. Kinda hurts your credibility.
This message was edited 1 time. Last update was at 2012/07/16 19:58:20
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Meh, don't be so hostile all of a sudden, might be a simple oversight. Happens sometimes.
I disagree with a lot of his points as well, e.g. the Triarch Stalker being our most effective AV...that's just wrong. Sure, it got a melta weapon but on the other hand, it's AV 13 and open-topped...which means +3 (!) on the damage chart when attacked by a melta itself.
On the other hand, a squad of 10 Warriors + Stormtek is a LOT more efficient vs vehicles as it takes any vehicle out wth an extremely high chance - at a lower price.
Not to mention our new and improved Heavy Destroyers with re-rolls
I have often ran Imotekh because of the lightning, although it is unreliable*. I used the first turn to close the gap & get in to Rapid Fire range, then either drop Night Fight, or keep it on so my slower things can get there (eg, Lith)
*I have however de-tank'd an IG player at my FLGS. Took out the LRBT squad with two Wrecked results from two pens, took out the main gun on a Basilisk & stunned a Medusa, on turn one.
This message was edited 1 time. Last update was at 2012/07/16 21:35:26
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
The Monolith portal can be outstanding if the monolith is in the right place. Heck, you could use the portal, have a full squad of immortals pop out, then use the Particle Whip. Or plop in front of a unit of SM and have some Destroyers pop out. Its a shame you can't assault out of it anymore.
I mean, even from a greedy point of view, the FO decision was downright slowed. FO have always been bad and what does GW do? Make them worse and re-release in finecast for 5€ / model.
Sigvatr wrote:Haha, Necrons with I6 - oh boy, that'd be HILARIOUS.
Yea Battle Brother Ambrosius, If you're going to review the list, especially if you are going to critique someone else's review... at least get the rules right. Kinda hurts your credibility.
Page 55: "An army which includes Imotekh seizes the initiative on a roll of 4+" It clearly states the entire army, not just Imotekh himself. I may have said it wrong, but I meant he gives them all initiative 4 instead of the normal 2. No need to be so rude just because I made a mistake.
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Sigvatr wrote:Meh, don't be so hostile all of a sudden, might be a simple oversight. Happens sometimes.
I disagree with a lot of his points as well, e.g. the Triarch Stalker being our most effective AV...that's just wrong. Sure, it got a melta weapon but on the other hand, it's AV 13 and open-topped...which means +3 (!) on the damage chart when attacked by a melta itself.
On the other hand, a squad of 10 Warriors + Stormtek is a LOT more efficient vs vehicles as it takes any vehicle out wth an extremely high chance - at a lower price.
Not to mention our new and improved Heavy Destroyers with re-rolls
I never said it was THE most powerful AV, simply that it is also good when used properly. It is almost compareable to a Sentinel with a MM.
This message was edited 1 time. Last update was at 2012/07/17 11:38:38
There is only the Emperor, and he is our shield and protector.
Sigvatr wrote:Haha, Necrons with I6 - oh boy, that'd be HILARIOUS.
Yea Battle Brother Ambrosius, If you're going to review the list, especially if you are going to critique someone else's review... at least get the rules right. Kinda hurts your credibility.
Page 55: "An army which includes Imotekh seizes the initiative on a roll of 4+" It clearly states the entire army, not just Imotekh himself. I may have said it wrong, but I meant he gives them all initiative 4 instead of the normal 2. No need to be so rude just because I made a mistake.
... um, dude, I don't know if it's a translation issue, but when it says "seizes the initiative on a roll of 4+", it's talking about that part at the beginning of the game, where you have a chance to steal taking the first turn (normally you can only seize on a 6. Imotekh allows you to seize on a 4-5-6)... Sorry, but it does not mean the entire army get their initiative increased to 4.
This message was edited 1 time. Last update was at 2012/07/17 11:54:09
Sigvatr wrote:Haha, Necrons with I6 - oh boy, that'd be HILARIOUS.
Yea Battle Brother Ambrosius, If you're going to review the list, especially if you are going to critique someone else's review... at least get the rules right. Kinda hurts your credibility.
Page 55: "An army which includes Imotekh seizes the initiative on a roll of 4+" It clearly states the entire army, not just Imotekh himself. I may have said it wrong, but I meant he gives them all initiative 4 instead of the normal 2. No need to be so rude just because I made a mistake.
... um, dude, I don't know if it's a translation issue, but when it says "seizes the initiative on a roll of 4+", it's talking about that part at the beginning of the game, where you have a chance to steal taking the first turn (normally you can only seize on a 6. Imotekh allows you to seize on a 4-5-6)... Sorry, but it does not mean the entire army get their initiative increased to 4.
Ah, then I have misinterpreted the rule. We don't usually throw dice in order to determine the beginner at our FLGS, so I am not familiar with that bit. My bad.
There is only the Emperor, and he is our shield and protector.
Moosatronic Warrior wrote:Got to disagree on the above Stormlord breakdown. The 4+ seize is always good and the lightning is a nice bonus but not to be relied upon.
Night fight is not that great though. If you spam AV13 skimmers and fight space marines it will be amazing. If you use more infantry in your list or you fight most zenos armies they will benefit more than you. Most Ork, D eldar, Tyranid and IG would armies would love the nightfighting and you would have to turn if off.
I still don't buy the "amazing" part with Skimmers and Night Fight, all you get is a +1 to your cover saves, assuming that you want to shoot in the same turn.
Why would IG love Night Fighting?
Well marines were an example of an army which would get little benefit from cover and Av13 skimmer spam is the necron list that would make best use of stealth. But your right, while it would be good its still not amazing.
Guard would love night fighting because their weak armour save troops always hug cover (unless in tanks) and the Artillery tends to hide at the back of the board behind cover. Also I think that IG camo gear now stacks with stealth. Night fighting wouldnt hamper them much as our troops will often have armour as good as cover + stealth and when it is a problem they have plenty of searchlights.