Great overview. Did miss the sneakiest thing about the cryptothralls though. Not only do they protect a cryptek...but because of the way units & starting strength works this edition, they add to that whole unit (not just the cryptek) and they increase the units starting size. So TLDR, if they're in a unit of 20 warriors (plus lord & a cryptek), you can choose to tank any wounds coming into the warriors on the cryptothralls (which you want to, since they have the 4+ invuln), and then even if the thralls die, they were part of the starting unit & its strength so they reanimate 😂
@@iankirkland8245 Doesnt Cryptic Retinue Rule state specifically that the Cryptek gains 4+ FnP and that the whole unit gains Systemic Vigor? I don't understand how the 4+ FnP is applied to the whole unit?
@@chrisbeau76cryptothralls themselves have fnp on their datasheet take atks on them with the cryptek who gives units 4++ so they could have 4inv/4fnp plus be able to reanimated
The Necron Warriors ability takes effect anytime the units' reanimation protocols are activated and the Undying Legion strat specifically states that it activates a unit's reanimation protocols. So I think they reanimate D6+1 or D3+3+1, or at least I'm certain that's the intention.
@@christopherclayton5500 but if the intention was to limit it to exactly d3, why mention the ability at all? The way it's worded leaves it open to interpretation. At first I thought the d3+1 mentioned by the strat might even be in addition since it says "activates RP *and* heals d3 wounds"
@@christopherclayton5500 I'm paraphrasing but "Your unit activates its Reanimation Protocols and reanimates D3 wounds" is close. The Warrior ability triggers when Reanimation Protocols activate, and simply states that you res d6 instead of d3, so why should the stratagem be exempt from having the d3 replaced?
Honestly, I think Necrons have the coolest army rules. I already loved the models, but damn. +1 to hit from the characters definitely isn't flashy, but it's consistent, and gets the idea of the army across beautifully: this force runs on heroes, put them everywhere. It's perfect. And then every character except like 4 being amazing means you're really not limited in what you want to do with your army
@avlaenamnell6994 100% it's honestly the most fun I have list building. SM is picking the core build out. The guard is trying to squeeze in every single good tag team and gun possible, but necrons? 2 blocks of warriors start, and then its plug and play time. What spices am I cooking with today?
My first game was really fun, having a unit of warriors with the short-range guns and a technomancer in a Ghost Ark. That unit's out-of-sequence reanimation was brutal and let me just wear down a Ghostkeel and more.
Great video! So far, one of my favorite combos is the Transcendent Ctan and the 4+ feel no pain enhancement. 4+++ Ctan that halves all damage and can teleport around the map every movement phase. Pretty scary.
The detachment ability might be boring, but there's so much flavour in unit abilities and roles that actually this index is better than our 9th codex for interesting builds and flavour. Just a shame the triarch stalker sucks and the king is pretty overcosted. Apart from that we good
Reanimation and Command Protocols is more complicated under the hood...if you know what you are doing.... especially if unit is being led by a character, they benefit by Strats that has a bonus section. And you can chain react Reanimation Protocols whenever RP is triggered within 12" of a a Reanimator. Illuminor Szeras is a Lone Operative that gives all Battleline Units within 6" AP -1 and reduces enemy AP by +1 AP. His Aura increases 3" each time he destroys a model. There are so many good datasheets in this Edition. The Lord is a a great cheap way to give his unit +1 Move, Rez Orb, taken with Orikan who gives the unit a 4++ with 2 Cryptothralls that give Orikan a 4+ FnP, in a unit Lychguard unit using Warscythes that all gain Systemic Vigour. In a Vehicle Meta the Void Dragon is probably the best C'Tan with his Anti-Vehicle 2+, Ranged Spear, Ranged Voltaic Storm, his spear has two attack Profiles: Normal or sweep plus his tail has [Extra Attacks] and if there is a vehicle nearby, he automatically does 1D3 Mortal Wounds and he converts them to healing his wounds. They nerfed Warriors Reanimating a line towards an Objective., Designers Notes says they must be placed within 2" of a model in its unit that was not destroyed. No more Reanimating within 2" of coherency of a model that was just brought back. Monolith is an auto include with 4 Death Rays and the ability to shift models around the board. Its a shame when [Lethal] triggers on a unit that has [Devasting Wounds]. Very anti-Synergistic rule...
Scarabs are probably still the best unit in the codex. 1. At ~13ppm for 4 wounds each they're still ridiculously cheap screens that, unlike many screens in other codexes, have the mobility and low profile to play against the edition's more powerful overwatch. With the stealth nerf to consolidate no longer giving movement if that movement doesn't accomplish something, they're great for shoving enemy melee units into the line of fire. Push scarabs forward to force a stop of an enemy's charge into your warriors, and if any survive, fall back next turn to open fire with your artillery pieces or warriors. 2. Their ability to detonate at the start of the fight phase (note: not when they fight, start of the phase) for d3 or d3+3 mortals is incredibly strong, particularly when running multiple small squads. With such tanky vehicles and elites running around, this is one of the necrons' most reliable sources of targeted damage against key targets, or to finish off a unit that was weakened in shooting. 3. Reanimation protocols is actually fucking insane on them, because if they weren't injured in the previous fight phase you can charge in, detonate a model, then *GET IT BACK* the following turn. Combine with Undying Legions to all but guarantee at least one model back per turn, assuming one survives the fight phase. While screening, you want to support them with artillery and warriors that are placed 4.1" behind, since the new consolidate doesn't give free movement unconditionally anymore. Blow one up for some chip damage against an enemy's melee team and sacrifice the rest to trade up on your shooting phase. When you're on the offensive, charge in conjunction with a second melee unit to guarantee mortals at the start of both phases, since your enemy will be targeting the other, more important squad. Linked with Skorpekhs with a plasmacyte or Lychguard with warscythes, charging in, detonating, regenerating and then detonating again on the next fight phase (in conjunction with devastating wounds from the linked unit) is the codex's current best answer to tanky elites like terminators or centerpiece models like the Lion, and the extra d3 wounds against vehicles is great for finishing off the tank your Doomsday Ark, Doomstalkers or Lokhusts took a fat chunk out of earlier in the turn. In the late game, sequester a unit with the intent of trading it for a weakened model your opponent is trying to finish out the game with. A single scarab surviving to delete that raggedy HQ, vehicle, or the last model in the opponent's deep strike unit is a gigantic boon when you're looking to secure your lead or close in on your opponent's VP total. Just keep in mind that fly doesn't work how it used to and they aren't infantry or beasts, so getting through full walls on breachable terrain isn't a given like it was in 9th.
You forgot to mention the my will be done ability that the overlord has, he can use a stratagem for free even if you have used the same one in the same turn, so yay even more op!! I love Necrons
Love putting the Feel no pain 4+ on the Hexmark Destroyer. The more the enemy has to shoot it, the more you can shoot them back and i find opponents usually want to get rid of it first.
My favorite combo is Doomsday Arcs and Monoliths with a Spider and a Reanimator and the +1 to hit for all. Spiders are amazing now. Oh you got psi weapons? Sorry for you^^
Hello, awesome channel you guys! I've been wondering how Veil of Darkness works in regards to Reanimation protocols. VoD states that you remove the unit in question at the end of your opponents turn and you can bring it back in the reinforcement step of your next movement phase. In the Warhammer40K app, under core rules > rules commentary > repositioned units it states (section 6) "When a unit is removed from the battlefield to be repositioned, any rules affecting it for a specified duration or under specified circumstances continue to affect it while that duration/those circumstances apply." but then in the same rules commentary it states (section 5) that "If a unit is below its Starting Strength when it is removed from the battlefield to be repositioned, destroyed models are not returned to that unit when it is set back up. Likewise, wounded models in that unit do dot regain any lost wounds when they are set back up." So does this means that when you remove a unit from the battlefield with the VoD at the end of your opponents turn, the unit does in fact get to activate its RaP and regain wounds/models (as stated by the section 6.) but soon as you set them back up on the battlefield, you are not allowed to keep any of those regained wounds/models that you regained while out of battlefield (as stated by section 5.)? Cheers in advance.
I don't think I fully understood what the hate was around the Ghost Ark, by Jake. Because it seems OP? REALLY enjoyed the video. I thought I was the only super genius that noticed the Monolith can pull a unit out of melee combat (expecting the unit to heal a buttload, throughout the next turn or two) Guess not. Just bought a huge army from an individual at my local shop and looking forward to playing the first game with them, this weekend. Thanks for the video! Been slowly building my own army for about 2 months then came across a well price LOT.
Necrons are obviously very strong this edition as finally there is some lore friendly semblence to their durability. Are they too strong though? I feel like they severely lack firepower compared to factions of the same tier (or things like Eldar, Knights, Thousend Sons just to mention few factions that will have a field day with them) and they heavily rely on destroyers, heavy destroyers and usual highrolling of DDA. Melee doesn't seem valid at all besides sword and board squad of Lychguard (again relying on durability combo for them as they don't slap very hard at all), Skorpekhs are meh and Praetorians are a joke. Poor SK though, for his price he doesn't cut it at all. Not as bad as Mortarion but definitely a weak center piece model. Their durability also relies quite uniquely on a combo of multiple pieces (which is actually a good design in my opinion). Snipe a character, destroy a Ghost Ark, blow up Reanimator and their strength rapidly declines as it is wholy based in making saves/fnaps and picking models back up. So weaker armies will have major problems if they can't burst a unit down or pick off a synergy piece. And then there are factions some that can wipe warrior blob in one go without much issues either, delete a character or indirect fire that reanimator hiding in the back (also there are some major sources of non shooting/combat damage that bypass reanimation strat). So yeah I feel like they are in a weird position where they can seem completely busted for weak armies and more or less a pushover for strong ones, very polarizing. And for some more personal rambling, it seems to me as a step in a right direction for Necrons identity as far as undying legion but I am left frustrated yet again that their characters, elite units and vehicles play into that horde idea. T5 Overlord with 3 scythe attacks, really? I hope that one day Necrons will become part horde part hyper elite alike to Custodes to truly play like their lore dictates.
One reanimation tech they missed is the overlord. On the surface dose not seem amazing, but he gives a free strat per battle round even if it’s already been used. So warriors could get back assault for free or re role wounds, lychguard plus one st and apon your turn, Then on opponents turn he can’t bait out or vect your reanimation strat. Every unit with an overlord can do it even if you use it elsewhere first or are out of CP. they also did not mention cryptothralls gives fight on death 4+ which is a big deal on lychguard. Given they are 19 pts per model, putting in 2 10 bricks plus all the fixings is not out of the question.
This is something we are doing on our members content, we have just recorded one on necron warriors funnily enough but our first of that the of content drops Monday :)
Sadly you missed (in my opinion) the biggest plus for orikan. if he is buffed, EACH successful wound (like on 2+ there could be many) he does devastating wounds. d3 damage per wound. He could wipe an entire squad with (best rolls) 18 wounds alone.
Did you guys miss the Transcendent Ctan? Eligible for Sempiternal Weave, so 4+/4++/4+++ and half damage. Plus ability to teleport around the board, point score and bog down the opponents big bag model because just won't kill the Transcendent.
Let's skip half of the description mid read on interesting characters. Just focus on the eternal blob of warriors. My favorite combo is a technomancer with a sovereign coronal being unshootable, next to a doomsday ark and spending 1 cp for Conquering tyrant to give my dda reroll wounds on its devistating wounds gun. I hear mortal wounds are fun to dish out.
10:10 it just says lost a unit, so id argue you could even let it regenerate first since its still a unit that "lost one or more models" to that attack, although i am no judge
I have two more questions: first, does a necron character model also benefit from the command protocols when attached to a unit, and second, does a canoptek spider unit with more than one fabricator claw array benefit from its fabricator claw array ability because it is also a vehicle itself. thanks for your assessments.
3 Games against them and the Reanimation stacking and multi phase capability has me 3 losses to them. Necrons simply maxed Primary all three games. They don't need to kill anything, just sit on objectives and win. Triple Wraithknights and still lost because of primary. Super difficult army to face.
so basically a 20 unit with warrior and various noble+cryptek+thrall combos is your immovable object and your 10 man lychguard with at least a technomancer is your immovable object but also consider the sempiternal weave ctan as your immovable object...
At 17:25 it's mentioned that stratagems take precedence over the abilities. Can anyone quote me where this is in the core rules/rules commentary as I've looked for this? As far as I was aware, if you used PotUL strat on a warrior unit on an objective, led by a character and within range of a reanimatior, it'd be D6+4 + D3 wounds recovered. I'm only looking at RAW not RAI.
I think you mean D3+4+D3. The warrior ability changes the standard D3 to D6 or D3+3 then you get an additional +1 from UL strat and an additional D3 from the reanimator.
Question -Undying legion: There stands activate the reanimation protocol AND heal for D3 wounds (with a character D3+1). Does this mean, that if i would use this stratagem on my necrons warriors it would first activate their RP for let's say D6 and after that i got D3+1 on top?
No its just repeated from the RP wording because GW likes to be overly specific to the point where it confuses things. It just means the reanimation protocols of the unit activate and if theyre being led by a character you get an additional +1. Warriors change the D3 to D6 or D3+3 so its either that or D6+1/D3+3+1 with a character.
17:25 - Completely disagree, the stratagem is just parroting the RP ability. Warriors have a special RP which says they reanimate D6/D3+3 INSTEAD OF D3. It doesnt make any sense when it says "Your unit activates ITS reanimation protocols" that it would do anything other than take into account the specifics of that unit. All the strat is is a way to activate RP and possibly get an additional +1 from a character and until GW specifically say this isn't the case I will be playing in the spirit that I think it is very obviously written in.
Scarabs are probably still the best unit in the codex. 1. At ~13ppm for 4 wounds each they're still ridiculously cheap screens that, unlike many screens in other codexes, have the mobility and low profile to play against the edition's more powerful overwatch. With the stealth nerf to consolidate no longer giving movement if that movement doesn't accomplish something, they're great for shoving enemy melee units into the line of fire. Push scarabs forward to force a stop of an enemy's charge into your warriors, and if any survive, fall back next turn to open fire with your artillery pieces or warriors. 2. Their ability to detonate at the start of the fight phase (note: not when they fight, start of the phase) for d3 or d3+3 mortals is incredibly strong, particularly when running multiple small squads. With such tanky vehicles and elites running around, this is one of the necrons' most reliable sources of targeted damage against key targets, or to finish off a unit that was weakened in shooting. 3. Reanimation protocols is actually fucking insane on them, because if they weren't injured in the previous fight phase you can charge in, detonate a model, then *GET IT BACK* the following turn. Combine with Undying Legions to all but guarantee at least one model back per turn, assuming one survives the fight phase. While screening, you want to support them with artillery and warriors that are placed 4.1" behind, since the new consolidate doesn't give free movement unconditionally anymore. Blow one up for some chip damage against an enemy's melee team and sacrifice the rest to trade up on your shooting phase. When you're on the offensive, charge in conjunction with a second melee unit to guarantee mortals in both phases, since your enemy will be targeting the other, more important squad. Linked with Skorpekhs with a plasmacyte or Lychguard with warscythes, charging in, detonating, regenerating and then detonating again on the next fight phase (in conjunction with devastating wounds from the linked unit) is the codex's current best answer to tanky elites like terminators or centerpiece models like the Lion, and the extra d3 wounds against vehicles is great for finishing off the tank your Doomsday Ark, Doomstalkers or Lokhusts took a fat chunk out of earlier in the turn. In the late game, sequester a unit with the intent of trading it for a weakened model your opponent is trying to finish out the game with. A single scarab surviving to delete that raggedy HQ, vehicle, or the last model in the opponent's deep strike unit is a gigantic boon when you're looking to secure your lead or close in on your opponent's VP total. Just keep in mind that fly doesn't work how it used to, so getting through full walls on breachable terrain isn't a given like it was in 9th.
I don't think that Trazyn + VoD combo would work. End of your opponent's turn, pop VoD Trazyn's unit is removed from the battlefield. Your Command Phase, can't use Trazyn's ability because he's not on the battlefield and his unit are not within range of an objective marker. Your Reinforcements step, Trazyn and his unit land on an objective. Repeat. Unless I'm mistaken?
I am not really agreeing a lot with your assessments here. Monoliths are good but no way an auto include. I’m pretty sure Warriors still reanimate D6 on the strat as it specifically states “they reanimate D6 instead of D3 for their Reanimation Protocols” and the strat states it’s a Reanimation Protocol roll. The “boring” strats aren’t great on a glance but they’re useful in certain situations - the Sudden Storm can be great when combined with Chronomancers, the +1 Strength on melee strength can be useful on Skorpekhs against Marines too (2+ to wound suddenly). Also the Sempiternal Weave is waaaaaay better on a Transcendent C’Tan than a Skorpekh Lord. Honestly, there is some great tactical advice in this video but I think you guys really missed the mark on a few things.
I watched this for the Trazyn part and all I heard was some slang term which sounded like "Sticky" or something. Can you better explain him to someone who might be new to the hobby, guy?
At this rate i am going to need someone to actually sit me down or a need a video to show me how all this works. I am building my army around having a few characters
Sorry all necron XENOS scum, but any chance we can get a faction focus on deathwatch ? I'm a new player gearing up to head to my first Tournaments with 10th and think I have a decent grasp on deathwatch but would love to hear a more in depth video like this for the necrons. Ty.
The students that have gone through the academy don’t seem to think so. It depends on what you value and if the academy can help. If it doesn’t help your needs then ofcourse it’s not worth it, for those that it does, they wouldn’t look back and have actually signed up multiple times.
Yeeaaah. Couldn't be more confused about how the warrior RP works now. Imagine someone just getting started in the game trying to parse out this BS. This edition was supposed to be easier for new players. Total FAIL.
Personally it helps if you compartmentalise it. Reanimation protocols says reanimate D3. Undying legions copy pastas this and says you get an additional 1 if youre being led by a character. Warriors have a special RP which uses D6/D3+3 instead of D3. Canoptek reanimator adds an additonal D3 to RP whenever it activates. Undying legions is just a strat to trigger RP with a possible +1, other than that it should be treated like any other activation. So in the best case scenario if youre a warrior blob within range of a reanimator, sat on an objective and being led by an Overlord, you get shot and lose a model, you use the undying legions strat and your reanimation protocols activate and you reanimate (D3+3)+(1)+(D3). You then get shot by something else and lose a model again, you use the Overlord's my will be done ability and repeat the strat for 0CP. HTH.
What about single model units? Like say the you got a doomstalker. It dies, turn ends goes to your turn, reanimation protocols activates, do you roll for the doomstalker? Or is it just gone?
Great overview. Did miss the sneakiest thing about the cryptothralls though. Not only do they protect a cryptek...but because of the way units & starting strength works this edition, they add to that whole unit (not just the cryptek) and they increase the units starting size. So TLDR, if they're in a unit of 20 warriors (plus lord & a cryptek), you can choose to tank any wounds coming into the warriors on the cryptothralls (which you want to, since they have the 4+ invuln), and then even if the thralls die, they were part of the starting unit & its strength so they reanimate 😂
You mean 4+ FNP? Still super good however.
@@RockerBoy20045 yup, lol. That is what I meant. Still very, very tanky & sneaky though, haha
I have not looked into confirming but this may let your warriors have T5 as well since they are part of the bodyguard.
@@iankirkland8245 Doesnt Cryptic Retinue Rule state specifically that the Cryptek gains 4+ FnP and that the whole unit gains Systemic Vigor? I don't understand how the 4+ FnP is applied to the whole unit?
@@chrisbeau76cryptothralls themselves have fnp on their datasheet take atks on them with the cryptek who gives units 4++ so they could have 4inv/4fnp plus be able to reanimated
The Necron Warriors ability takes effect anytime the units' reanimation protocols are activated and the Undying Legion strat specifically states that it activates a unit's reanimation protocols. So I think they reanimate D6+1 or D3+3+1, or at least I'm certain that's the intention.
Disagree, otherwise why would Undying Legions bother to specify the number of wounds? Neither Ghost Arks nor Resurrection Orbs do.
Yeah, I think that is the intention. Probably will be FAQ to it anyway and remove the 1d3.
@@christopherclayton5500 but if the intention was to limit it to exactly d3, why mention the ability at all? The way it's worded leaves it open to interpretation. At first I thought the d3+1 mentioned by the strat might even be in addition since it says "activates RP *and* heals d3 wounds"
@@CoronelPanic Those are not in fact the words that the stratagem uses.
@@christopherclayton5500 I'm paraphrasing but "Your unit activates its
Reanimation Protocols and reanimates
D3 wounds" is close. The Warrior ability triggers when Reanimation Protocols activate, and simply states that you res d6 instead of d3, so why should the stratagem be exempt from having the d3 replaced?
Honestly, I think Necrons have the coolest army rules. I already loved the models, but damn. +1 to hit from the characters definitely isn't flashy, but it's consistent, and gets the idea of the army across beautifully: this force runs on heroes, put them everywhere. It's perfect. And then every character except like 4 being amazing means you're really not limited in what you want to do with your army
it also adds a lot of cool combos with adding a noble and a cryptek to a unit, really adds interesting synergies
@avlaenamnell6994 100% it's honestly the most fun I have list building. SM is picking the core build out. The guard is trying to squeeze in every single good tag team and gun possible, but necrons? 2 blocks of warriors start, and then its plug and play time. What spices am I cooking with today?
@@avlaenamnell69942q8
Jl12jpoiOu Ou Ou qm8p
My first game was really fun, having a unit of warriors with the short-range guns and a technomancer in a Ghost Ark. That unit's out-of-sequence reanimation was brutal and let me just wear down a Ghostkeel and more.
Great video! So far, one of my favorite combos is the Transcendent Ctan and the 4+ feel no pain enhancement. 4+++ Ctan that halves all damage and can teleport around the map every movement phase. Pretty scary.
that is indeed very scary lol
Worked like a peach against me last night :/
Thanks guys! I liked this one! Definitely feels like space marines hard counter with their oath of moment and just blowing up one unit at a time
The detachment ability might be boring, but there's so much flavour in unit abilities and roles that actually this index is better than our 9th codex for interesting builds and flavour. Just a shame the triarch stalker sucks and the king is pretty overcosted. Apart from that we good
Reanimation and Command Protocols is more complicated under the hood...if you know what you are doing.... especially if unit is being led by a character, they benefit by Strats that has a bonus section. And you can chain react Reanimation Protocols whenever RP is triggered within 12" of a a Reanimator. Illuminor Szeras is a Lone Operative that gives all Battleline Units within 6" AP -1 and reduces enemy AP by +1 AP. His Aura increases 3" each time he destroys a model. There are so many good datasheets in this Edition.
The Lord is a a great cheap way to give his unit +1 Move, Rez Orb, taken with Orikan who gives the unit a 4++ with 2 Cryptothralls that give Orikan a 4+ FnP, in a unit Lychguard unit using Warscythes that all gain Systemic Vigour.
In a Vehicle Meta the Void Dragon is probably the best C'Tan with his Anti-Vehicle 2+, Ranged Spear, Ranged Voltaic Storm, his spear has two attack Profiles: Normal or sweep plus his tail has [Extra Attacks] and if there is a vehicle nearby, he automatically does 1D3 Mortal Wounds and he converts them to healing his wounds.
They nerfed Warriors Reanimating a line towards an Objective., Designers Notes says they must be placed within 2" of a model in its unit that was not destroyed. No more Reanimating within 2" of coherency of a model that was just brought back.
Monolith is an auto include with 4 Death Rays and the ability to shift models around the board.
Its a shame when [Lethal] triggers on a unit that has [Devasting Wounds]. Very anti-Synergistic rule...
If I paint my Death Guard models black, with a bronze dry brush, can I use these army & detachment rules, enhancements and stratagems?
Scarabs are probably still the best unit in the codex.
1. At ~13ppm for 4 wounds each they're still ridiculously cheap screens that, unlike many screens in other codexes, have the mobility and low profile to play against the edition's more powerful overwatch. With the stealth nerf to consolidate no longer giving movement if that movement doesn't accomplish something, they're great for shoving enemy melee units into the line of fire. Push scarabs forward to force a stop of an enemy's charge into your warriors, and if any survive, fall back next turn to open fire with your artillery pieces or warriors.
2. Their ability to detonate at the start of the fight phase (note: not when they fight, start of the phase) for d3 or d3+3 mortals is incredibly strong, particularly when running multiple small squads. With such tanky vehicles and elites running around, this is one of the necrons' most reliable sources of targeted damage against key targets, or to finish off a unit that was weakened in shooting.
3. Reanimation protocols is actually fucking insane on them, because if they weren't injured in the previous fight phase you can charge in, detonate a model, then *GET IT BACK* the following turn. Combine with Undying Legions to all but guarantee at least one model back per turn, assuming one survives the fight phase.
While screening, you want to support them with artillery and warriors that are placed 4.1" behind, since the new consolidate doesn't give free movement unconditionally anymore. Blow one up for some chip damage against an enemy's melee team and sacrifice the rest to trade up on your shooting phase.
When you're on the offensive, charge in conjunction with a second melee unit to guarantee mortals at the start of both phases, since your enemy will be targeting the other, more important squad. Linked with Skorpekhs with a plasmacyte or Lychguard with warscythes, charging in, detonating, regenerating and then detonating again on the next fight phase (in conjunction with devastating wounds from the linked unit) is the codex's current best answer to tanky elites like terminators or centerpiece models like the Lion, and the extra d3 wounds against vehicles is great for finishing off the tank your Doomsday Ark, Doomstalkers or Lokhusts took a fat chunk out of earlier in the turn.
In the late game, sequester a unit with the intent of trading it for a weakened model your opponent is trying to finish out the game with. A single scarab surviving to delete that raggedy HQ, vehicle, or the last model in the opponent's deep strike unit is a gigantic boon when you're looking to secure your lead or close in on your opponent's VP total.
Just keep in mind that fly doesn't work how it used to and they aren't infantry or beasts, so getting through full walls on breachable terrain isn't a given like it was in 9th.
You forgot to mention the my will be done ability that the overlord has, he can use a stratagem for free even if you have used the same one in the same turn, so yay even more op!! I love Necrons
Love putting the Feel no pain 4+ on the Hexmark Destroyer. The more the enemy has to shoot it, the more you can shoot them back and i find opponents usually want to get rid of it first.
My favorite combo is Doomsday Arcs and Monoliths with a Spider and a Reanimator and the +1 to hit for all. Spiders are amazing now. Oh you got psi weapons? Sorry for you^^
So...keen for the WORLDEATERS!!!... 😈
My amp'd up warrior blobs have been doing great. Heavy Destroyers are also b-b-b-busted.
Cant wait for the how to play Chaos Knights! Looks like Tyrants are a very playable unit again.
Deffo on the way :P
@@VT_Jord Keep up the great work guys! Love the channel you guys always inspire great sportsmanship and well thought out strategy.
Hello, awesome channel you guys! I've been wondering how Veil of Darkness works in regards to Reanimation protocols. VoD states that you remove the unit in question at the end of your opponents turn and you can bring it back in the reinforcement step of your next movement phase. In the Warhammer40K app, under core rules > rules commentary > repositioned units it states (section 6) "When a unit is removed from the battlefield to be repositioned, any rules affecting it for a specified duration or under specified circumstances continue to affect it while that duration/those circumstances apply." but then in the same rules commentary it states (section 5) that "If a unit is below its Starting Strength when it is removed from the battlefield to be repositioned, destroyed models are not returned to that unit when it is set back up. Likewise, wounded models in that unit do dot regain any lost wounds when they are set back up."
So does this means that when you remove a unit from the battlefield with the VoD at the end of your opponents turn, the unit does in fact get to activate its RaP and regain wounds/models (as stated by the section 6.) but soon as you set them back up on the battlefield, you are not allowed to keep any of those regained wounds/models that you regained while out of battlefield (as stated by section 5.)?
Cheers in advance.
Thank you for another great faction analysis!
I don't think I fully understood what the hate was around the Ghost Ark, by Jake. Because it seems OP?
REALLY enjoyed the video. I thought I was the only super genius that noticed the Monolith can pull a unit out of melee combat (expecting the unit to heal a buttload, throughout the next turn or two) Guess not.
Just bought a huge army from an individual at my local shop and looking forward to playing the first game with them, this weekend. Thanks for the video!
Been slowly building my own army for about 2 months then came across a well price LOT.
I'm pretty happy that the Deceiver slaps
Necrons are obviously very strong this edition as finally there is some lore friendly semblence to their durability. Are they too strong though? I feel like they severely lack firepower compared to factions of the same tier (or things like Eldar, Knights, Thousend Sons just to mention few factions that will have a field day with them) and they heavily rely on destroyers, heavy destroyers and usual highrolling of DDA. Melee doesn't seem valid at all besides sword and board squad of Lychguard (again relying on durability combo for them as they don't slap very hard at all), Skorpekhs are meh and Praetorians are a joke.
Poor SK though, for his price he doesn't cut it at all. Not as bad as Mortarion but definitely a weak center piece model.
Their durability also relies quite uniquely on a combo of multiple pieces (which is actually a good design in my opinion). Snipe a character, destroy a Ghost Ark, blow up Reanimator and their strength rapidly declines as it is wholy based in making saves/fnaps and picking models back up. So weaker armies will have major problems if they can't burst a unit down or pick off a synergy piece. And then there are factions some that can wipe warrior blob in one go without much issues either, delete a character or indirect fire that reanimator hiding in the back (also there are some major sources of non shooting/combat damage that bypass reanimation strat).
So yeah I feel like they are in a weird position where they can seem completely busted for weak armies and more or less a pushover for strong ones, very polarizing.
And for some more personal rambling, it seems to me as a step in a right direction for Necrons identity as far as undying legion but I am left frustrated yet again that their characters, elite units and vehicles play into that horde idea. T5 Overlord with 3 scythe attacks, really? I hope that one day Necrons will become part horde part hyper elite alike to Custodes to truly play like their lore dictates.
One reanimation tech they missed is the overlord. On the surface dose not seem amazing, but he gives a free strat per battle round even if it’s already been used. So warriors could get back assault for free or re role wounds, lychguard plus one st and apon your turn, Then on opponents turn he can’t bait out or vect your reanimation strat. Every unit with an overlord can do it even if you use it elsewhere first or are out of CP. they also did not mention cryptothralls gives fight on death 4+ which is a big deal on lychguard. Given they are 19 pts per model, putting in 2 10 bricks plus all the fixings is not out of the question.
Geeeeez, those index cards are HUGE! O.o
I thought they would be like playing card size or something close to that.
Will you be doing a more thorough break down of each unit or some army build examples/combos?
This is something we are doing on our members content, we have just recorded one on necron warriors funnily enough but our first of that the of content drops Monday :)
Sadly you missed (in my opinion) the biggest plus for orikan. if he is buffed, EACH successful wound (like on 2+ there could be many) he does devastating wounds. d3 damage per wound. He could wipe an entire squad with (best rolls) 18 wounds alone.
Did you guys miss the Transcendent Ctan?
Eligible for Sempiternal Weave, so 4+/4++/4+++ and half damage. Plus ability to teleport around the board, point score and bog down the opponents big bag model because just won't kill the Transcendent.
It will probably get faq'd
@@jamesferone9021 that's not a certainty
@@jamesferone9021 Yeah. They buffed it with RP ability xD
Let's skip half of the description mid read on interesting characters. Just focus on the eternal blob of warriors.
My favorite combo is a technomancer with a sovereign coronal being unshootable, next to a doomsday ark and spending 1 cp for Conquering tyrant to give my dda reroll wounds on its devistating wounds gun. I hear mortal wounds are fun to dish out.
I'm new to 40k and I'm stuck trying to decide between a necron army or a dark angel army
I'm stuck between Necrons and knights
10:10 it just says lost a unit, so id argue you could even let it regenerate first since its still a unit that "lost one or more models" to that attack, although i am no judge
was hoping for more of a visual walkthroughof how they play, as i zone off after 10 minutes of you talking over weird names and numbers
Appreciate this thanks
I have two more questions: first, does a necron character model also benefit from the command protocols when attached to a unit, and second, does a canoptek spider unit with more than one fabricator claw array benefit from its fabricator claw array ability because it is also a vehicle itself. thanks for your assessments.
3 Games against them and the Reanimation stacking and multi phase capability has me 3 losses to them. Necrons simply maxed Primary all three games. They don't need to kill anything, just sit on objectives and win. Triple Wraithknights and still lost because of primary. Super difficult army to face.
Do you guys still plan to release the boarding actions class you mentioned not to long ago ? I was looking forward to the terrain paint tutorial.
Helpful 🎉
How to play tau would be a fun video to see
so basically a 20 unit with warrior and various noble+cryptek+thrall combos is your immovable object and your 10 man lychguard with at least a technomancer is your immovable object but also consider the sempiternal weave ctan as your immovable object...
FINALLY
F I N A L L Y
WE LIVE UP TO OUR UNDYING NAME
At 17:25 it's mentioned that stratagems take precedence over the abilities. Can anyone quote me where this is in the core rules/rules commentary as I've looked for this?
As far as I was aware, if you used PotUL strat on a warrior unit on an objective, led by a character and within range of a reanimatior, it'd be D6+4 + D3 wounds recovered.
I'm only looking at RAW not RAI.
I think you mean D3+4+D3. The warrior ability changes the standard D3 to D6 or D3+3 then you get an additional +1 from UL strat and an additional D3 from the reanimator.
Are the cards you’re reading off something available right now?
Question -Undying legion:
There stands activate the reanimation protocol AND heal for D3 wounds (with a character D3+1). Does this mean, that if i would use this stratagem on my necrons warriors it would first activate their RP for let's say D6 and after that i got D3+1 on top?
No its just repeated from the RP wording because GW likes to be overly specific to the point where it confuses things. It just means the reanimation protocols of the unit activate and if theyre being led by a character you get an additional +1. Warriors change the D3 to D6 or D3+3 so its either that or D6+1/D3+3+1 with a character.
17:25 - Completely disagree, the stratagem is just parroting the RP ability. Warriors have a special RP which says they reanimate D6/D3+3 INSTEAD OF D3. It doesnt make any sense when it says "Your unit activates ITS reanimation protocols" that it would do anything other than take into account the specifics of that unit. All the strat is is a way to activate RP and possibly get an additional +1 from a character and until GW specifically say this isn't the case I will be playing in the spirit that I think it is very obviously written in.
Great
Hi guys, nice video. But could help me anybody: are scarab swarms now useless with holding objectives 0 OC or how they could be useful?
Secondaries that don't require the unit to hold an objective. Also screening out Reserves or Cult Ambush.
Catacomb command barge can give them 1oc. Not that amazing but could be useful.
Scarabs are probably still the best unit in the codex.
1. At ~13ppm for 4 wounds each they're still ridiculously cheap screens that, unlike many screens in other codexes, have the mobility and low profile to play against the edition's more powerful overwatch. With the stealth nerf to consolidate no longer giving movement if that movement doesn't accomplish something, they're great for shoving enemy melee units into the line of fire. Push scarabs forward to force a stop of an enemy's charge into your warriors, and if any survive, fall back next turn to open fire with your artillery pieces or warriors.
2. Their ability to detonate at the start of the fight phase (note: not when they fight, start of the phase) for d3 or d3+3 mortals is incredibly strong, particularly when running multiple small squads. With such tanky vehicles and elites running around, this is one of the necrons' most reliable sources of targeted damage against key targets, or to finish off a unit that was weakened in shooting.
3. Reanimation protocols is actually fucking insane on them, because if they weren't injured in the previous fight phase you can charge in, detonate a model, then *GET IT BACK* the following turn. Combine with Undying Legions to all but guarantee at least one model back per turn, assuming one survives the fight phase.
While screening, you want to support them with artillery and warriors that are placed 4.1" behind, since the new consolidate doesn't give free movement unconditionally anymore. Blow one up for some chip damage against an enemy's melee team and sacrifice the rest to trade up on your shooting phase.
When you're on the offensive, charge in conjunction with a second melee unit to guarantee mortals in both phases, since your enemy will be targeting the other, more important squad. Linked with Skorpekhs with a plasmacyte or Lychguard with warscythes, charging in, detonating, regenerating and then detonating again on the next fight phase (in conjunction with devastating wounds from the linked unit) is the codex's current best answer to tanky elites like terminators or centerpiece models like the Lion, and the extra d3 wounds against vehicles is great for finishing off the tank your Doomsday Ark, Doomstalkers or Lokhusts took a fat chunk out of earlier in the turn.
In the late game, sequester a unit with the intent of trading it for a weakened model your opponent is trying to finish out the game with. A single scarab surviving to delete that raggedy HQ, vehicle, or the last model in the opponent's deep strike unit is a gigantic boon when you're looking to secure your lead or close in on your opponent's VP total.
Just keep in mind that fly doesn't work how it used to, so getting through full walls on breachable terrain isn't a given like it was in 9th.
@@HashSl1ng1ngSlasher thanks a lot, that sounds like a plan. I will use them like this and drive the other player crazy ^^
I don't think that Trazyn + VoD combo would work.
End of your opponent's turn, pop VoD
Trazyn's unit is removed from the battlefield.
Your Command Phase, can't use Trazyn's ability because he's not on the battlefield and his unit are not within range of an objective marker.
Your Reinforcements step, Trazyn and his unit land on an objective.
Repeat.
Unless I'm mistaken?
Also VoD is once per battle so you can't "start teleporting around", you just do it the one time
Why there was no mention of the royal warden?
Played a game with necrons yesterday. The doomstalkers alone made me feel like...like a God! Bahahahahahabaha!!!!
Is the paint rule still in 10th edition?
I am not really agreeing a lot with your assessments here. Monoliths are good but no way an auto include. I’m pretty sure Warriors still reanimate D6 on the strat as it specifically states “they reanimate D6 instead of D3 for their Reanimation Protocols” and the strat states it’s a Reanimation Protocol roll. The “boring” strats aren’t great on a glance but they’re useful in certain situations - the Sudden Storm can be great when combined with Chronomancers, the +1 Strength on melee strength can be useful on Skorpekhs against Marines too (2+ to wound suddenly). Also the Sempiternal Weave is waaaaaay better on a Transcendent C’Tan than a Skorpekh Lord. Honestly, there is some great tactical advice in this video but I think you guys really missed the mark on a few things.
You missed the Trancendent C’tan… Come on!
My friends refuse to play my necron army.
I can tell the guy on the left doesn’t like Necrons.
I watched this for the Trazyn part and all I heard was some slang term which sounded like "Sticky" or something. Can you better explain him to someone who might be new to the hobby, guy?
At this rate i am going to need someone to actually sit me down or a need a video to show me how all this works. I am building my army around having a few characters
Great video but it actually hurts my ears to hear the right guy say "ok", "right", "aha" like after every third word the left guys says.
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Sorry all necron XENOS scum, but any chance we can get a faction focus on deathwatch ? I'm a new player gearing up to head to my first Tournaments with 10th and think I have a decent grasp on deathwatch but would love to hear a more in depth video like this for the necrons. Ty.
Can some one help me to build 1000point army for necrons. I have just startted playing😅
500$ for the Academy - guys I think you're creating awesome content but that's a rip off 😱
The students that have gone through the academy don’t seem to think so. It depends on what you value and if the academy can help. If it doesn’t help your needs then ofcourse it’s not worth it, for those that it does, they wouldn’t look back and have actually signed up multiple times.
Maybe they live on another payroll....
I stick with your free content!
Yeeaaah. Couldn't be more confused about how the warrior RP works now. Imagine someone just getting started in the game trying to parse out this BS. This edition was supposed to be easier for new players. Total FAIL.
Personally it helps if you compartmentalise it.
Reanimation protocols says reanimate D3.
Undying legions copy pastas this and says you get an additional 1 if youre being led by a character.
Warriors have a special RP which uses D6/D3+3 instead of D3.
Canoptek reanimator adds an additonal D3 to RP whenever it activates.
Undying legions is just a strat to trigger RP with a possible +1, other than that it should be treated like any other activation. So in the best case scenario if youre a warrior blob within range of a reanimator, sat on an objective and being led by an Overlord, you get shot and lose a model, you use the undying legions strat and your reanimation protocols activate and you reanimate (D3+3)+(1)+(D3). You then get shot by something else and lose a model again, you use the Overlord's my will be done ability and repeat the strat for 0CP.
HTH.
What about single model units? Like say the you got a doomstalker. It dies, turn ends goes to your turn, reanimation protocols activates, do you roll for the doomstalker? Or is it just gone?