Catacomb Command Barge with sovereign coronal flying around with 3 scarab units to rip even up to 3 OC from a unit (minimum of 1) a spider or 2 and a technomancer with cloak is fun! Rip custodes with banners and vehicles to 1 OC take objectives from them and tie them up with ever repairing swarms
11:00 I actually think the technomancer is a superior choice compared to the Hexmark. It's cheaper, it can heal a unit D3 per turn ontop of reanimation protocols (very good for mutli wound heavy hitters) and with the cloak is still benefits from Lone Operator. Hexmark shooting ability is superior by far, but limited to 18" so you're not going to benefit all the time, especially it backfield camping. I dont think it's worth the extra 20pts which can go elsewhere in your list. 14:33 - one of the issues with the chronomancer move shoot move is its caped by the shooting range of the unit. If youre taking Reapers your max range is 18" (if the chrono shoots). That means you HAVE to spend 1CP to advance (and roll average) so you get into firing range and activate the ability in your first turn (definitely if going first, possibly if going second). I think thats a waste of a CP. Instead take 1 flayer warrior so you can shoot at 24". You're guaranteed the chrono ability activates every time, you save 1CP and it only costs you a warrior's worth of firepower output.
Played 2 games this weekend with the vehicle heavy list - Vault, Monolith, DDA, Silent King, Triarch Stalker etc. It's a huge stat check and super hard to shift for a lot of armies.
Год назад+5
For VoD; I think the 2nd point of the rules commentary you show at 2:11 is quite clear - "Rules that [..] apply to Reserves units [..] also apply to a repositioned unit when it is set back up". VoD unit is a repositioned unit; the Leviathan restriction that prevents units coming in on turn 1 is a rule that applies to reserves units, and so it also applies to repositioned units like VoD-repositioned units.
Slight error on a screenslide with immortals. would actually be ap-2 as its hungry void + illuminor szeras and not -1ap Necron Immortal Best Weapon in 10th: Gauss Blasters or Tesla Carbines? - ruclips.net/video/HrXK9VdMTco/видео.html
Thanks for the video! I just played the most frustrating rage quit game against necrons yesterday at a RTT and now I’m watching necron videos to figure out what happened! I’m a custodes player and I went against a fully buffed 2 bricks of necron warriors. It a full round of shooting, 5 wardens w/ a char, 6 allurus, a land raider, and Cronus grav carrier. Then a charge and 12 custodes in two seperate groups. Needless to say by my next turn all the warriors were back. Unbelievable resilience for the warriors!
Another cool video to remember and look back to! In that scenario though, of the Immortals getting to throw hands with a charakter and using Hungry Void. If Illuminor is chilling next to them, they get even 2 Ap on their fists right?
If you're buffing DDAs, monoliths, and other vehicles a technomancer with cape(lone operative) is a better option or coronal as it can heal for d3 as well.
I was playing against my friends aeldari and my 20 man squad of necro warrs with a technomancer tied up his avatar of khaine for rounds 3,4, and 5 lulul I love reanimation protocols. I really need to replace my 2 doomscythes with some hvy lokhust warrs tho, i have to spend alot of points to access some heavy weaponry rn
Canoptek Spyder ! ❤👍 With technomancer and the crown very good, and ! 2d6 with the beam and blast = on 20 anything = 1d6 + 4 per beam. So with 2 canopteks spiders : 4 beams = 16 extra attacks + 4d6. S6. Hit on 3+ 👍 and after the charge 👌
For the monopoth can you deepstrike it in turn 2 than use its eternity gate to move a blob of 20 warriors on the board next to it? Order is not specified so my current assumption is that you can as i can deepstrike than use the gate.
Awesome video! Could you do a video on how we (Necrons) can gain CP? We need as much as possible for our strats especially since the Overlord got nerfed.
Can eternity gate on the monolith be used turn 1? Also i used this ability this weekend to bring a 10man warrior w technomancer equipped w sovereign coronal next to the monolith which worked well
I've been pondering orikan in a warrior block for a while and now realise it's crap. 4+ invul is just defeated by what will be shot at them, which is AP0/AP-1 blast weapons. Technomancer with hypermaterial is the way to go methinks. No Thralls. 305 points instead of 360 (orikan and thralls) -1 to hit, 3+ save, 5+FNP... AP-2 ranged weapons will put them on a 5+/5+... which is the same as a 4+ invul. Overall much more resilient to blast weapons. Arguably more resilient in combat... because high AP/damage elite-killing units won't be charging necessarily.
Catacomb Command Barge with sovereign coronal flying around with 3 scarab units to rip even up to 3 OC from a unit (minimum of 1) a spider or 2 and a technomancer with cloak is fun! Rip custodes with banners and vehicles to 1 OC take objectives from them and tie them up with ever repairing swarms
11:00 I actually think the technomancer is a superior choice compared to the Hexmark.
It's cheaper, it can heal a unit D3 per turn ontop of reanimation protocols (very good for mutli wound heavy hitters) and with the cloak is still benefits from Lone Operator.
Hexmark shooting ability is superior by far, but limited to 18" so you're not going to benefit all the time, especially it backfield camping. I dont think it's worth the extra 20pts which can go elsewhere in your list.
14:33 - one of the issues with the chronomancer move shoot move is its caped by the shooting range of the unit. If youre taking Reapers your max range is 18" (if the chrono shoots). That means you HAVE to spend 1CP to advance (and roll average) so you get into firing range and activate the ability in your first turn (definitely if going first, possibly if going second). I think thats a waste of a CP. Instead take 1 flayer warrior so you can shoot at 24". You're guaranteed the chrono ability activates every time, you save 1CP and it only costs you a warrior's worth of firepower output.
I do the 1 Flayer with Chrono and a standard Lord for 1" movement and res orb. Works a treat.
Played 2 games this weekend with the vehicle heavy list - Vault, Monolith, DDA, Silent King, Triarch Stalker etc. It's a huge stat check and super hard to shift for a lot of armies.
For VoD; I think the 2nd point of the rules commentary you show at 2:11 is quite clear - "Rules that [..] apply to Reserves units [..] also apply to a repositioned unit when it is set back up". VoD unit is a repositioned unit; the Leviathan restriction that prevents units coming in on turn 1 is a rule that applies to reserves units, and so it also applies to repositioned units like VoD-repositioned units.
Slight error on a screenslide with immortals. would actually be ap-2 as its hungry void + illuminor szeras and not -1ap
Necron Immortal Best Weapon in 10th: Gauss Blasters or Tesla Carbines? - ruclips.net/video/HrXK9VdMTco/видео.html
It's the extra AP that really makes the difference, that's putting most things on their invul.
Immortals in melee can be really scary, once took down an Armiger with a 10 man squad+Anrakyr!
Thanks for the video! I just played the most frustrating rage quit game against necrons yesterday at a RTT and now I’m watching necron videos to figure out what happened!
I’m a custodes player and I went against a fully buffed 2 bricks of necron warriors. It a full round of shooting, 5 wardens w/ a char, 6 allurus, a land raider, and Cronus grav carrier. Then a charge and 12 custodes in two seperate groups. Needless to say by my next turn all the warriors were back.
Unbelievable resilience for the warriors!
im guessing part of 4 of this video come into effect + protocol of undying legions... nasty
Another cool video to remember and look back to!
In that scenario though, of the Immortals getting to throw hands with a charakter and using Hungry Void. If Illuminor is chilling next to them, they get even 2 Ap on their fists right?
Yeah I pinned this as soon as the video went live
If you're buffing DDAs, monoliths, and other vehicles a technomancer with cape(lone operative) is a better option or coronal as it can heal for d3 as well.
I was playing against my friends aeldari and my 20 man squad of necro warrs with a technomancer tied up his avatar of khaine for rounds 3,4, and 5 lulul I love reanimation protocols. I really need to replace my 2 doomscythes with some hvy lokhust warrs tho, i have to spend alot of points to access some heavy weaponry rn
Canoptek Spyder ! ❤👍
With technomancer and the crown very good, and ! 2d6 with the beam and blast = on 20 anything = 1d6 + 4 per beam. So with 2 canopteks spiders : 4 beams = 16 extra attacks + 4d6. S6. Hit on 3+ 👍 and after the charge 👌
For the monopoth can you deepstrike it in turn 2 than use its eternity gate to move a blob of 20 warriors on the board next to it? Order is not specified so my current assumption is that you can as i can deepstrike than use the gate.
Yep. It’s just reinforcement step
I wanna try a technomancer with S.C. and canoptik control note and have him with 2-3 doomstalkers ^^
Awesome video! Could you do a video on how we (Necrons) can gain CP? We need as much as possible for our strats especially since the Overlord got nerfed.
That Tank Shock/Hungry Void combo doesn’t work as the Hungry Void is done in the Fight Phase and Tank Shock is done in the Charge Phase just FYI.
thank you. thats me trying to be to clever. you art correct
@@Planet40K that’s what having a hobby community is all about, helping with and discussing tactics 🙂
Hella good info :)❤ keep it up
Can eternity gate on the monolith be used turn 1? Also i used this ability this weekend to bring a 10man warrior w technomancer equipped w sovereign coronal next to the monolith which worked well
No as the ability places them in reserves first
@@Planet40Kgot it, it’s a wonderful ability and finally remembered to use it mid game to save my 10 man warriors
I've been pondering orikan in a warrior block for a while and now realise it's crap. 4+ invul is just defeated by what will be shot at them, which is AP0/AP-1 blast weapons.
Technomancer with hypermaterial is the way to go methinks. No Thralls.
305 points instead of 360 (orikan and thralls)
-1 to hit, 3+ save, 5+FNP... AP-2 ranged weapons will put them on a 5+/5+... which is the same as a 4+ invul.
Overall much more resilient to blast weapons. Arguably more resilient in combat... because high AP/damage elite-killing units won't be charging necessarily.
Techno for sure, but those thralls are worth every point
Super informative 24 minutes
🤘
Seriously informative! Thx man 🎉
If a unit get out of combat with the monolith ability its not count as falling back right?
Nope
If a royal warden is leading a Necron warrior unit and the warriors die, can you activate reanimation next turn to bring them back ?
no as they seperate once the body guards are dead
@@Planet40K legend, thanks for clearing it up for me
Did I answer this twice 😝
@@Planet40K you did indeed mate😂 least now I know 😂
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