What do you guys think of the Canoptek Court? do you think we will be seeing 6 Wraiths infiltrating with a Technomancer a lot now or is there a better combo to infiltrate?
I can really see an army composed of 3 parts: 6 Wraiths and techno on each flank 2-3 Doomstalkers at the rear 2 units of 10 Immortals, plasmancers and warden/overlords in the centre backed up by szeras Theres enough there to get early mid-board control (and hold it) clear chaff, pump out mortals and kill elites/vehicles.
Tesla Immortals, new Lord, Plasmancer. Default movement is now 11", Sustained Hits 2 on 5+, reroll the hit roll, reroll the wound roll. Everything dies.
I average 13 MWs on 10 Immortals with this combo. Had a game where my squad brought Angron down to 1 wound in one volley. This is an auto include for me. Potentially even 2 squads with leaders.
@@tykeorama9898 The strat is no longer free as they changed the ability. Instead of being free from My Will be Done it just subtracts 1 from the cost. You can still use it twice you just gotta pay 1 CP. I used this over the weekend and it worked fantastic
oof i just realised a huge tactic! The reactive submarines doesn't specify where you must end the move, so if an enemy moves close enough to some wraiths, you can ping them forward over them and then back in front, all all the way if they fit - triggering their MW ability! huzzah!
My list is tentatively written around 18 Wraiths, 2 Stalkers and Destroyers (yeah not Canoptek but 6 Damage is fun). Just waiting for the points before I make it official.
This is my favorite of the detachments of the new ones. The enhancements, bar infiltrate, are sorta meh, but the rest of the stuff is sweet. Good break down fellas! 👍
I have watched many many many 10th edition 40k Necron matches and I have only seen 1 instance of someone using the Wraiths move over a unit and do Mortal Wounds ability. A massively underused thing.
Played first game yesterday with my ‘Night Nurse’ detachment - finally Necrons have a fun way to play in 10ed and can actually hit hard, love it. Reactive Submarines… 🤣 Michael / Jord - great video, keep it up 💪
I was planning on running 2 units of 6 wraiths, 3 units of 10 immortals. 2 crypt techs, 2 plasmancers, 2 overlords with translocation weave, illuzras as warlord, 2 units of 6 scarabs, and 1 or 2 heavy destroyers as action monkeys.
I'm wondering if curse of the cryptek could make psychomancers useful. run one or 2 of them on their own at the front of the army and run them forwards. The enemy shoots them to avoid the battleshock effects (hey they might happen) or they have nothing better to do. it then makes that unit easier to kill.
A group of friends and I are starting up 40k, we’re all new to the game and I’m playing as the necrons. What would be a good detachment? I’m leaning towards Awakened dynasty, but Canoptek court is very enticing as well. I don’t have much in my budget for many/expensive units. Any recommendations?
Great captioning guys… anyway so you always take the weave and the reroll ones to wound. Infiltrate is a bit meh, only useful for wraiths, and the command point one is hardly ever going to work but when it does it’s great
When it comes to the Power Matrix wholly within phrase, does that mean the entire unit has to be inside it, or if one 1 Wraith model is outside of only he couldn´t get the whole rerolls?
For the sake of simplicity I’d say the entire unit because if it was just one outside and a couple attacks missed you could just say “those were from the ones in the matrix so I can reroll”
Yeah, looks good. They’ll be rerolling hits along with other Canoptek, but real value is found in bubbling Doomstalkers. Synergy with Scarabs, which also look good rerolling into Lethal Hits.
@@harrumphreys4841 yeah 😙 I wanna put 2 spyders into an army so they can give some support to scarab spam, revive them better and stuff. Scarabs still have that mortal wound self-destruct strat yeah?
Yes but its slightly worse. If i recall correctly rolling A 6 now get 3 mw instead of d3+3. Biggest issue i had with the spyder/scarab combo was that spyders move slower then scarabs and i think the heal is only 3". Not sure if thats fixed now
20 warriors with Royal warden and plasmancer or chronomancer. Put the Tesla weave on the cryptek, get charged, then use the warden fall back and shoot, then get charged again. Rinse and repeat
Unless they change the wording any character that joins a unit of immortals gains the ability to reroll the wound role as it says, all models in this unit gain the ability to reroll ones to wound or the entire role if your target is within range of an objective, so this mean you are techno dancer with his staff light with his range and most likely we rolling anyone unless you come across the opportunity to target something that is on an objective. I think right now the plasma just because of all the little special abilities are very cool and what that does his make everybody trigger lethal hits or sustained hits on a 5+ he has his harbinger of destruction which generates one mortal wound for every 4+ and they’ve changed it so you always roll for dice And his range is pretty good. I think might actually have some good play is the psychomancer with the Tesla weave as that will make enemy units possibly think twice about charging that units because two things will happen one they’ll get inflicted with mortal wounded damage and they will risk a battles shock test if they’re still there within 6 inches of the Psychomancer Necron Cryptek during their command phase. It’s not the most exciting play, but now he has two chances to force a unit to make a battleship test with one of them making the unit suffer battles Schoch during his entire turn if he fails the role during his command phase.
If you take a techno dancer, and you do not have a third unit of Wraiths, your obvious next choice is either immortals or warriors probably Warriors, but there is a rules interaction that negatively will impact them if they are not in a unit of Wraiths. Since they got rid of the control node, it looks like you have no choice, but to take the cloak which grants your Technomancer the Fly keyword. Remember, a unit contains all of the keywords that are listed on all the data sheets within the unit which is why immortals can do what they do if they have a crypttech leading them but unfortunately, the immortals will gain the fly keyword without the ability to fly, making them vulnerable to any weapons that have anti-Fly, which seems to be on a lot of space marine vehicles with all of your Icarus rockets, and other anti-fly ranged attacks. Since I have not seen the new data sheet, I’m assuming you have to take the war gear but maybe you don’t it’s something I would need somebody to confirm because typically Moore gear is free and if you don’t want it and Codices you could simply leave the war gear at home and take out your Technomancer model the crooked from the commemorative store anniversary, and if you were smart, you bought three, and this would represent the technommancer without the cloak. No mention about reanimator? With his new significantly reduced aura of 3 inches basically GW is stating that when you put a reanimator in your list, they want you to weigh the risks and benefits of when you make them appear, but most likely he’ll be snuggly up against the rear and he does have six atomizer beams. He can shoot with although they’re only 12 inches but strength six I think they’re still AP one and they do one damage But they should at least one of them will be able to benefit from that rule that prevents your opponent from targeting them.
What do you guys think of the Canoptek Court? do you think we will be seeing 6 Wraiths infiltrating with a Technomancer a lot now or is there a better combo to infiltrate?
canoptek court is like the icepack you get after being kicked in the balls.
I can really see an army composed of 3 parts:
6 Wraiths and techno on each flank
2-3 Doomstalkers at the rear
2 units of 10 Immortals, plasmancers and warden/overlords in the centre backed up by szeras
Theres enough there to get early mid-board control (and hold it) clear chaff, pump out mortals and kill elites/vehicles.
I’d use 2 6model units of wraiths because why not
@@karlwes6273 Because they will be sold out everywhere.
Tesla Immortals, new Lord, Plasmancer. Default movement is now 11", Sustained Hits 2 on 5+, reroll the hit roll, reroll the wound roll. Everything dies.
Don't forget the free dev wounds strat
I average 13 MWs on 10 Immortals with this combo. Had a game where my squad brought Angron down to 1 wound in one volley. This is an auto include for me. Potentially even 2 squads with leaders.
Hasn't been his been nerfed?
@@tykeorama9898 The strat is no longer free as they changed the ability. Instead of being free from My Will be Done it just subtracts 1 from the cost. You can still use it twice you just gotta pay 1 CP. I used this over the weekend and it worked fantastic
oof i just realised a huge tactic!
The reactive submarines doesn't specify where you must end the move,
so if an enemy moves close enough to some wraiths,
you can ping them forward over them and then back in front, all all the way if they fit - triggering their MW ability!
huzzah!
This will be the first detachment i create once the codex drops!
My list is tentatively written around 18 Wraiths, 2 Stalkers and Destroyers (yeah not Canoptek but 6 Damage is fun). Just waiting for the points before I make it official.
This is my favorite of the detachments of the new ones. The enhancements, bar infiltrate, are sorta meh, but the rest of the stuff is sweet. Good break down fellas! 👍
I have watched many many many 10th edition 40k Necron matches and I have only seen 1 instance of someone using the Wraiths move over a unit and do Mortal Wounds ability. A massively underused thing.
Played first game yesterday with my ‘Night Nurse’ detachment - finally Necrons have a fun way to play in 10ed and can actually hit hard, love it.
Reactive Submarines… 🤣
Michael / Jord - great video, keep it up 💪
I was planning on running 2 units of 6 wraiths, 3 units of 10 immortals. 2 crypt techs, 2 plasmancers, 2 overlords with translocation weave, illuzras as warlord, 2 units of 6 scarabs, and 1 or 2 heavy destroyers as action monkeys.
I'm wondering if curse of the cryptek could make psychomancers useful. run one or 2 of them on their own at the front of the army and run them forwards.
The enemy shoots them to avoid the battleshock effects (hey they might happen) or they have nothing better to do. it then makes that unit easier to kill.
A group of friends and I are starting up 40k, we’re all new to the game and I’m playing as the necrons. What would be a good detachment? I’m leaning towards Awakened dynasty, but Canoptek court is very enticing as well. I don’t have much in my budget for many/expensive units. Any recommendations?
Great captioning guys… anyway so you always take the weave and the reroll ones to wound. Infiltrate is a bit meh, only useful for wraiths, and the command point one is hardly ever going to work but when it does it’s great
The Canoptek Court is my favorite Detachment of the Necrons.
When it comes to the Power Matrix wholly within phrase, does that mean the entire unit has to be inside it, or if one 1 Wraith model is outside of only he couldn´t get the whole rerolls?
For the sake of simplicity I’d say the entire unit because if it was just one outside and a couple attacks missed you could just say “those were from the ones in the matrix so I can reroll”
They said the the unit needs to be wholly within (assuming they worded it correctly) so if one model is out. The unit does not get the rerolls.
Would a canoptek Spyder be any good in this detachment?
Yeah, looks good. They’ll be rerolling hits along with other Canoptek, but real value is found in bubbling Doomstalkers. Synergy with Scarabs, which also look good rerolling into Lethal Hits.
@@harrumphreys4841 yeah 😙 I wanna put 2 spyders into an army so they can give some support to scarab spam, revive them better and stuff. Scarabs still have that mortal wound self-destruct strat yeah?
Yes but its slightly worse. If i recall correctly rolling A 6 now get 3 mw instead of d3+3. Biggest issue i had with the spyder/scarab combo was that spyders move slower then scarabs and i think the heal is only 3". Not sure if thats fixed now
20 warriors with Royal warden and plasmancer or chronomancer. Put the Tesla weave on the cryptek, get charged, then use the warden fall back and shoot, then get charged again. Rinse and repeat
Awesome video thanks
Unless they change the wording any character that joins a unit of immortals gains the ability to reroll the wound role as it says, all models in this unit gain the ability to reroll ones to wound or the entire role if your target is within range of an objective, so this mean you are techno dancer with his staff light with his range and most likely we rolling anyone unless you come across the opportunity to target something that is on an objective.
I think right now the plasma just because of all the little special abilities are very cool and what that does his make everybody trigger lethal hits or sustained hits on a 5+ he has his harbinger of destruction which generates one mortal wound for every 4+ and they’ve changed it so you always roll for dice And his range is pretty good.
I think might actually have some good play is the psychomancer with the Tesla weave as that will make enemy units possibly think twice about charging that units because two things will happen one they’ll get inflicted with mortal wounded damage and they will risk a battles shock test if they’re still there within 6 inches of the Psychomancer Necron Cryptek during their command phase.
It’s not the most exciting play, but now he has two chances to force a unit to make a battleship test with one of them making the unit suffer battles Schoch during his entire turn if he fails the role during his command phase.
Can wraiths move through walls again as was suggested in the video? Thought this was a 9th ability. Is it back in the new codex?
They are Beasts now, so it is linked to their keyword.
Played a match with the new rules, tesla immortals with plasmancer got 27 dev wounds on a repulser exec
And yet people are crying over the warrior nerf
@@samg7430People just refuse to adapt and want to stick to their singular boring strategy
Exactly
Thankyou🙂
If you take a techno dancer, and you do not have a third unit of Wraiths, your obvious next choice is either immortals or warriors probably Warriors, but there is a rules interaction that negatively will impact them if they are not in a unit of Wraiths.
Since they got rid of the control node, it looks like you have no choice, but to take the cloak which grants your Technomancer the Fly keyword.
Remember, a unit contains all of the keywords that are listed on all the data sheets within the unit which is why immortals can do what they do if they have a crypttech leading them but unfortunately, the immortals will gain the fly keyword without the ability to fly, making them vulnerable to any weapons that have anti-Fly, which seems to be on a lot of space marine vehicles with all of your Icarus rockets, and other anti-fly ranged attacks.
Since I have not seen the new data sheet, I’m assuming you have to take the war gear but maybe you don’t it’s something I would need somebody to confirm because typically Moore gear is free and if you don’t want it and Codices you could simply leave the war gear at home and take out your Technomancer model the crooked from the commemorative store anniversary, and if you were smart, you bought three, and this would represent the technommancer without the cloak.
No mention about reanimator? With his new significantly reduced aura of 3 inches basically GW is stating that when you put a reanimator in your list, they want you to weigh the risks and benefits of when you make them appear, but most likely he’ll be snuggly up against the rear and he does have six atomizer beams. He can shoot with although they’re only 12 inches but strength six I think they’re still AP one and they do one damage But they should at least one of them will be able to benefit from that rule that prevents your opponent from targeting them.
Boo boo bee bop
I don't like this detachment very much, it really relies on having multiple copies of the same units and I don't care to play that way.