Honestly he has decent RANGED C'tan Power (unlike 9" Gaze of Death on Nightbringer), he has SOME shooting (not very good BUT has ANY) and he has better normal save AND he is cheaper by 20 pts. All that add up to quite nice more general and less Anti-Lord-of-War threat (he also has more normal attacks with his tail, + shooting gives him better anti-horde, unless Nightbringer rolls well on Gaze of Death, then he deletes hordes well)
This is a super important video, in 9th Edition with Necrons being included in so many boxes and the Imperium magazine, if you're a Space Marines player there's no point in NOT collecting Necrons
As a Marine guy, I ended up becoming a Necron main just because of how many of them I kept getting, along with getting a massive haul from a friend of over 2k points worth for 60 bux. I still love Marines, but this gave me a break and allowed me to play something less commonly seen.
@@daggumnametaken yeah, I used to main black templars in 8th, then 9th came around, I got the recruit and elite starter sets, none of my mates wanted to buy the necrons so I kept em. Now I have about double the amount of necrons compared to marines and mostly play crons, that might change when the new templars stuff comes out tho
Something missing about the Voltaic Staff that I don't see a lot of people talk about: the Voltaic Staff is considered a Tesla weapon and therefore can use the Malevolent Arcing stratagem.
Recent tournament list includes more immortals then warriors, Reanimator actually being useful, Plasmancer surprisingly also see play as relic caddy and cheap source of MW,all kinds of Destroyers solidly represented.Basically if you play with EC+RE customer dynasties combo,many units including more unpopular ones see successful play compared to other dynasty traits.
Even with the power of that dynasty traits, I find plasmancers only in fringe or very skewed lists. They’re cheap, but necrons needs all their HQ’s so badly to keep the army running, it’s rare to just have an open relic caddy slot. This isn’t because the plasmancer is bad, it’s just that the army will completely fall apart without the requisite HQ’s.
Can you elaborate on how the reanimators can be useful? I can't see why you would ever bring one instead of just more of whatever unit you were intending on using it to buff.
@@eldunae922 lol, yeah it's annoying. I just started collecting about a year ago and chose necrons because I think they look cool. It doesnt make any sense to me how unbalanced GW makes this game. Necrons are objectively the worst 9th edition army and a lot of it it could be easily fixed by just lowering the cost of some units or making a few more units core or adding a few invuls but it's like they are trying on purpose to make them worse than everyone else.
I wanted to just suggest the option of pairing the chronomancer with the skorpekh destroyers. Both units are spd 8, so they move up together. The 5+ invuln is really good with the T5 and the strat to give -1 to wound. And the rerolling charges to get them into melee is very good, because if they don't make the charge they're usually stuck in a bad spot
@@colinlynch6491 Wraiths are 3 wounds. Chrono pairing with Skorpekhs is legit. I rarely field the Chrono, but 10 Skorps are a base part of my lists (Hit hard, durable enough, and can do infantry-based actions). Sly's right about the rough durability parity (for AP-2 or more, with Chrono buff, & Whirling onslaught). 16% less wounds taken vs 16% more saves made. Offensively, Skorps are definitely superior, even when we get to T6 enemies. However, we can't ignore the situational/subjective aspects. The Heroic Intervention strat that Auspex mentions is a good tool, but the Wraiths also have extra speed, move through terrain/models, and fall back & charge (gets you away from tarpits). Could be that people already have Wraiths ready to go, but that manoeuvrability is probably why I see more people proposing lists with Wraiths. Going back to durability, we also have to add the 80 pts for a Chrono, the loss of that durability if the Chrono gets killed or redirected, perhaps the HQ slot, and the 1-4 CP we could be burning per Battle Round (2 Combats, OP shooting, & Overwatch).
@@davidbowles7281 many units in necrons have 5++ or better. This, imo, is just the toughest and most hard hitting unit that benefits from it the most in the army.
You haven't experienced Necron shenanigans until an Orb of Eternity ressurects like 10 warriors to string half-way across the map to steal an objective.
You missed a really good combo for Spyders. Take a unit of 3 supported by a technomancer equipped with the Canoptek Control Node. Use the Fail-Safe Overcharger and you go from 15 attacks hitting on 4, to 15+3D3 attacks hitting on 3s. It can be absolutely devastating against people not expecting it and with S8 AP-3 D2 it melts marines.
Great stuff mate, i'm always happy to see Necron-related content ! Also i haven't watched the whole thing yet, but in case i forget : on Canoptek Spyders, the Fail Safe Overcharger does +D3 attacks. Seems pretty solid in combination with the Control Node imo !
I run a custom dynasty (re-roll a unit's hit roll per turn, + 3" range to non-pistols) and here's what I do for command protocols: Round 1: Eternal Guardian. Helps a LOT if you go second. I can go with Directive 1 for cover if my enemy has good long-range firepower, or Directive 2 if he tries a first-turn charge. Round 2: Undying Legions. Directive 1 Reanimation boost helps keep my units alive as they cross the field. Round 3: Conquering Tyrant. Very likely the opponent's units are close to mine at this point, so Directive 2 lets me fall back and shoot at a -1 to hit. There's also an argument for using this on Round 2 instead , if you get charged from deep-strike. Round 4: Sudden Storm, either directive depending on the situation, helps you reach an objective or perform a late-game action Round 5: Hungry Void Directive 2, slightly better chance to win those last rounds of combat. I also pretty much always take Purge the Vermin as a secondary, because my dynasty traits make it easy to shoot stuff off the board.
I think our biggest weakness atm is heavy AT, id love to see a necron heavies video looking at all options. Also need to shout out triarch stalker, the heat ray option gives it awesome versatility holding back objectives
The heavy lokhust destroyers are our best anti tank option. If you can afford to have a chronomancer hanging around them, they are pretty durable as well. A squad of 3 can delete a land raider in one turn. I've done it. My opponent surrendered on turn 2 because of it.
For ancient machineries: You can't choose your home objective, you can only select objectives that are outside your and your opponents deployment zones. (Unless that is changed since I last read it in the codex).
This is still accurate to my knowledge. The three objectives have to be wholly outside both deployment zones. Note that some maps have objectives very close to deployment anyway, such as Retrieval, Overrun, and Priority Target.
Def agree with a lot of your assessment. Chronomancer is hella useful for multiple units, my only disagreement is with the doomstalkers. I've taken them regularly and while they may not always be super consistent, they make for great screening against deep strike, and they can help protect your lanes if you're playing comp. Plus they're pretty tanky with the 4+ invuln and if you take the technomancer and canoptek control node they hit on 3's, 2's against certain units with revenge of the doomstalker. Idk there's a lot you can do with the tall shooty bois.
Code of Combat is often picked with a double CCB, both equipped to kill. Running one with eternal madness and voidreaper, and the other with enduring will and a voltaic staff. Usually the plan is to put them in a place where they can get heroic interventions and clean the fight, if not outright charge something to wipe it out. More often seen with silver tide of warriors style of lists. Requires a bit of fine tuning to play to get those points, but it is surprisingly common to see, so it's not just down to the Silent king.
Had a 1000 point game on 2 days ago, my Necrons against Thousand Sons. Psychic Abilities can really tear through a unit of Lychguard, causing a lot of mortal wounds and no reanimation protocols. I lost 8 of them to 2 Psykers in 1 psychic phase. On the other hand, I run the Rad-wreathed and Relentlessly expansionist, for a 6" pre game move, with +1" move on turn 1 and a re-roll charge warlord traits, I had my Lychguard into a unit of Rubric marines in turn 1 to attack away, reducing their toughness by 1. I also had a lot of luck with my unit of 3 Canoptek Wraiths, charging them into a squad of 10 Rubric marines, 12 attacks hitting on a 4+, due to Rad-Wreathed wounding on a 2+ with AP-2 and doing 2 damage. Quite effective at removing marines, and I may expand the group to include 3 more. They were joined by a Canoptek Spyder for some shooting support and 5 additional attacks, when all 4 models charged a unit of terminators, they killed all 5 terminators very quickly. Besides getting +1" movement on turn 1, Command Protocols had no further impact on the game. I failed to roll 6's to wound to gain the increased AP on turn 2, and it was the same for Vengeful Stars in turn 3, I failed to roll 6's to wound with my shooting. I honestly don't really care much for them and forgot all about them until right before the game started.
Yes more NECRONS I love to put Nightbringer behind cover and use his Sky of Falling Stars as ignoreLOS artillery while making sure enemy can't charge me because he will counter charge slay any melee enemy has!
I just wanted to say that right now a good way to run Crons is the Arking Lot. Take a CCB and a Technomancer for HQ, plenty of Ghost Arks, Triarch Stalkers, and Doomsday Arks. Round out the list w/ 5-man squads of Immortals and Scarabs for screening and scoring. Finally, take Interplanetary Invaders + Eternal Conquerors and you have a fast, tanky list that's hard to pin down. This list also pairs really well with strats like Curse of the Phaeron, Quantum Deflection, and the one that lets a vehicle act as though it had full wounds, I forget the name at the moment. It won't win the Las Vegas Open but it might get you a good placing at a local tournament, good luck!
I dunno what spares you may have, but I kitbashed a technomancer from a spare plasmancer (may still be cheap to get a second hand one from indomitous extras). I used a scarab and bits from old warrior and spare patorians staff to give him legs, closer looking staff and had him surfing on scarabs with one of them snipped off and riding on his shoulder. Same base size as scarab.
if you have a mate who'll let you proxy, try running triple plasmancers with 1 or 2 Thrall units, and aim to have them bodyguard through a solid wall. thats a 24" range of up to 9 MWs a turn, and at 18" it's insane damage for the points. Just have to be super cagey and depends on the opponent, but my god they are value for 70 points each. I've been saying it since they came out, plasmancers are my mvp unit in almost every game
I loved the info. I would add that with Novokh and the Plus one to move protocol that if you advance warriors next to a lord/Overlord that you get a base 9in movement and that’s if you roll a one on advance!!! So ya warriors can move fast and shoot.
Going to point out with the Night Scythe strat, you can't use it on Flayed Ones (not CORE). Really only useful for Lychguard. Code of Combat is actually quite good even with just CCB (does require Voltaic Staff + Gauss Cannon). Outright eliminates MSU, great at finishing off wounded units in shooting AND melee.
Reanimators with expansionists then pick the protocol of the tyrant to extend its power first turn for 6 inch free move and a 9 inch aura so ya can hidebit to be effective
I always include a plasmocyte paired with the hexmark for no other purpose than to deepstrike into the opponent's dz to rack up secondaries linebreaker and teleport homer (or whatever they're called now)
@@reson8 doesn't it technically count as it's own unit? So two units for line breaker with a very small footprint. Plus most ppl wouldn't want to waste resources to get them out of there.
@@ReverendMeat51 So you're paying 15 points to double the unit size of the hexmark to babysit an objective? Seems really gimmicky and a waste of points/use of the hexmark but whatever. I'm confused by the cross-purpose use of the hexmark+plasmacyte.
@@reson8 Using this combination maxes out linebreaker and teleport homer. If you know a cheaper way to score an easy 30 VP I'd be fascinated to hear it.
So here is my single opinion on one of the HQ choices that you can add,that being Anrakyr the traveller, since sm are getting to the dreadnought spam, he can steal a model a turn and you can use it to wittle down your opponent
I believe he only gets to steal a single gun on the dreadnought. Would still be awesome with that plasma incinerator gun though. (Might have gotten the name a bit wrong 😅)
What’s your opinion on Deathmarks? I’ve used them a few times to hold a rear/home objective and my opponent has never been able to get near them. Plus, they have to be super careful with their characters as it’s a 10 man squad of snipe rifles dealing mortal wounds. Just curious on the consensus because I’ve had decent results from them.
They're okay but not a serious unit. I take them semi-regularly as a gamble (it rarely pans out). They must be a 10-man or 2x 5-mans to mean anything at all. Unlikely to kill anything with 5/6+ wounds in one go without rolling extremely hot and/or buffed (something like 3.6~ wounds and 1.3~ Mortals vs T4 3+...worse with a real invul save, T5+, and FNP/Shrugs). Rerolling 1s to hit could help on the 5W characters, but that's a Lord to bring along. Really, the best that they do is make an opponent more cagey with their characters and/or act as a distraction target. If yours aren't getting nuked quickly, the OP's character can tank them, are able to manoeuvre their characters where they want without the threat of getting sniped, lack the means to shoot them at range, or your list has some crazy threat generation going on. You can deepstrike them to ensure you get one volley off, but it's ultimately a delaying tactic and a reduction of their ability to kill a character in the turn they're at full (-1 to hit and no buffs). [Note that this goesn't generate a strong secondary objective argument due to units that also do that for 40/65 points] Many other units can simply do more for that 180pts. 5 Skorpeks/Wraiths, a DDA, CDS, 3 Lok Destroyers, 100pts from a transcendent, & 16 more warriors are a few that spring to mind and fill a more ubiquitous/necessary role for an army than iffy character assassination
I'ld honestly disagree with Necrons being upper-mid tier anymore, aswell as being stronger than many 9th edition codexes. There might be some weaker ones, but overall they seem to be significantly weaker than many of the 9th edition ones. Them still being mid tier is solely due to many factions still lacking a 9th edition codex! Necrons have some very good units, but they lack consistency in their heavy support class (Destroyers are weak and Doomstalker/Ark have casino weapons) and in many cases are slightly overcosted.
based on competitive reddit: LondonGT: not a single necron list in the top 50, best necron player finished 91st despite crons being the 3rd most represented race with 46 players. Not really upped mid tier if you ask me...
@@tombyrne9003 that goes for Volkite Dreads more than anythings....... Ton of - 1 ap and - 2 ap Reaper fire for 1 damage completely ignores Disgustingly Resilient
@@magearamil8626 yeah the mass damage 1 weapons are amazing against most DG stuff. The issue I’m having is the Terminators with the flamer gauntlets have the perfect profile to munch warriors and getting in reaper range just gets my warrior blobs deleted. They’re D6 S5 shots each auto hitting and they have AP-1 so the invul save from my chronomancer doesn’t even do anything. Person I’m playing against is very good at the game as well 😢
@@tombyrne9003 Try using veil to teleport a blob and unload on them, also mepherit gives +3" range so its easier to get your whole blob into reaper range
Szarekahn guys!! with 1KSons, Grey Knights, Orks and all the rest that puke out MWs the 5+ vs all MWs is going to be big. Rerolling a Wound Roll increases Death Marks mortal wound output if you take them as SMU. A unit of 6 Skorptehk Destroyers with a Chronomancer is really good. Warriors are poop now. Maybe take 1 unit of 20 with a Waden since they dont like getting caught in melee and 2 units of 10 Immortals with Blasters . Triarch's Will to double up on Fall back and shoot. Their relic isn't bad either especially if you take 2 Nobles or 1 Noble and a Destroyer Lord. Also, Flayed Ones...2-3 units of 5 should be taken for Secondaries or to take empty Primaries. Skorptehk Destroyer Lord is Niche but is surprisingly good with Conflagarator Relic since he can't use his Blast Gun while engaged... Also, it feels like Orbs are a waste. You either take at least 2 or leave them at home. Take one on your Overlord (Phaeron...) and another on a Lokhust Lord with Voltaic Staff/VoidReaper. Szeras combined with his warlord trait has a good ranged anti-v with a list full of CORE combined with Szarekhan's relic gives CORE within 9" both Directives of each Command Protocol combined with the Warlord's Trait using one Protocol twice applying both Directives. C'tan feel too expensive now, I tend to grab the Transcendent C'tan now or 2-3 Plasmancers depending on the list. I never take the Nightbringer anymore. Rather use the Void Dragon. Also people forget we have Disintegration Capacitors which is great on a unit with mass volume of fire or a Ghost Ark to auto wound anything in 6's. People keep sleeping on Spyders...
Hexmark Destroyer is an absolutely beast for 75 points. You get so much utility out of a relatively cheap throw away. 1. Anti-DS killing/Blocking through the strat 2. 2+ overwatch which ignores cover and mods? Put this guy within 6' of a Doomstalker and laugh 3. Free DS just to sit on objectives 4. You can rape a 20+ unit of chaff. Don't want Bloodlettters hitting on 2+ out of a 3d6 charge DS? For 75 points and 1 CP you can kill 2-6+ Bloodletters or any chaff unit pretty well with this guy 5. He gives protocols Complete beast.
With the new point changes that you covered this week (1/27/22) would you be willing to revisit this video / update it a little bit? perhaps just a simple part 2?
"Plasmacytes are take or leave" If I kitbash a properly orkified one (big smoky exhausts, some other clunky gubbinz welded on, a grot oiler riding it like a pony squig) can I take one for my nobs instead of the nerfed-to-oblivion ammo runts? Because Gork knows I'd love to be able to trade a 1/6 chance of losing a model for +1S +1A on them. :) That's the kind of dumb ork trick I really miss from the old days.
@@ForeverAbroad yea but also szarekhan has fnp again mw which sint just psychic, has a 4+ strat for deny and every unit can reroll a wound roll which is very very useful. Its normally my go too dynasty
The problem is that you could instead be running the everything Is Obsec/Pre-game move custom dynasty which is objectively better at winning games of 40K. Yes Necrons have other options but the book's internal balance is a joke.
Scarab screen will do what a whole dynasty can. You should take 0 MW on your army other than scarabs for 2 turns Easy if not more. I play Novokh and almost never get MW on my boys cuz of scarabs
i like how the tomb raiders is totally ignored haha! from the combat patrol. but how would you purchase immortals? just by the box? because combat patrol is overlord, 2 immortals set, scythe, raiders. the immortals is pretty much half the price but not sure if the others are actually useful.
Why would the Warriors get 40 hit rolls? That only implies you have a unit of 40 of them right? Unless you mean they can charge and then shoot somehow and get rapid fire 2 off?
I really I enjoy my Necron. Got started with 40K with the 9th edition command box, went with the Necron because I couldn’t decide on which chapter to run, and haven’t looked back....also expanded the dynasty far past that initial command set to my wallets lament
The only thing I disagree with is Necrons being balanced and most of their units being usable. Necrons in a vaccum are a balanced army but when compared to whats out there now that scale begins to dip pretty fast. My suggestion to bump them up would be to increase everything by 1T and 1AP. This would stay inline with Necrons whole theme of having high durability/ap units and allowing them to actually be able to survive the huge amounts of gun fire out there now while being able to punch 1D wounds through.
More D3 + 3 damage weapons (ex. changing the Doomstalker's high-power gun) would also seriously help the army, as having most Anti-tank weaponry have D6 damage makes damage output way too swingy. There have been games where I've one-shot a Dreadnought with a single Doomstalker, and other games where I failed to do above 5 wounds against a Dread with 3 Doomstalkers all firing into it (with a Canoptek Control node on both).
@@orkermon7292 Thats a good idea too, a good update for necrons could combine the 2 and have all non vehicles/monster units gain 1T and 1AP, all vehicles that don't have Quantum shielding get it and the ones that already have it get their damage boosted to D3+3. For tomb blades QS could replace the upgrade option of the 5++.
My necrons used to win but these days they never win owt just cannot match the newer army's for power or strats my friend trys to use them but no mater his combo or army selection hes tabled by turn 2 with next to no loses for me i once played him and he was talbed by turn 2 with no loss to me he just could not get in range of any thing befor they were wiped out very poor at the moment that's why ive not played with them for 6 months just an auto lose
I'm just gonna watch this to keep an eye out for when my opponent makes a mistake. Necrons have absurdly durable infantry as far as I'm concerned (because I lack any efficient way of killing them...so far.)
What faction? I'm guessing an older one. Also, by infantry, do you mean Troops? There are several that have the means to dumpster a 20-blob in short order. Several even 1-shot them, including SM, 1KS, DG, Admech, & DEldar. Sisters are really the only new faction that have trouble doing that. The T5 skew from immortals won't last long either, nor does that take full advantage of their main durability method in RP. If you're referring to some of the Elite choices as well, I'd hope they would. Crons have a such a lack of reliable damage output that the durability simply keeps them from sitting on the bottom of the barrel. At least the older dexes have hope...except for GSC.
If you take the object secured custom dynasty, does that mean character units can take and contest objectives? Or is it limited to infantry only? Anyone know?
Really? That's like a really core part of necrons in 9th edition. It's not even really cheezy and necrons need all the help they can get, extremely underpowered and underdevelopped codex, GW clearly rushed it out to meet the narrative of indomitus and necrons vs SM
@@Tzar-TZ Weird. Maybe you should tell your opponents if they're going to have a hissy fit about such an important mechanic you'll skip it, but only if you get to selectively veto something in their army that bugs you. That extra attack from charging or being charged as a space marine seems like a good candidate, even GW thinks its annoying and are slowly writing it out of existence in all the new codices. :)
@@Tzar-TZ yea that's weird. Like, necrons are not even super strong. As someone else said, if you can't use a clearly intended mechanic they shouldn't be able to either
Necrons are really struggling against just about every 9th Edition codex bar Space Marines and maybe Death Guard. A lot of Necron gimmicks (Reanimation and Comman Protocalls) Just dont really work well in the game. Unless you opt for very META styles of play, you get stomped hard most of the time against Drukharii, Admech, and Gray Knights now too. I love Necrons, but I had to move on from them for now, it's just too much in this meta. Hopefully I find some success and fun with TSons.
A question : which Necron unit resembles the most a Droideka from Star Wars? I don't play WH but if I had friends and money Id try Necrons Or do the Techpriests have a more Droideka-like unit?
I have a question, at ua-cam.com/video/Hg8P1Tu6LTc/v-deo.html auspecs says that you could pick a buff if you happen to play in second to be safer. But in my codex it says that you have to chose the command protocols BEFORE knowing who is going to start. So is auspecs wrong or is my codex wrong (or maybe i didnt understood well what he meant, english aint my mother tongue) ? Because i know some things can be changed and stay under the radar for a lot of players (like me). I would love to be able to chose while knowing if i will play first or second because i feel like its really frustrating when you plan your command protocols with a strategy in mind before seeing it crumble to the ground because you lost the coin toss.
9ed. The video is still great as a watch but be careful due to much more OP codex releases through the year the necrons are suffering a bit and are quite weak atm
mephrit stratagem for mw is on hit rolls not would rolls so your math is off (the stratagem is better than you advertised needing an average of only 18 shots to get your 3 mw)
How to play Necron in 9th: Step 1: Lie Down. Step 2: Try not to cry by realizing your faction has been destroyed by codex creep and GW wont fix it until 10th. Step 3: Cry a lot. The top 4 upsetting bits for me are : 1) How terrible the iconic monolith has became. It's a a shame really because it only needed a couple of things to be good (give it a quantum field and a supped up version of the support barge rule to make it that gate spewing an infinite number of warriors) 2) The fact that "Immortals" got left in the dust in a age where stats or units are being more and more spread for less uniformity. GW thought what they should do with this guys was make them closer and closer to basic bitch warriors, rather than making them more elite by giving them the second wound they deserved (coupled with a +1 on reanimation protocol, to make them FEEL immortal). 3) The way the Lokhust Destroyer line got shafted. The new heavy should FEEL heavier, a bit slower, but with way more resistance and fire power, the standard one should be faster instead of being so close to his heavy counterpart, and a new Lokhust destroyer should have been released, with a heavy or standard frame to be either a huge fire support and quick skirmisher. 4) The fact that necrons mele weapons, stuff with HYPERPHASE name, yaknow, the type of blade the Callidus uses, DOESN'T have the same "ignore invul save" than said Callidus. It's a HUGE miss on GW part and something that could have made the few character mele weapons that bit more special. Edit: Oh yeah, last point: ALL the named characters outside of the Silent King are just... trash, which is a shame.
@@davidbowles7281 Very good point, I should have said "bring their codex on top of the powercreep curve for a time". Sadly the "good design" part looks to be more and more an option these days.
Well i guess you could do what the necrons players are doing in the comment section of this vid. Cry a river about how your army sucks and should be buffed. Meanwhile just go looking for your debit card so you can spend hundreds of euros in a brand new faction because you heard it was OP
Confirmation that this video is snake oil, Necrons are C tier if we're being generous, but in reality they are a dumpster fire of an army. Terrible Command protocols combined with Mediocre dynasties, (Exluding Eternal conquerors), their lack of d3+3 damage and reliable anti tank, and the fact that they're overcosted across the board. All this put together really makes them an underwhelming army against anything except base marines without the obsec combo, as they aren't tanky enough....what's the point of being a Necron? And the low damage output being unable to kill most harder targets.
@@davidbowles7281 Correct, I'm happy with the new models but Necrons are definitely more of a fluff army than a competitive one, that is when my playgroup isn't playing 9th or 8th.
Forgot the most important tip.
The void dragon looks awesome and is therefore an auto include
Rule of cool
Honestly he has decent RANGED C'tan Power (unlike 9" Gaze of Death on Nightbringer), he has SOME shooting (not very good BUT has ANY) and he has better normal save AND he is cheaper by 20 pts. All that add up to quite nice more general and less Anti-Lord-of-War threat (he also has more normal attacks with his tail, + shooting gives him better anti-horde, unless Nightbringer rolls well on Gaze of Death, then he deletes hordes well)
This is a super important video, in 9th Edition with Necrons being included in so many boxes and the Imperium magazine, if you're a Space Marines player there's no point in NOT collecting Necrons
As a Marine guy, I ended up becoming a Necron main just because of how many of them I kept getting, along with getting a massive haul from a friend of over 2k points worth for 60 bux. I still love Marines, but this gave me a break and allowed me to play something less commonly seen.
@@daggumnametaken yeah, I used to main black templars in 8th, then 9th came around, I got the recruit and elite starter sets, none of my mates wanted to buy the necrons so I kept em. Now I have about double the amount of necrons compared to marines and mostly play crons, that might change when the new templars stuff comes out tho
@@michaelstewart9308 Well you quit Crons lemme know lol
Wouldn’t be collecting Necrons if it wasn’t for Indomitus.
@@LysimedVenteel once I'm done 9th edition I'm never touching Necrons again, my feelings have changed in the past year lol
Something missing about the Voltaic Staff that I don't see a lot of people talk about: the Voltaic Staff is considered a Tesla weapon and therefore can use the Malevolent Arcing stratagem.
Recent tournament list includes more immortals then warriors, Reanimator actually being useful, Plasmancer surprisingly also see play as relic caddy and cheap source of MW,all kinds of Destroyers solidly represented.Basically if you play with EC+RE customer dynasties combo,many units including more unpopular ones see successful play compared to other dynasty traits.
Even with the power of that dynasty traits, I find plasmancers only in fringe or very skewed lists. They’re cheap, but necrons needs all their HQ’s so badly to keep the army running, it’s rare to just have an open relic caddy slot.
This isn’t because the plasmancer is bad, it’s just that the army will completely fall apart without the requisite HQ’s.
Can you elaborate on how the reanimators can be useful? I can't see why you would ever bring one instead of just more of whatever unit you were intending on using it to buff.
We crons are in the throw shit at the wall and see if something skews hard enough to get Lucky.
@@eldunae922 lol, yeah it's annoying. I just started collecting about a year ago and chose necrons because I think they look cool. It doesnt make any sense to me how unbalanced GW makes this game. Necrons are objectively the worst 9th edition army and a lot of it it could be easily fixed by just lowering the cost of some units or making a few more units core or adding a few invuls but it's like they are trying on purpose to make them worse than everyone else.
I still win most of my games. I just play missions rather than trying to table my opponent
I wanted to just suggest the option of pairing the chronomancer with the skorpekh destroyers.
Both units are spd 8, so they move up together. The 5+ invuln is really good with the T5 and the strat to give -1 to wound. And the rerolling charges to get them into melee is very good, because if they don't make the charge they're usually stuck in a bad spot
Have tried this, can confirm, makes skorpekhs roughly as durable as wraiths, but punch like 50x harder
@@nathanieleck1023 I've used wraithes like twice, are they also 3 wounds?
Except you are paying 80 pts to give a 5++ and other armies get 5++ for free.
@@colinlynch6491 Wraiths are 3 wounds.
Chrono pairing with Skorpekhs is legit. I rarely field the Chrono, but 10 Skorps are a base part of my lists (Hit hard, durable enough, and can do infantry-based actions).
Sly's right about the rough durability parity (for AP-2 or more, with Chrono buff, & Whirling onslaught). 16% less wounds taken vs 16% more saves made.
Offensively, Skorps are definitely superior, even when we get to T6 enemies. However, we can't ignore the situational/subjective aspects. The Heroic Intervention strat that Auspex mentions is a good tool, but the Wraiths also have extra speed, move through terrain/models, and fall back & charge (gets you away from tarpits). Could be that people already have Wraiths ready to go, but that manoeuvrability is probably why I see more people proposing lists with Wraiths.
Going back to durability, we also have to add the 80 pts for a Chrono, the loss of that durability if the Chrono gets killed or redirected, perhaps the HQ slot, and the 1-4 CP we could be burning per Battle Round (2 Combats, OP shooting, & Overwatch).
@@davidbowles7281 many units in necrons have 5++ or better. This, imo, is just the toughest and most hard hitting unit that benefits from it the most in the army.
Grabbed this one as fast as I could, love ya Auspex
Small correction the failsafe over charger give d3 extra attacks for monsters. Pretty nasty for spiders.
Also veil of darkness is only for core units
Yeah those Spyders are nasty if you can get them into melee, especially against marines
Good to know. Just bought a few for my Nihilakh Dynasty
Holy cow the reanimating protocol placement was mind blowing
You haven't experienced Necron shenanigans until an Orb of Eternity ressurects like 10 warriors to string half-way across the map to steal an objective.
You missed a really good combo for Spyders. Take a unit of 3 supported by a technomancer equipped with the Canoptek Control Node. Use the Fail-Safe Overcharger and you go from 15 attacks hitting on 4, to 15+3D3 attacks hitting on 3s. It can be absolutely devastating against people not expecting it and with S8 AP-3 D2 it melts marines.
Great stuff mate, i'm always happy to see Necron-related content ! Also i haven't watched the whole thing yet, but in case i forget : on Canoptek Spyders, the Fail Safe Overcharger does +D3 attacks. Seems pretty solid in combination with the Control Node imo !
I run a custom dynasty (re-roll a unit's hit roll per turn, + 3" range to non-pistols) and here's what I do for command protocols:
Round 1: Eternal Guardian. Helps a LOT if you go second. I can go with Directive 1 for cover if my enemy has good long-range firepower, or Directive 2 if he tries a first-turn charge.
Round 2: Undying Legions. Directive 1 Reanimation boost helps keep my units alive as they cross the field.
Round 3: Conquering Tyrant. Very likely the opponent's units are close to mine at this point, so Directive 2 lets me fall back and shoot at a -1 to hit. There's also an argument for using this on Round 2 instead , if you get charged from deep-strike.
Round 4: Sudden Storm, either directive depending on the situation, helps you reach an objective or perform a late-game action
Round 5: Hungry Void Directive 2, slightly better chance to win those last rounds of combat.
I also pretty much always take Purge the Vermin as a secondary, because my dynasty traits make it easy to shoot stuff off the board.
I think our biggest weakness atm is heavy AT, id love to see a necron heavies video looking at all options. Also need to shout out triarch stalker, the heat ray option gives it awesome versatility holding back objectives
Basically necrons don't shoot past 12" very well.
They should just patch the Doomsday weapon to be D3+3 damage at this point!
A weapon of that size shouldn't potentially be 1 wound damage anyways!
The heavy lokhust destroyers are our best anti tank option. If you can afford to have a chronomancer hanging around them, they are pretty durable as well. A squad of 3 can delete a land raider in one turn. I've done it. My opponent surrendered on turn 2 because of it.
Love the stalker me
These are also great for pre-matchup reconnaissance 👌🏻
For ancient machineries: You can't choose your home objective, you can only select objectives that are outside your and your opponents deployment zones. (Unless that is changed since I last read it in the codex).
This is still accurate to my knowledge. The three objectives have to be wholly outside both deployment zones. Note that some maps have objectives very close to deployment anyway, such as Retrieval, Overrun, and Priority Target.
Def agree with a lot of your assessment. Chronomancer is hella useful for multiple units, my only disagreement is with the doomstalkers. I've taken them regularly and while they may not always be super consistent, they make for great screening against deep strike, and they can help protect your lanes if you're playing comp. Plus they're pretty tanky with the 4+ invuln and if you take the technomancer and canoptek control node they hit on 3's, 2's against certain units with revenge of the doomstalker. Idk there's a lot you can do with the tall shooty bois.
Code of Combat is often picked with a double CCB, both equipped to kill. Running one with eternal madness and voidreaper, and the other with enduring will and a voltaic staff. Usually the plan is to put them in a place where they can get heroic interventions and clean the fight, if not outright charge something to wipe it out. More often seen with silver tide of warriors style of lists. Requires a bit of fine tuning to play to get those points, but it is surprisingly common to see, so it's not just down to the Silent king.
Had a 1000 point game on 2 days ago, my Necrons against Thousand Sons. Psychic Abilities can really tear through a unit of Lychguard, causing a lot of mortal wounds and no reanimation protocols. I lost 8 of them to 2 Psykers in 1 psychic phase.
On the other hand, I run the Rad-wreathed and Relentlessly expansionist, for a 6" pre game move, with +1" move on turn 1 and a re-roll charge warlord traits, I had my Lychguard into a unit of Rubric marines in turn 1 to attack away, reducing their toughness by 1.
I also had a lot of luck with my unit of 3 Canoptek Wraiths, charging them into a squad of 10 Rubric marines, 12 attacks hitting on a 4+, due to Rad-Wreathed wounding on a 2+ with AP-2 and doing 2 damage. Quite effective at removing marines, and I may expand the group to include 3 more. They were joined by a Canoptek Spyder for some shooting support and 5 additional attacks, when all 4 models charged a unit of terminators, they killed all 5 terminators very quickly.
Besides getting +1" movement on turn 1, Command Protocols had no further impact on the game. I failed to roll 6's to wound to gain the increased AP on turn 2, and it was the same for Vengeful Stars in turn 3, I failed to roll 6's to wound with my shooting. I honestly don't really care much for them and forgot all about them until right before the game started.
I’m just going to field a few outrider detachments of all scarab Swarms and a trancedent in his box.
Yes more NECRONS
I love to put Nightbringer behind cover and use his Sky of Falling Stars as ignoreLOS artillery while making sure enemy can't charge me because he will counter charge slay any melee enemy has!
Interesting
I just wanted to say that right now a good way to run Crons is the Arking Lot. Take a CCB and a Technomancer for HQ, plenty of Ghost Arks, Triarch Stalkers, and Doomsday Arks. Round out the list w/ 5-man squads of Immortals and Scarabs for screening and scoring. Finally, take Interplanetary Invaders + Eternal Conquerors and you have a fast, tanky list that's hard to pin down.
This list also pairs really well with strats like Curse of the Phaeron, Quantum Deflection, and the one that lets a vehicle act as though it had full wounds, I forget the name at the moment.
It won't win the Las Vegas Open but it might get you a good placing at a local tournament, good luck!
I love ghost arks so much in terms of gameplay and aesthetic but the thought of painting a third ark makes me want to quit this game altogether 🤣
Once more I am reminded that I need more Crypteks than just one Plasmancer.
I dunno what spares you may have, but I kitbashed a technomancer from a spare plasmancer (may still be cheap to get a second hand one from indomitous extras). I used a scarab and bits from old warrior and spare patorians staff to give him legs, closer looking staff and had him surfing on scarabs with one of them snipped off and riding on his shoulder. Same base size as scarab.
if you have a mate who'll let you proxy, try running triple plasmancers with 1 or 2 Thrall units, and aim to have them bodyguard through a solid wall.
thats a 24" range of up to 9 MWs a turn, and at 18" it's insane damage for the points. Just have to be super cagey and depends on the opponent, but my god they are value for 70 points each.
I've been saying it since they came out, plasmancers are my mvp unit in almost every game
About to play a game with necrons in about an hour, perfect timing
Good luck. Necrons are difficult to win with.
I loved the info. I would add that with Novokh and the Plus one to move protocol that if you advance warriors next to a lord/Overlord that you get a base 9in movement and that’s if you roll a one on advance!!! So ya warriors can move fast and shoot.
I always take plasmacyte with destroyers and skorp lord because of how much can be done with the buff. Absolute blender of a unit.
The Psychomancer looks awesome but isn’t mentioned here. Thinking about getting it just cause it is cool.
Rule of Cool > any other tips or tricks you can learn
You can kit-bash/convert a reanimator to a bare bones spyder.. very useful for the indomitus box.
Going to point out with the Night Scythe strat, you can't use it on Flayed Ones (not CORE). Really only useful for Lychguard.
Code of Combat is actually quite good even with just CCB (does require Voltaic Staff + Gauss Cannon). Outright eliminates MSU, great at finishing off wounded units in shooting AND melee.
With c'tan powers, consider taking time's arrow. Killing smaller 4 wound 'support' characters on a 4+ is pretty useful
Need a Sisters version of this. Cheers
Maybe this one? A Sisters tier list he did a few months back. :)
ua-cam.com/video/wLTLPerkCO8/v-deo.html
Thank you for making these videos!
Reanimators with expansionists then pick the protocol of the tyrant to extend its power first turn for 6 inch free move and a 9 inch aura so ya can hidebit to be effective
Went to LVO and seen some guy run 2 tesseract volts ! Was crazy cool to see something different
Very nice didn't really know how much chapter approved helped some units. Hope you do this for thousand sons
I always include a plasmocyte paired with the hexmark for no other purpose than to deepstrike into the opponent's dz to rack up secondaries linebreaker and teleport homer (or whatever they're called now)
I can't understand why you'd risk blowing up your hexmark for +1s and +1 attack in melee. The plasmacyte can't perform actions and does nothing else.
@@reson8 doesn't it technically count as it's own unit? So two units for line breaker with a very small footprint. Plus most ppl wouldn't want to waste resources to get them out of there.
@@reson8 I never said I would. I literally already said exactly what I use them for, I don't know why you're confused.
@@ReverendMeat51 So you're paying 15 points to double the unit size of the hexmark to babysit an objective? Seems really gimmicky and a waste of points/use of the hexmark but whatever. I'm confused by the cross-purpose use of the hexmark+plasmacyte.
@@reson8 Using this combination maxes out linebreaker and teleport homer. If you know a cheaper way to score an easy 30 VP I'd be fascinated to hear it.
Much appreciated video, I’ve just started building and painting some ‘crons
So here is my single opinion on one of the HQ choices that you can add,that being Anrakyr the traveller, since sm are getting to the dreadnought spam, he can steal a model a turn and you can use it to wittle down your opponent
I believe he only gets to steal a single gun on the dreadnought. Would still be awesome with that plasma incinerator gun though. (Might have gotten the name a bit wrong 😅)
@@tombyrne9003 no doubt, steal the gun from contemporary dread, culveron gun and smoke their own units
Don't forget he gives plus 1 attack to core units. Even a basic warrior unit that's an extra 20 attack even more if you play novock
What’s your opinion on Deathmarks? I’ve used them a few times to hold a rear/home objective and my opponent has never been able to get near them. Plus, they have to be super careful with their characters as it’s a 10 man squad of snipe rifles dealing mortal wounds.
Just curious on the consensus because I’ve had decent results from them.
They're okay but not a serious unit. I take them semi-regularly as a gamble (it rarely pans out). They must be a 10-man or 2x 5-mans to mean anything at all. Unlikely to kill anything with 5/6+ wounds in one go without rolling extremely hot and/or buffed (something like 3.6~ wounds and 1.3~ Mortals vs T4 3+...worse with a real invul save, T5+, and FNP/Shrugs). Rerolling 1s to hit could help on the 5W characters, but that's a Lord to bring along. Really, the best that they do is make an opponent more cagey with their characters and/or act as a distraction target.
If yours aren't getting nuked quickly, the OP's character can tank them, are able to manoeuvre their characters where they want without the threat of getting sniped, lack the means to shoot them at range, or your list has some crazy threat generation going on.
You can deepstrike them to ensure you get one volley off, but it's ultimately a delaying tactic and a reduction of their ability to kill a character in the turn they're at full (-1 to hit and no buffs). [Note that this goesn't generate a strong secondary objective argument due to units that also do that for 40/65 points]
Many other units can simply do more for that 180pts. 5 Skorpeks/Wraiths, a DDA, CDS, 3 Lok Destroyers, 100pts from a transcendent, & 16 more warriors are a few that spring to mind and fill a more ubiquitous/necessary role for an army than iffy character assassination
I'ld honestly disagree with Necrons being upper-mid tier anymore, aswell as being stronger than many 9th edition codexes. There might be some weaker ones, but overall they seem to be significantly weaker than many of the 9th edition ones. Them still being mid tier is solely due to many factions still lacking a 9th edition codex!
Necrons have some very good units, but they lack consistency in their heavy support class (Destroyers are weak and Doomstalker/Ark have casino weapons) and in many cases are slightly overcosted.
Or more than slightly overcosted.
based on competitive reddit: LondonGT: not a single necron list in the top 50, best necron player finished 91st despite crons being the 3rd most represented race with 46 players. Not really upped mid tier if you ask me...
Yeah, swingy weapons, stupidly overcosted units, seems par for the course for early codex releases. SM are in a similar boat, but not quite as bad.
Yeah man! I'm new to the hobby and playing crons and I'd imagine many others are with how many boxes and things they're in right now
Once again thanks for these lists. I only wish I had your work ethic in video production haha.
These are awesome!!! Thanks man, tyranids next?? 😁
My necrons have hard countered death guard in several games.
I get absolutely stomped by DG when they bring the terminators with PBC and volkite dreadnought support
@@tombyrne9003 that goes for Volkite Dreads more than anythings.......
Ton of - 1 ap and - 2 ap Reaper fire for 1 damage completely ignores Disgustingly Resilient
@@magearamil8626 yeah the mass damage 1 weapons are amazing against most DG stuff. The issue I’m having is the Terminators with the flamer gauntlets have the perfect profile to munch warriors and getting in reaper range just gets my warrior blobs deleted. They’re D6 S5 shots each auto hitting and they have AP-1 so the invul save from my chronomancer doesn’t even do anything. Person I’m playing against is very good at the game as well 😢
@@tombyrne9003 Try using veil to teleport a blob and unload on them, also mepherit gives +3" range so its easier to get your whole blob into reaper range
@@tombyrne9003 you are right. Necrons are generally terrible against death guard.
Szarekahn guys!! with 1KSons, Grey Knights, Orks and all the rest that puke out MWs the 5+ vs all MWs is going to be big. Rerolling a Wound Roll increases Death Marks mortal wound output if you take them as SMU. A unit of 6 Skorptehk Destroyers with a Chronomancer is really good. Warriors are poop now. Maybe take 1 unit of 20 with a Waden since they dont like getting caught in melee and 2 units of 10 Immortals with Blasters . Triarch's Will to double up on Fall back and shoot. Their relic isn't bad either especially if you take 2 Nobles or 1 Noble and a Destroyer Lord.
Also, Flayed Ones...2-3 units of 5 should be taken for Secondaries or to take empty Primaries.
Skorptehk Destroyer Lord is Niche but is surprisingly good with Conflagarator Relic since he can't use his Blast Gun while engaged...
Also, it feels like Orbs are a waste. You either take at least 2 or leave them at home. Take one on your Overlord (Phaeron...) and another on a Lokhust Lord with Voltaic Staff/VoidReaper.
Szeras combined with his warlord trait has a good ranged anti-v with a list full of CORE combined with Szarekhan's relic gives CORE within 9" both Directives of each Command Protocol combined with the Warlord's Trait using one Protocol twice applying both Directives.
C'tan feel too expensive now, I tend to grab the Transcendent C'tan now or 2-3 Plasmancers depending on the list. I never take the Nightbringer anymore. Rather use the Void Dragon.
Also people forget we have Disintegration Capacitors which is great on a unit with mass volume of fire or a Ghost Ark to auto wound anything in 6's.
People keep sleeping on Spyders...
Yeah against all these mortal wounds flying around , szarekhan is the only way to go
Hexmark Destroyer is an absolutely beast for 75 points. You get so much utility out of a relatively cheap throw away.
1. Anti-DS killing/Blocking through the strat
2. 2+ overwatch which ignores cover and mods? Put this guy within 6' of a Doomstalker and laugh
3. Free DS just to sit on objectives
4. You can rape a 20+ unit of chaff. Don't want Bloodlettters hitting on 2+ out of a 3d6 charge DS? For 75 points and 1 CP you can kill 2-6+ Bloodletters or any chaff unit pretty well with this guy
5. He gives protocols
Complete beast.
With the new point changes that you covered this week (1/27/22) would you be willing to revisit this video / update it a little bit? perhaps just a simple part 2?
Thank for the great work as always.
Love it. Can't wait to see the ork tips!
Nice video, what is your opinion about the void dragon?
You've even mention cryptothralls, but not the amazing void dragon.
Really helpful video m8, thanks
Can you do 30 tips for tyranids? This video is helpful for me with my necron thank you so much
"Plasmacytes are take or leave" If I kitbash a properly orkified one (big smoky exhausts, some other clunky gubbinz welded on, a grot oiler riding it like a pony squig) can I take one for my nobs instead of the nerfed-to-oblivion ammo runts? Because Gork knows I'd love to be able to trade a 1/6 chance of losing a model for +1S +1A on them. :)
That's the kind of dumb ork trick I really miss from the old days.
i think the szarekh dynasty is very good. it covers necrons biggest weakness, psychic powers
Bring 2 spyders 10 points for 2 deny the witches. also revive some of those delicious scarabs.
@@ForeverAbroad yea but also szarekhan has fnp again mw which sint just psychic, has a 4+ strat for deny and every unit can reroll a wound roll which is very very useful. Its normally my go too dynasty
Why not both?
The problem is that you could instead be running the everything Is Obsec/Pre-game move custom dynasty which is objectively better at winning games of 40K. Yes Necrons have other options but the book's internal balance is a joke.
Scarab screen will do what a whole dynasty can. You should take 0 MW on your army other than scarabs for 2 turns Easy if not more. I play Novokh and almost never get MW on my boys cuz of scarabs
can u do this for gsc? hell u could do 60
i like how the tomb raiders is totally ignored haha! from the combat patrol.
but how would you purchase immortals? just by the box? because combat patrol is overlord, 2 immortals set, scythe, raiders. the immortals is pretty much half the price but not sure if the others are actually useful.
No update video about that NDA leak?
Why would the Warriors get 40 hit rolls? That only implies you have a unit of 40 of them right? Unless you mean they can charge and then shoot somehow and get rapid fire 2 off?
Do Sisters and Thousand Sons please!
I really I enjoy my Necron. Got started with 40K with the 9th edition command box, went with the Necron because I couldn’t decide on which chapter to run, and haven’t looked back....also expanded the dynasty far past that initial command set to my wallets lament
Just what I needed! Ty!
Hey Auspex can we get a revisit to this series now that a lot has changed Like AoC and Indirect fire
Hey Auspex could you explain when I can get the maganize for europe? and its deluxe gifts and stuff.
You have to search net for private resellers, on say ebay etc.
Online should be available and select premium edition if you want the bonus gifts
@@tyreclone1948 Its only avaible for uk and says america will be around christmas, I hope it comes to europe after america so I can sign up for deluxe
The only thing I disagree with is Necrons being balanced and most of their units being usable.
Necrons in a vaccum are a balanced army but when compared to whats out there now that scale begins to dip pretty fast.
My suggestion to bump them up would be to increase everything by 1T and 1AP.
This would stay inline with Necrons whole theme of having high durability/ap units and allowing them to actually be able to survive the huge amounts of gun fire out there now while being able to punch 1D wounds through.
More D3 + 3 damage weapons (ex. changing the Doomstalker's high-power gun) would also seriously help the army, as having most Anti-tank weaponry have D6 damage makes damage output way too swingy. There have been games where I've one-shot a Dreadnought with a single Doomstalker, and other games where I failed to do above 5 wounds against a Dread with 3 Doomstalkers all firing into it (with a Canoptek Control node on both).
@@orkermon7292 Thats a good idea too, a good update for necrons could combine the 2 and have all non vehicles/monster units gain 1T and 1AP, all vehicles that don't have Quantum shielding get it and the ones that already have it get their damage boosted to D3+3.
For tomb blades QS could replace the upgrade option of the 5++.
You can't be balanced in a vacuum. They are balanced vs marines, sort of. But with Drukhari, Admech, and Sisters? Forget it.
Excellent video!
Anyway you could do an updated version for Arks of Omen?
You saw the part where they're dead last on the win ratio, right?
Did you make this video just for me?!
My necrons used to win but these days they never win owt just cannot match the newer army's for power or strats my friend trys to use them but no mater his combo or army selection hes tabled by turn 2 with next to no loses for me i once played him and he was talbed by turn 2 with no loss to me he just could not get in range of any thing befor they were wiped out very poor at the moment that's why ive not played with them for 6 months just an auto lose
Honestly would like to know your thoughts on tomb sentinels.
what were the recent changes to heavy destroyers? this is the first I'm hearing of it
I have a question, can the Spyder take the particle weapon and the gloom prism at the same time?
Yes
@@Millograndemilzalo thank you, I got two from ebay and must now build them
I'm just gonna watch this to keep an eye out for when my opponent makes a mistake. Necrons have absurdly durable infantry as far as I'm concerned (because I lack any efficient way of killing them...so far.)
If you can get lots of s5 ap1 d1 then you can deal with necrons pretty easy. Especially if you can do it in close combat
What faction? I'm guessing an older one. Also, by infantry, do you mean Troops? There are several that have the means to dumpster a 20-blob in short order. Several even 1-shot them, including SM, 1KS, DG, Admech, & DEldar. Sisters are really the only new faction that have trouble doing that. The T5 skew from immortals won't last long either, nor does that take full advantage of their main durability method in RP.
If you're referring to some of the Elite choices as well, I'd hope they would. Crons have a such a lack of reliable damage output that the durability simply keeps them from sitting on the bottom of the barrel. At least the older dexes have hope...except for GSC.
@@michaelstewart9308 Huh, good thing my army has plenty of that.
Oooooooo now I have to finish my indomitus
Not gonna lie, the obelisk is so fucking dope
Is there one for Chaos Space Marines?
If you take the object secured custom dynasty, does that mean character units can take and contest objectives? Or is it limited to infantry only? Anyone know?
All units gain it. So scarabs can take and bold objectives.
SoB rock! crons are cool as well :P
when starting a necron army is it still most beneficial to buy the necron half of the indomitus box ?
Yes. I feel starting there and a combat patrol box is a solid start. Gives you a good start. I just made immortals from the co box.
Scarabs should have invulnerable saves tbh.
alot of my opponents highly dislike when i try gaining movement with reanimation so i dont do it casually.
Really? That's like a really core part of necrons in 9th edition. It's not even really cheezy and necrons need all the help they can get, extremely underpowered and underdevelopped codex, GW clearly rushed it out to meet the narrative of indomitus and necrons vs SM
@@ForeverAbroad i have had a few rage quits coz of it so i try to avoid it now
@@Tzar-TZ Weird. Maybe you should tell your opponents if they're going to have a hissy fit about such an important mechanic you'll skip it, but only if you get to selectively veto something in their army that bugs you. That extra attack from charging or being charged as a space marine seems like a good candidate, even GW thinks its annoying and are slowly writing it out of existence in all the new codices. :)
@@Tzar-TZ yea that's weird. Like, necrons are not even super strong. As someone else said, if you can't use a clearly intended mechanic they shouldn't be able to either
@UC7XtPbvHCYLJHfk2IwAtklg Name one SM codex that doesn't have Shock Assault? It is in the core SM book.
so with the recent changes, can necrons no longer take multiple dynasties?
Sadly not, no.
Imperial Fists Chapter Tactics > ALL Command Protocols.
Necrons are really struggling against just about every 9th Edition codex bar Space Marines and maybe Death Guard. A lot of Necron gimmicks (Reanimation and Comman Protocalls) Just dont really work well in the game. Unless you opt for very META styles of play, you get stomped hard most of the time against Drukharii, Admech, and Gray Knights now too.
I love Necrons, but I had to move on from them for now, it's just too much in this meta. Hopefully I find some success and fun with TSons.
A question : which Necron unit resembles the most a Droideka from Star Wars? I don't play WH but if I had friends and money Id try Necrons
Or do the Techpriests have a more Droideka-like unit?
Definitely the necron skorpekh destroyers. With a nice paint job the 3 legs looks similar though none of them have guns sorry
Wait, secondaries are being rewritten?
No tomb blades w/ particle weapons? Huh ...
They sure do well every time I see them on the table.
@@richmcgee434 yeah. That's what I thought lol
And they are one of the few core units we get.
@@es83stevenson88 yeah - and the particle gun is deadly in mephrit
hey i was wondering if theirs any plans for Tau videos? ether way i love these vids even though i dont play
Rumor has it tau is getting their codex in january. So you can expect videos for tau around that time probably
Canoptekrons ftw! 💀
I have a question, at ua-cam.com/video/Hg8P1Tu6LTc/v-deo.html auspecs says that you could pick a buff if you happen to play in second to be safer. But in my codex it says that you have to chose the command protocols BEFORE knowing who is going to start. So is auspecs wrong or is my codex wrong (or maybe i didnt understood well what he meant, english aint my mother tongue) ? Because i know some things can be changed and stay under the radar for a lot of players (like me).
I would love to be able to chose while knowing if i will play first or second because i feel like its really frustrating when you plan your command protocols with a strategy in mind before seeing it crumble to the ground because you lost the coin toss.
is this for 8th or 9th edition new player and not sure if it matters
9ed. The video is still great as a watch but be careful due to much more OP codex releases through the year the necrons are suffering a bit and are quite weak atm
o-b-e-l-i-s-k
mephrit stratagem for mw is on hit rolls not would rolls so your math is off (the stratagem is better than you advertised needing an average of only 18 shots to get your 3 mw)
My Codex says wound rolls...
which necrons have obsec?
Go Nihilakh... All units have obsec, units that already have obsec, count each model as 2. Strat is good if you take secondaries that require actions
Warriors and Immortals
How to play Necron in 9th:
Step 1: Lie Down.
Step 2: Try not to cry by realizing your faction has been destroyed by codex creep and GW wont fix it until 10th.
Step 3: Cry a lot.
The top 4 upsetting bits for me are :
1) How terrible the iconic monolith has became. It's a a shame really because it only needed a couple of things to be good (give it a quantum field and a supped up version of the support barge rule to make it that gate spewing an infinite number of warriors)
2) The fact that "Immortals" got left in the dust in a age where stats or units are being more and more spread for less uniformity. GW thought what they should do with this guys was make them closer and closer to basic bitch warriors, rather than making them more elite by giving them the second wound they deserved (coupled with a +1 on reanimation protocol, to make them FEEL immortal).
3) The way the Lokhust Destroyer line got shafted. The new heavy should FEEL heavier, a bit slower, but with way more resistance and fire power, the standard one should be faster instead of being so close to his heavy counterpart, and a new Lokhust destroyer should have been released, with a heavy or standard frame to be either a huge fire support and quick skirmisher.
4) The fact that necrons mele weapons, stuff with HYPERPHASE name, yaknow, the type of blade the Callidus uses, DOESN'T have the same "ignore invul save" than said Callidus. It's a HUGE miss on GW part and something that could have made the few character mele weapons that bit more special.
Edit: Oh yeah, last point: ALL the named characters outside of the Silent King are just... trash, which is a shame.
Assuming GW fixes it in 10th.
@@davidbowles7281 Very good point, I should have said "bring their codex on top of the powercreep curve for a time".
Sadly the "good design" part looks to be more and more an option these days.
Reanimators keep showing up in high placing lists as do double CCB, so this video feels a couple of months out of date.
any tips on beating necrons??
Yea, just play any other 9th edition faction. They have losing matchups against almost all other released 9th factions.
Play drukhari or ad mech... Necrons really aren't that strong these days though anyways
that would meen giving GW my money. I'll just stick with bolter, plasma and melta fire
Well i guess you could do what the necrons players are doing in the comment section of this vid. Cry a river about how your army sucks and should be buffed. Meanwhile just go looking for your debit card so you can spend hundreds of euros in a brand new faction because you heard it was OP
@@l-Dismas Necrons are my second army since 1994. Probably my last, too.
Upper-mid tier? Bruh….
Confirmation that this video is snake oil, Necrons are C tier if we're being generous, but in reality they are a dumpster fire of an army. Terrible Command protocols combined with Mediocre dynasties, (Exluding Eternal conquerors), their lack of d3+3 damage and reliable anti tank, and the fact that they're overcosted across the board. All this put together really makes them an underwhelming army against anything except base marines without the obsec combo, as they aren't tanky enough....what's the point of being a Necron? And the low damage output being unable to kill most harder targets.
@@thomasmacabee8361 This is all fact. Necrons are in 8.75, not 9th.
@@davidbowles7281 Correct, I'm happy with the new models but Necrons are definitely more of a fluff army than a competitive one, that is when my playgroup isn't playing 9th or 8th.
Tip 1º: Don't play Necrons.
Tip #1 for playing Necrons: Don’t.
This.
Wow I'm early 🤣