Talk:Warhammer 40,000/Tactics/Necrons (9E)

From 1d4chan

A little confused about wording[edit]

*Melee units now fail a charge if they fail to get within 1" of any of the units they declared a charge against, this mostly hurts Novokh which might want to use the Fight again Stratagem against a unit they didn't end their charge move close to but through pile-in and consolidation ended close enough to that they'd be able to attack them.

Maybe I'm missing it, but I don't see anything in the rules that says you cannot pile in/consolidate into an unengaged enemy unit. The pile in rules emphasize you must end up moving close to the nearest "enemy model", which for large units won't always be the one you charged, and same goes for consolidation. Is this meant to be referring to how you could've declared a charge and be successful without contacting all the targets in 8th? If so, I'm a little confused why it mentions Novokh, pile in and consolidation. -- Triacom (talk) 18:01, 19 July 2020 (UTC)

  • Grots 5" away. Weirdboy 7" away behind Grots. 8th you charge both, kill grots, fight again kill Weirdboy. Cannot be done in 9th, you pile into Weirdboy and he teleports away. Angry Pirate (talk)
Assuming the Grots aren't fully in the way, why can't you charge the Weirdboy past the Grots, and then pile in/consolidate into the Grots? Using the Weirdboy also seems an odd example since that's a more niche situation. -- Triacom (talk) 20:50, 19 July 2020 (UTC)
What's your point?
How does it hurt Novokh when you can just pile in/consolidate into whatever it is you want to use the Stratagem to fight again? -- Triacom (talk) 07:27, 20 July 2020 (UTC)
Because you can't attack units you didn't charge in a turn in which you charged. Angry Pirate (talk) 11:33, 20 July 2020 (UTC)
Ah, Now I see that. Should probably clarify that on the main page then since I didn't get that from the above wording at all. -- Triacom (talk) 17:38, 20 July 2020 (UTC)
Let me know if my edit clears it up. Angry Pirate (talk) 18:13, 20 July 2020 (UTC)
That's a bit better, it should probably also be mentioned under the Novokh Stratagem that you can only allocate attacks against units you charged, even if you've consolidated/piled into another unit. -- Triacom (talk) 19:25, 20 July 2020 (UTC)


Salute to whoever wrote the Nightbringer entry.

Please do more reading before adding stuff about the 9E point changes.[edit]

I'm sure that if you saw Destroyers got a 25 point increase, your tears would be have clouded your vision so you couldn't see their weapons went from 20 points to 0 points before you wrote they were "massively worse." I don't think anyone can say a 5 point increase is massively worse, considering the point changes for the entire edition.

Massively worse does not mean useless, if Custodes and Marines are the best in 9th then Destroyers will continue to overperform I still stand by them being massively worse, I was always aware of them going up by 10%, which is why they are in the "significant pts increase" section and not the "huge pts increase" section. A slightly smaller pts nerf relative to other units does not make up for them being massively less worthwhile rules-wise, the going rate of nerfs for 9th is 15%, so you'd have to accept that they'd be massively worse at 3 pts more if them going up by "only" 10% is what makes them good in 9th, are those 3 pts really that important? Between not being able to hide from melee on top of terrain and not being able to shoot after falling back, if Destroyers had gone up by 20% instead of 10% but kept their ability to fall back and shoot and more importantly to fly up and hide on top of terrain then I would not have said the nerf is massive. Have you actually playtested Destroyers in 9th more than once? How many times did you bring Destroyers in 8th? Are you familiar with what their full list of strengths was? Angry Pirate (talk) 06:16, 2 August 2020 (UTC)


Secondaries Objectives[edit]

Is it me or the usual syndrome of "my army is shitty with those objectives" ? Warpcraft, useless ... (Yes that could be the same for Tau), Thin their Ranks a massive disadvantage for the Reanimation Protocols, Titan Slayers or the easy way to get 10VP killing the Monolith (I'm really waiting the rework on it because WOW one of the rarest TITAN (or the only) which is not a lord of war and no invulnerable save; and I won't talk about the Battlefield Supremacy telling you "Get Bikes and Destroyers or lose". Yes we can now use CP to come from everywhere Turn 2 but at what price. -- Chika (talk) 13:43, 6 August 2020 (UTC)

3Heavy Destroyers VS Doomsday Ark[edit]

Why would you choose a DA over 3HD ? One DA cost 160pts (not the V9pts I know) and 3HD 120pts. DA has D6 shot VS 3shots. DA has S10/S8 and HD S9. I would say, if you play defensively, Doomsday Ark is a good choice combined with the Nihilakh. But I must admit that the Heavy Destroyers is a must, they can move, shoot (whithout penalties) and they have the Extermination Protocols Stratagem to assure the kill (and Will Be Done of Overlord). -- Chika (talk) 09:29, 7 August 2020 (UTC)

Sautekh HQs[edit]

Feel free to replace the existing text in the Dynasty section if you feel what you've written is better. Angry Pirate (talk) 17:27, 10 August 2020 (UTC)

  • Nemesor Zahndrekh: Necron Quixote with one more extra wound than the Overlord for the Sautekh Dynasty. has a wonderful capacity called Counter Tactics that will let Space Marines and Drukhari on their knees. You choose one character at 12" and all aura are disabled until next turn. His weapon is a Staff of Light .. if you have too many CP, you could buy a Relic, but you should buy the Veil of Darkness for him, I shall explain why. Speaking of CP, if you take him as a Warlord, you can get back some spended CP on 5+ and can reroll once per game a damage roll, a hit roll or a wound roll. His Transient Madness is his second capacity. At the beginning of each turn, he can give a random bonus (very much like Szeras but temporary). I suggest T1 for him to be near either a Lychguard /Skorpekh Destroyers/Flayed Ones and a pack of 20 necrons warriors, give the bonus accorded to one Unit then teleport with the Veil of Darkness near the enemies with let's say a Lychguard unit ? (Maxiumum troll and rage could come combined with Vargard and/or a Deceiver)
  • Vargard Obyron: The teleport combo character. Lychguard Lord with an an extra attack and TWO extra wound of the Sautekh Dynasty. He has the weapon and the power of a Lychguard intercepting damage over Zahndrek on a 2+. Can be chosen to be the Warlord for a reroll on hit, wounds or damage ... Cool when your weapon damage is 2. Still has the capacity to get back some CP spended. Has a nice 2+ save which can be ugraded to 1+ when in ruins laughing loudly at PA1. He also have the nice capactiy of doing his full fight phase when he die. Finally, the one you were waiting for, prepare your mug written "EVERYONE TEARS". The teleport at 6" of Zahndrek and at 1" of any enemy model. That could be strong, be he is not that weak, when he do this action, he can bring any Sautekh INFANTRY with him. Such delicious cheese. For a maximum RAPE, bring your newly painted Destroyer Skropekh or a 10 team of Lychguard.
  • Trazyn the Infinite: Overlord with an extra wound of the Nihilakh Dynasty. When killed can revive and replace another NECRON INFANTRY CHARACTER on the battlefield on a 2+ with a D3 wounds remaining every time he is killed. His weapon S7 AP-1 d3 damage seems to be effective against CHARACTER and cause mortal wounds on every enemy units in 6" of the kill. Each time you manage to score one, EXPLOSION. Finally, he always strike first if he his your Warlord which is a good combo for his weapon. One of the best character in the fluff.